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Gaming in the Wild: Hallowed Halls

The word has come down, the final bells are tolling. We stand at the precipice of change, as the windows begin to be sealed and boarded, the furniture draped in dust cloths and the finer relics of our endeavours distributed among their owners. New homes will come for most, but for all? We shall see…

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The Independents: Mistborn Adventure Game

The immortal Lord Ruler reigns over a land of ash, where it is a daily struggle simply to keep crops growing. Nobles play games of intrigue and lead lives of luxury while an entire peasant/slave caste known as the skaa toil away with no rewards other than enough food to survive and maybe fewer beatings. Every night the land is cloaked in mists, and the skaa whisper of monsters and demons and people who can use metals to perform magic. Among all this are the crews, those who go beyond their station and beyond the Lord Ruler’s laws to try and accomplish their goals. One way or another, the outlaw crews fight back against the world that seeks to oppress them. This is the world of Brandon Sanderson’s Mistborn novel series, and this is the setting of the Mistborn Adventure Game from Crafty Games!

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Stories of the Fifth Age, Ep. 88: “Rogues”

Stalkers in the shadows claiming powerful talents among a myriad possible avenues of growth, the Rogue is a shifty, often maligned, lifestyle.

However, as Adam and Jared discuss in this episode, being a rogue is more than SNEAK ATTACK and stealth, and they pull back the cloak of shadows that this class tends to so easily slip into for a better understanding of ways to explore.

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Gaming in the Wild: Expansions and Editions, Fun at a Profit

The world we have created for ourselves is rife with complexity and confusion. After millennia of civilised society we have a plethora of systems and states, hierarchies and red tape, and almost everywhere you go in the world, there is a monetary value placed on almost everything, even things that are labelled as “free…”

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Dungeon of the Mind

The mind is the most powerful thing we mortals possess. With it we have altered the course of history, invented marvels of sciences, and created entire worlds. In a world of magic and multiple planes of existence it would be no surprise that dungeons could exist in the very minds of its inhabitants.

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Adventure Log: Living on Borrowed Time Part 13

Cole ran for the cockpit, leaping into the pilot chair and desperately trying to get the Borrowed Time up and running even as Bas did the same in the engine room. Nak dropped into the dorsal turret and strapped in, swinging the blaster cannons towards the blown-open hangar doors. Verjylla was on the ship’s comm, reporting what was going on as Bee’f left her in a dash for the boarding ramp. The Wookiee and Shikte rushed into the hangar bay at the head of two squads of Alliance infantry trainees, while in the base’s armory Caleb hurried to don his new armor. In Bolthole Station’s command center, Patience was trying to figure out exactly what was going on, but at least part of it became clear as a full platoon of Stormtroopers – 60 strong – charged through the hangar doors with blaster rifles blazing.

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Stories of the Fifth Age, Ep. 87: “Urban Bounty Hunter/Mercenary Veteran”

Whether braving battlefields and clashing swords or skulking through the underbelly of the sprawling streets of a city in pursuit of the most dangerous game, there’s one primary factor that links the Bounty Hunter and the Mercenary: Coin.

In this week’s episode, Leslie and Jared analyze these backgrounds and how using them effectively can add more to your characters than you might consider at first blush.

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Gaming in the Wild: A Clear Canvas

A funny thing happened when I cast off the shackles of the somewhat underwhelming experience we had going through Dungeons and Dragons’ “Princes of the Apocalypse” adventure module. As the internet does with its click-bait, “The Dungeon Master gave the players control, and you won’t believe what happened next…” (Continued)

Stories of the Fifth Age, Ep. 86: “Clerics”

Tied to divine powers, clerics are conduits of the Heavens, tasked with the mandate to enact the will of their deities upon the Mortal realms. This role comes with great and often misunderstood implications, even by followers of those very same deities, who may not grasp what it means to actually directly be the tool of their plans and intentions.

Of course, for D&D it really comes down to arguing who is going to play the healer. In this episode, our hosts discuss how to really take advantage of the Cleric as a class, and bring out greater depth from what it has to offer.

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Gaming in the Wild: The End of the Apocalypse

Over the last year or more, my table at the Bracebridge Tabletop Gaming Community has been plodding their way through the Dungeons and Dragons adventure module “Princes of the Apocalypse.” After a meeting with the group, here is what we have decided…

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