Kabo Aboom & The Fate of Littleback, Part 2

Here’s a summary of the continuing story of Kabo Aboom & The Fate of Littleback so far, my first playthrough in an ongoing persistent solo roleplaying campaign using the Weave RPG system. You can see all of my actual play sessions in the Weave playlist over on my YouTube, and consider following me over on Twitch so you can catch me playing live. If you hadn’t caught up, you can read part 1, the summary of session 0 through through my first three adventures, and then come back to this summary of adventure four through six.

After an adventure on the high seas that left him soggy and stomped, Kabo is dumped back on shore, much the worse for wear. Kabo regroups and tries to decide what to do next.

Adventure 4
The Woods / The Herald / The Serpent

Kabo knows about Moonfall Field, where normally small moon shards usually rain; to find out if there’s a way to force the apocalyptic moon shard of unusual size to land there instead of crashing into Littleback. Kabo calls on an acquaintance, a Goblin Portal Spelunker, for help getting to Moonfall Field quickly, without having to endure the risk of another travel montage fiasco. Goblin Portal Spelunker agrees to help, but needs to gather fuel for the portal at a Boom Salt Pit.

Kabo gathers up a walking stick with a dragon carved on it and a heavy iron shield from his things, the Kabo and companion travel to a Boom Salt Pit, Whilst searching for Boom Salt, they are attacked by a Fallen Paladin. After some struggle, it is revealed that Kabo’s iron shield is, in fact, emblazoned with the insignia of the Fallen Paladin’s order, and the paladin ceases combat in order to bargain for the item. After completing their negotiations, the shield in exchange for a pocket-size catapult , Kabo tries to convince the paladin to join the party. Unfortunately, while gesticulating wildly, Kabo slaps the shield, which was already weakened from combat, causing it to split in two. The paladin is enraged and storms off.

Kabo and companion proceed to search again for boom salt. They find some, but trigger a Magical Ward. The ward sends an alarm, and also causes some boom salt to fuse with Kabo’s hand. The alarm alerts a Leprechaun Gang Crewmember and gang, who leap upon the party. Kabo and party persuade the leprechauns they are just goblins going about their business and so are natural allies.

The leprechauns tell Kabo about a Den of Cultists they have been wanting to attack, and they ask for help. Kabo agrees. When the party and leprechauns approach the den, they find that a dwarf, a Clan Ironbelly Warrior, is attacking the cultists. Whilst trying to strategize, the party is spotted and assumed to be another enemy by the cultists. Three-way combat ensues, with the dwarf defeated, but also Kabo and companion knocked down, unconscious, and taken prisoner.

The cultists turn out to be from the monastic Tranquil Ones, worshippers of Ichmere, the Putridscale. Kabo and companion are taken to a monastery as prisoners and forces for weeks to marinade themselves, preparing them to be presented as offerings, to be eaten by Ichmere. Whilst prisoner, Kabo learns a great deal about the function of Moonfall Field, and that an advance of treefolk has caused the field to be less effective, and more information that may be of use later, about the field, moon shards, and the Tranquil Order.

But, the day comes, finally, when Kabo and companion are presented, offered to feed Ichmere. Ichmere eats Kabo’s companion, and Kabo is next. Kabo tries to offer the walking stick, which has a carved dragon on it, to Ichmere, and manages to persuade Ichmere that Kabo made it as a gift. Ichmere accepts the gift but is not persuaded to skip his second course. Kabo tries to convince Ichmere that the boom salt fused in his hand will explode if Ichmere tries to eat Kabo. Kabo fails to convince, but his threat, with a little help from Kabo poking and provoking the boom salt, proves accurate. The boom salt explodes, and in the conflagration, Kabo manages to escape.

Kabo is free again, and heads home to contemplate all that has been learned and experienced, and how this new knowledge might help avoid the ever closer apocalypse.

Encounters are counted. Combats are batted. Lessons are learned. Kabo is captured. Companions are chomped. After weeks in captivity, Kabo finally escapes by blowing up in the mouth that tried to eat him.

Adventure 5
The Wanderer / Hidden Cove / The Serpent

At home in his junkyard, Kabo crafts a new and enhanced exoskeleton living armor, fixes his pocket catapult, grabs a bag of rocks, and a wooden mask with the word “mxyzptlk” carved on it.

Kabo hears that the current season of Adventurer of the Year is holding casting calls for heroes, and decides that he should head there to try to get help stopping the apocalypse. Kabo tries to talk to heroes in line for casting, but is shushed for trying to set up alliances early; and ends up caught up in the casting process. Kabo, as a the only goblin, is chosen as a token diversity contestant for this game of survival.

Kabo and the other contestants are sent to a Hidden Cove where the three day long Adventurer of the Year game have been set up, each day with an individual challenge and a contest between heroes, then followed by tribal council, and a possible reward at the end of the day. Kabo wins the individual but fails the group challenge while sitting quite comfortably in a fine room on fire and trying to convince a Wildfire Shaman to help with the restoring balance to Moonfall Field. Kabo gets voted out of the contest at council on the first day. Kabo is stuck at the cove, not allowed to leave while the contest is being run.

Ignored by cast and crew alike, Kabo manages to survive by scrounging at the edge of camp. Kabo runs into a Patchwork Beast, disguises himself as a Sewer Troll using the magic word carved on his wooden mask, and manages to become frightening enough to escape. While fleeing, Kabo is tripped by a zombified Severed Foot, but the zombie foot is caught severely flat-footed. Kabo easily flees again, further and farther.

Wandering, Kabo discovers a section of wilds where trees and nature are being teleported to Moonfall Field by a device guarded by a Glareling. After stumbling to fall directly in front of and scaring the heck out of the guard, defeating it with surprise, Kabo tries but fails at figuring out how to destroy the complicated device in a way that fully reverses the flow.

Whilst working on trying to figure out that device, the heroic Chosen One, obvious fated favorite to win Adventurer of the Year, stumbles on the scene, and, in spite of Kabo trying to persuade otherwise, clearly thinks the weird, vile little goblin is up to no good. Fighting with the Chosen One, Kabo, an experienced Golem Knight in enhanced living armor, manages to maneuver in such a way that the ensuing battle destroys the device.

Suddenly, as smoke and sparks clear, the one on one fight is interrupted by a bigger battle. The cove is attacked by Kabo’s old enemy, Ichmere, the Putridscale, and, all the heroes, cast, and crew alike are tossed into the fantastical fray.

In the ensuing battle, Kabo is conked on the head, going a bit insane. Kabo starts seeing an eldritch insight of nasty wyrmy Ischmere-like tentacles creeping and crawling on everything and everyone, so he runs into the wilds, out of his mind …

After being voted out on the first day of the Adventurer of the Year contest, Kabo discovers the source of the encroaching nature that is interfering with Moonfall Field, and disables a device in order to halt that process. But, ultimately, the cove is attacked by an old enemy, Ichmere, the Putridscale, and, in the ensuing battle, Kabo is conked on the head, going a bit insane. Kabo runs into the wilds, out of his mind…

Adventure 6
The Inferno / The Assassin / The Crown

… and smashes into the trunk of the Treefolk Guardian, who had been coming to find out what vile magical-mechanical device had been forcing trees to teleport away. Kabo’s sudden arboreal stop cleared his mind just as a Wandering Wizard arrives. The wizard was alerted to the crazed goblin, and came prepared with a burlap sack to contain it. Kabo manages to convince the wizard that his mind is now clear, and then proceeds to tell the entire story of the coming moonshard apocalypse hoping that the wizard will help. The wizard listens to the wild end-of-the-world-is-nigh conspiracy theory rant and then decides that Kabo is still insane. The wizard struggles to force Kabo into the sack, but Kabo find everything needed to construct a device to project an escape portal.

Kabo tumbles out the the portal into the Ash Remains of a destroyed settlement just as another portal opens. Bethany Birdsong steps out chortling about her victory against the settlement and her further evil plans. Kabo puts on his Wooden Mask and disguises himself as an evil minion. Kabo tries to claim Birdsong’s portal device is unstable and dangerous, but Bethany doesn’t believe him. Kabo runs up and tries to yoink the portal device in Bethany’s hands.

Kabo flees through Bethany’s portal and closes it behind him, leaving him in the upside-down Shadow Plane, but he uses the two portal devices he now has to gate himself home.

Kabo arrives home and notices things are awry. It appears that Kabo’s former friend, the dragon Emarius, who turned into an enemy upon hearing about Kabo’s dragon hunting past, has been here searching for information on what Kabo is up to. Something about this whole moonshard situation is actually tied up in a larger plot by Ichmere, the Putridscale, to get revenge on all goblins!

Kabo uses the two portal devices and Rufus the Red’s mechanism to build a portal gun. Kabo combines the portal gun with a mostly broken pocket watch with a second hand moving backward to try to entirely reverse the apocalypse. But, this fails to work.

Kabo then tries to draw the apocalyptic moonshard through the portal so that it ends up in Moonfall Field instead of smashing into Littleback, the Gladedon. But, the force isn’t strong enough to divert the moonshard into the portals.

Suddenly, Maldric, Moon Hunter, appears. Maldric sensed all the moonshard effects and came looking for more information. Maldric brought a silly lot of rope and has a boom salt powered wheelchair, both of which, with Kabo and Maldric working together, is finally just enough to lasso the apocalyptic moonshard and corral it into the portals.

The moonshard falls onto Moonfall Field! Littleback, the slumbering Gladedon, and the entire Goblin city built on its back, are saved!

To Be Continued

Littleback has been saved! The sky fell without causing an apocalypse! But is this the end of the revenge plot by Ichmere, the Putridscale? And, what is Maldric saying about trying to find a creature hiding on the moon? What happens next? Find out in the next adventure!

Kabo Aboom & The Fate of Littleback, Part 1

Here’s a summary of the story of Kabo Aboom & The Fate of Littleback so far, my first playthrough in an ongoing persistent solo roleplaying campaign using the Weave RPG system. You can see all of my actual play sessions in the Weave playlist over on my YouTube, and consider following me over on Twitch so you can catch me playing live.

Back in April, I finally received my backordered copy of Weave by Monocle Society.

This campaign journal entry covers my unboxing, which essentially included a session 0, through my first three adventures since, where things are today.

Unboxing

After unboxing everything, I went on to create my first season and first character. The playset I picked was Goblins R Jerks and I named the season “The Fate of Littleback”. I pulled The Stag / The Turtle / The Coin as the cards that determined the Theme / Location / Boss.

The theme is that a shard has separated from the moon and is hurtling toward the planet, promising doom and destruction when it hits. The location is the back of a Gladedon, a giant turtle, named Littleback, on which an entire city is built, towards which the shard of the moon is flying directly and dangerously. Apparently no one knows yet about the shard, and the turtle has been asleep for aeons, unmoving, an easy target. The boss is Rufus the Red. How will this all play out?

I created my first character, a goblin, named Kabo Aboom with the cards Flame Challenge Two / The Crown / The River / The Inferno. I wonder who this character is and what is their story?

I thought about the playset, theme, and my character for a while, then, even though I had no idea what I was doing, here’s what happened!

Adventure 1
The Stag / The Turtle / The Coin

Living in a private corner of the broad territory on the back of Littleback, a sleeping Gladedon in the Wilds, goblin Kabo Aboom is spending time futzing around in his junk yard and laboratory when Buck Buck, a friend from the swamp, arrives with the news that the sky is falling. The friends try to get in touch with Kabo’s old connections in the Golem Knights, but none remain and Kabo is persona non grata. In a last ditch effort, Buck Buck convinces a guard to trust Kabo, but Buck Buck is forced to give up treasure, and heads home. The guard agrees to help if Kabo will fix a broken golem, which Kabo does; and just in time! A squire of Brighthearth, who found what had seemed like a lone guard in the outskirts, attacks! But, what seemed a single goblin, turns out to be a Kabo, an experienced Golem Knight in now fully functioning living armor. After dispatching the squire, the guard and Kabo head to see Rufus the Red’s private secretary, a squid sorcerer, who is convinced enough to test Kabo with a puzzle. Kabo slices the Gordian Knot, and crumbles the test in some completely unexpected stroke of genius or folly. Kabo is given an audience with Rufus the Red. When Kabo tells Rufus about the shard, Rufus reveals that it was they who called down the shard, hoping to crush everyone living on Littleback to death, and then mine the valuables from the moon shard after everyone is dead. Kabo proceeds to create havoc and destruction in Rufus’ office, find and steals the device used to call the moon shard down; and escapes with that.

Then, for my second session, I still don’t know what I’m doing, but here’s what I did.

Adventure 2
The Gallows / The Watchtower / The Owl

Kabo heads back to his junkyard with the device stolen from Rufus, and gets in touch with his friend Emarius, a dragon with knowledge about cursed devices, to try and figure out what needs to be done to stop, reverse or otherwise repair the damage done; and the coming moon shard apocalypse. While Kabo and Emarius are talking, around the junkyard otherwise normal people start behaving strangely. Then, carts crash, screams are heard, and chaos ensues as people die and then continue to move. Emarius beats a retreat. Kabo head down to the street to find out what is going on. At the gate, Kabo runs into a Dwarven Buccaneer shouting “Prove you’re still alive or I’ll kill you!” They proceed to have a drinking contest to prove they are alive. Kabo succeeds in proving he is alive, but ends up with a killer hangover. Kabo makes his way outside but succumbs to the spins and collapses. When Kabo comes-to, he’s been pulled into a Plucker’s Yum Yum House where he’s fed a revivifying meal of scraps and mold soup; but discovers that he’s stuck, surrounded by living dead, among a group of survivors.

One survivor, Dazzle, is revealed as a sole survivor of a prior attack of living dead, called the Battle of the Death of the Bands. Dazzle survived by sacrificing everyone but herself. In an attempt to thwart Dazzle’s plan to repeat her dastardly survival plan, Kabo challenges Dazzle to an epic rock band battle. In the first set, Kabo uses his knowledge of explosives and bombs to set off an intense fireworks display to wow the crowd. In the second set, Kabo releases a storm from a bottle, acts as a lightning rod to attract strikes, and, unfortunately, though he, himself, is immune, fries several of the living audience along with some undead. In the third set, Kabo constructs a Rube Goldberg device of traps and plays a rousing clutch guitar solo that blows up the entire place, along with the living dead; and Dazzle’s plan is foiled! Kabo escapes alive, but the skin of his teeth! Ewe! Skin on teeth must be a Goblin thing. Nasty.

After bringing down the house and slaying ’em dead with the power of pure explosive rock n’ roll, Kabo heads back to his junkyard to gather some supplies and figure out what to do next.

Adventure 3
The Woods / The Architect / The Dawn

Kabo digs up a spare automaton heart and a candle of sticking from his supplies, and has a conversation with the dwarven pirate, just now waking up from their drinking contest. Kabo learns more about the dwarven pirate’s history on the crew of Captain Brasker.

Dwarven pirate managed to avoid the fate of the Captain and the rest of the crew on the Barrow Stern, who were all turned into undead, cursed to ride the waves, making amends for all the misfortune and havoc they caused whilst alive. Dwarven pirate recalled a legend about the World Soul, and had hoped to appeal to that powerful entity to restore his old crew mates to life, or at least free them from their fates as undead.

Kabo heard the claim that the World Soul might have the power to correct or cure the dire peril posed by the pending moon shard apocalypse, and latched onto the idea of heading to entreat that entity for help. Kabo gathered as much information about the journey ahead and set off.

Hijinks ensue, and a fiasco unfolds.

The first stage was to stowaway on a boat, run by a Sentinel Automaton that secretly ferries supplies, whatever awful stuff undead pirates need supplied, and let’s just agree not get into the gory details of that bloody gothic nightmare! The ferry sails from the shores of civilization to a remote rendezvous with Captain Brasker’s Barrow Stern somewhere at sea. Kabo manages to climb onto a netted crate being loaded into the boat’s hold.

But, hijinks ensue. Kabo is discovered at some point on the journey, and tries to convince the automaton that Kabo can work for passage, fixing things on the boat. But, the automaton is unpersuaded. Kabo flees and tries to hide in the dangerous fiery engine room, where his resistance to fire saves his skin. Sneaky little goblin sneaks, and ends up in a convoluted game of cat and mouse trying to stay hidden from the crew that remains on high alert for a little stowaway.

But, a fiasco unfolds as Kabo’s luck and skill fail. Kabo accidentally stumbles upon the roost of a Messenger Phoenix, that beings to squawk, revealing Kabo’s position. Kabo makes a hail mary direct assault trying to deactivate the automaton, but fails. A struggle begins, and Kabo tries, instead, to just blow the automaton up; but fails, and is knocked unconscious.

Kabo is captured, and wakes in a cage. Taken to Captain Brasker, Kabo attempts to make an appeal, using what he learned from the dwarven pirate about the captain, for mercy and help, but fails. Kabo-in-a-cage is stowed below decks, and ignored. But, he’s near the Messenger Phoenix, and Kabo discovers that the phoenix and the dwarven pirate were close friends, and is able to convince the phoenix that the dwarven pirate and Kabo are also friends; and wins over the phoenix as an ally. The phoenix agrees to take a message to the dwarven pirate and to let Kabo out of the cage.

Once freed by the Messenger Phoenix, Kabo tries to construct a fully functioning golem automaton out of his living armor and automaton heart, but can’t get tab a into slot b, and ends up with a paper cut in an awfully sensitive place.

Kabo’s failure comes at a further cost as he is once again discovered, this time by a large, deadly, frightening Poorly Transmuted Rabbit, one of the many lost and broken things that crew this boat, and in spite of a spirited and inventive attempt to lead that creature into a lightning trap desperately constructed from the bits of living armor and automaton heart, but gets absolutely stomped.

Captured again, Kabo is about to be tossed to the sharks, when the Messenger Phoenix returns. A message from the dwarven pirate calls in a final favour from Captain Brasker to spare Kabo’s life.

Kabo’s quest to find a way to reach the World Soul and appeal for aid with the moon shard fails, at least for now. Losing important and treasured equipment, having a dirty secret about dragon-killing in his past revealed and rumours about it spread far and wide, including to the ears of Emarius, not having made any progress toward solving the greater issues at play, Kabo is dumped back on shore, much the worse for wear.

To Be Continued

But, the moonshard is still hurtling toward Littleback! What happens next? Find out in my next adventures!

Read the more at Kabo Aboom & The Fate of Littleback, Part 2

Letter from Dr Marhaba to Tom Ovenbird, &al.

Greetings Mr Ovenbird, Greetings!

Please convey my regards to Misters Turner and Glizzard, and thank you for the story of their recent adventures. I’m sorry to hear they have suffered wounds, but am greatly gratified they are in recovery with good prospects for full recovery.

Dangerous as the our worlds are, they are made safer and better by our mutual support of each other becoming our better selves. Do let me know if there’s something I can help with using my resources to aid their progress; but I have arranged for a case of supplies to be sent as soon as possible with items that may be useful in that regard.

I read your notes about the music Turner and Glizzard discovered to a colleague who suggested something interesting. Apparently, my colleague was reminded of some ancient materials recovered from research on the long lost Serpent Kingdoms. There were recovered several examples of musical notation from those ancient days, which have been reconstructed as best as we are able. I’m of course not suggesting that the music you found was from that ancient period, but we were reminded of these reconstructions. I have included a sample being sent by my colleague, which you may enjoy and consider.

Who knows what layers of ancient past might be hiding under the surface of the estuary, just waiting to be discovered. We know that the ancient Serpent Kingdoms covered much of our world, and maybe farther, so finds both of direct artifacts and also lingering influence on subsequent eras are to be found everywhere.

When you mention the broken urn, I wanted to share two practices I’ve used to repair similar artifacts to some success. The first practice has proven useful for preserving the original appearance while displaying the historical damage, but in a way that conserves the efficacy of any effect of magic within, often allowing me to not only preserve the item but to engage in a process of repairing the magical function of those artifacts as well. In this technique, use pure gold to fill and repair crack and defects in the object, which is highly malleable and also allows magic to function. Another property of pure gold is to mellow ill effects from any maleficent magics in the original, possibly creating a much more useful artifact than the original even.

The second, as is true of so many broken things, contemplates that breaks are never fully healed, even in hearts as in urns, but that we can grow larger than our breaks. One can sometimes create surprising new artifacts using the materials from older objects by embedding the older material in new, when the older artifacts are not repairable or to be preserved as examples as they are for research.

I will send some material we’ve used successfully at the University to do this. You’ll be interested to know that this material is actually derived from mud! You may be able to create new supplies from the mud in your own estuary, so I’ll also include instructions on the preparation of more.

News of your Ms Frembas will be welcome when there is some to share.

I have recently received a crate, which I have not had a chance to investigate, from another new correspondent, Take, a small fellow who appears to have recently taken up with a newly unified tribal cohort of Goblins and is seeking out ancient forgotten places with the help of their rather amazingly well preserved oral histories, that stretch far beyond what history even those at this University know. I understand there is, as I write this, a remarkable Goblin Market being built to traffic in the arts, crafts and artifacts from those adventures and more. Sounds like a place of wondrous surprises.

Truly, much amazing news and discoveries are being made by all in many quarters, and I am honored and delighted to be able to play a part in those, applying what resources I have available to me, even if only remotely, whilst I make my own progress here.

Signed & sealed,
Hujambo Marhaba

OOC

(This is an in-character letter sent, with an OOC post-script, back in 2017, to someone playing a solitaire game using the Index Card RPG (ICRPG) rules, as a kind of meta-game correspondence play. Unfortunately, there was only one previous letter exchanged and no others, though I did come up with a draft idea of ICRPG Field Research activity, and so this didn’t develop much further, but there’s a lot about this kind of meta-game play, especially for solitaire, that appeals to me. Adding a series of correspondence to an existing game, that links different tables and players across time and space seems pretty awesome, and potentially wildly interesting.)

I know the work of Bach is not the same, and separated by much time, but as I listened to the music you linked, I was reminded of and ended up listening again to several reconstructions of ancient music, including the Hurrian Hymn to Nikkal and Ensemble De Organographia, who I got to hear in person a few years ago, playing at Marylhurst in PDX.

Thinking of that in ICRPG terms, I thought there might be threads of musical magic patterns that survive in subsequent compositions that are preserved from even more ancient works from the Serpent Kingdoms.

Consider what a reasonable but not awkwardly extravagant care package from Marhaba, a well funded adventurer at a magical University might include, and that might be send to Turner and Glizzard; perhaps roll a few times on the ICRPG loot tables, or just grab a few ideas; but something no doubt useful to them will arrive shortly or along with this letter. Something like this care package might be similar to one of many supply crates Marhaba would have on hand, prepared to take on an extended dig, for example, with health and wellness supplies, but perhaps with one or two additional gifts added to it, that may prove useful.

When talking about using gold to fill cracks, I’m of course thinking of Kintsugi, an exemplar from Japan of Wabi Sabi.

Also, when talking about creating something bigger than the original, I’m reminded of the Japanese art Dorodango, of making “shiny dumpling” mud balls, a kind of magical process!

That last, shiny mud balls, I can really imagine being a high art in Grung (from D&D) or Torton (ICRPG) / Tortle (D&D) cultures, and may be something of interest for filling out the culture of some non human settlements in the estuary area. Like finding glass balls from old fishing nets on the beach …

I’ve been on a kick thinking about Myconids, Grung, Torton/Tortle as fun “bioforms” for a swampy/wetlands area of play. I can’t shake ideas of Frog and Toad and Wind in the Willows when I think of adventures in a estuary. And, I’ve gone way off on a tangent now. But, I’ve always been very interested in non-human, even non-humanoid, characters, for a game. Lately, I’ve been dreaming of something set in a place similar to the D&D Chult, in the Snout of Omgar, with Tortle, Grung, and idek Kobolds, Myconids and Vegepygmies?!

Welp. I finally managed to record a bit of a new series for the forthcoming ICRPG Ghost Mountain setting, in Runehammer’s ICRPG Worlds, or rather, inspired by what I imagine that setting will be like. The first moments of that posted just now on youtube!

I spent way more time pulling together preparations for that than I thought I would need, but I think it turned out okay. I wanted to do something leading up to an actual Ghost Mountain adventure, as soon as the ICRPG Worlds book is out, whenever it is finished.

It has been getting darker and drearier here as the cold creeps in and the rain begins lasting weeks at a time, and I’ve not been keeping up with regular game streaming lately. I’ve been struggling a bit with that, but I do what I can.

This weekend is PAX Unplugged in Philly, so I’ve been watching streams from there. Last night was Dice Camera Action, a fun series, and tonight is Acquisitions Incorporated. Then tomorrow is The C Team. Those are all D&D live shows. Don’t know if you’ve ever watched any of that kind of thing, but I watch a few of them. Some day, I think it would be fun to be part of a live stream roleplaying game like those!

Anyhow, hope all is well with you and yours!

Thanks!

SWRPG TFA Beginner Game Discovery on Jakku Post-Mortem

Rigaroga shares some final thoughts, a review and post-mortem, about the experience after running through Discovery on Jakku from Fantasy Flight’s Star Wars RPG The Force Awakens Beginner Game.

Star Wars RPG The Force Awakens Beginner Game by Fantasy Flight Games

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

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IAG The Crash of Packet Cruiser K748N, Part 5

Rigaroga tries adapting for solo play The Crash of Packet Cruiser K748N, an introductory adventure for the playtest of Iris: Adventure Game, “a tabletop roleplaying game set in a sci-fi universe full of color and exploration,” which is currently in development.

In this segment, I play through chapter 1, collecting crash survivors and supplies, and recovering a few secret items. But, then, the wildlife catches our scent.

Iris: Adventure Game by Joshua Hunter Mitchell and Jared Collins

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

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SWRPG TFA Beginner Game Discovery on Jakku, Part 10

Rigaroga plays through Discovery on Jakku from Fantasy Flight’s Star Wars RPG The Force Awakens Beginner Game.

Star Wars RPG The Force Awakens Beginner Game by Fantasy Flight Games

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

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IAG The Crash of Packet Cruiser K748N, Part 4

Rigaroga tries adapting for solo play The Crash of Packet Cruiser K748N, an introductory adventure for the playtest of Iris: Adventure Game, “a tabletop roleplaying game set in a sci-fi universe full of color and exploration,” which is currently in development.

In this segment, I play through the prologue, when the characters meet and disaster strikes.

Iris: Adventure Game by Joshua Hunter Mitchell and Jared Collins

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

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SWRPG TFA Beginner Game Discovery on Jakku, Part 9

Rigaroga plays through Discovery on Jakku from Fantasy Flight’s Star Wars RPG The Force Awakens Beginner Game.

Star Wars RPG The Force Awakens Beginner Game by Fantasy Flight Games

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

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Necronomicards Vol 1 rules variant for solo play demonstration

Necronomicards is “a competitive card game of horror, strategy, & luck” by Adam Hunt. Whilst waiting for Vol 2 to arrive in the mail yesterday, but it got delayed until this weekend, I created a quick rules variant to allow for solo play.

Necronomicards by Andy Hunt

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IAG The Crash of Packet Cruiser K748N, Part 3

Rigaroga tries adapting for solo play The Crash of Packet Cruiser K748N, an introductory adventure for the playtest of Iris: Adventure Game, “a tabletop roleplaying game set in a sci-fi universe full of color and exploration,” which is currently in development.

In this segment, I introduce the setting and outline of the adventure.

Iris: Adventure Game by Joshua Hunter Mitchell and Jared Collins

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

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