JP On Gaming

Wednesday, June 29, 2016

Musings and wonderings

I firmly believe that variety is the spice of life, and try to apply this to every level of my life. I currently take classes in archaeology, history, writing, along with technical programs on new Visual Studio methods, Scrum methodology, and cloud technologies. As you all know, I am always evaluating and looking into the world of gaming and organized play in particular, seeking to make my own play experience better, more exciting. I play the following games more-less regularly: Arcanis, D&D 5e, Legend of the Five Rings, Pathfinder, Savage Worlds (Space 1889), Shadowrun, and WitchHunter. I GM Pathfinder mostly.

What I take away from this is the firm belief that playing more than one system makes me a better GM, and more importantly, a better writer. Just as playing in various games system makes me understand the RP-gaming industry better because I not only get in touch with more and different styles of play. It allows me to think of the products I write in a different light.

I'm not talking about knowing the rules perfectly for all of these system. To be honest, I am terrible at knowing the rules for Shadowrun, in spite of having played the same character for over 6 years... How magic works for summoning is still somewhat nebulous to me. So I don't do too much of it.

This post was prompted by my running of Arcanis adventures at Origins. When I received them, I waited a few days to read them (life and all). When I did, I was surprised and could not stop laughing. You will remember this post where I posted how not to write adventures... Well Henry transgressed a few of the points I made. Not to say that he's wrong but it made me think back on my own evaluations and my points.

First off, Henry is much more successful than I am (based on the number of players playing Arcanis vs. Tyrants of Saggakar). Next he has much more experience than I (as a writer). So... how can I make myself more successful using the lessons learned from Arcanis? I have a lot of soul-searching to do to make my products better and reaching out to more people. Lucky for me, I do have a number of friends I can reach out to, including Henry, LPJ, Steve, and the guys who work with me on FOE (James, Randy and JD) to pick their brains. But also to my players whose minds I constantly raid for ideas.

Yeah, I have a lot to think about.

Improve my product. Improve my writing. Improve myself. That's my 2016 goal...


Monday, June 27, 2016

Farewell, Neale

It is with a heavy heart that I learned the passing of my good friend Neale Davidson. He and I hit it off from the moment we first sat at a gaming table together. He was cynical and creative, but also very much a free thinker who thought about stuff. If you have not had an argument with Neale over one thing or another, you haven't met him. One of the things he did for me was to constantly force me to re-evaluate my positions on things.

He was always a supporter of my own works especially when I was a starting author, writing stuff for LPJ. He encouraged me to be better and to come up with wackier and zanier things.

Oddly enough, I worked with Neale's wife, Shayna for years before I knew they were together! Small world indeed. There is a Go Fund me page to help with the expenses.


RIP brother, we'll read your comments on the great social media site in Heaven!


Tuesday, June 21, 2016

Origins 2016: After Action Report Part 2

Continuing my AAR from Part 1.


This was the big day...

I first went to play Shadowrun in the morning. I am not naturally a fan of Shadowrun, but I've been enjoying playing the organized play with my character, Ralf Boogerman. He's a complete street bum who is not much of a direct combat monkey (which I rarely do anyway). This mission was one of the most interesting I ever saw in Shadowrun: do not kill the target or seriously incapacitate him, do not cause massive damage, but make this guy's life hell. I laughed so hard throughout most of the slot. I used only a single summon spell myself to get my part of the job done (and succeed I did).

I then spent some time shopping and unsurprisingly spending too much money for me. Got my Hordes v3 goodies but I also bought some ships for a project I've been thinking about for years. So I need to get things together... another this to add to my list of things to do.

The rest of the day, I spent beating up old friends from Colorado: Bill, Michelle, Ryan, Matt, Gregg, and Jim. It was good to play with them again, as most of them (except Michelle and Matt) beat up my own character, Kermina in the past. For ten or so hours, I beat them and battered them. They were troopers and tolerated my attempts (occasionally successful) at hurting them. This was the final element story of the Coming of the Destroyer story arc as we move on into the future.

I liked the plot, and I was quite happy to run this as I would've gotten my rear end SERIOUSLY beaten up.

After that, my Origins was coming to an end. No longer would I need to GM. I decided I would attempt to find a seat for more Shadowrun.

But then I went back to my room where I yakked and yakked with Ken and Heather until the wee hour of the night. It was great to talk to someone who had so much experience in organized play.


I threw myself out of bed early in the morning, showered and headed for breakfast. Packed up the car and off to the Union room hoping to find a game.

Turns out I got me a seat at a table ran by none other than my buddy Ed, from Throat Punch Games. A fun rump where we got involved in heavy fighting. Good 'run.

That concluded my time in Columbus for this year.

Next time: what did I learn at Origins?


Monday, June 20, 2016

Origins 2016: After Action Report

Origins this year would definitely be very different. I was at the same time excited and leery about it for a number of reasons (which I will explain/explore here).

After last year's rather underwhelming showing of and ticket sales, I initially planned on simply attending and playing. So I did not submit any events for the con. No worries.

However, real life has a tendency to play tricks on you... I had a few surprises (thanks Uncle Sam) that meant I could not simply cover the costs of attending and playing full time. I considered for the longest time simply not attending, but that would make mean missing out on the Arcanis finale of the current story arc.

So I thought to myself "what the heck, I'll just GM it." So I got on Facebook, contacted Henry from PCI and within a few emails, I was going to run Arcanis! Hence my worry and excitement.

Now I have said on this blog many times, that I really love playing Arcanis because of Henry's storytelling skills. These adventures were no exceptions! I won't spoil them here..

The Trip

My trip was done in two phases. After leaving work at 5pm, I came home and had dinner with the family.

Leaving home, I first drove to Louisville, KY to stop at a local Wal-mart where I stocked up on supplies: cheese, meat, bread, and mustard. Not great tasting, but spending 30$ for a weekend of gaming would be a great booster to my (tight) budget. From Louisville, I stopped for an overnight stay in Florence, KY. It was already late and a clean bed was all I ready cared for.

I made my way to Columbus in the morning, fighting through the traffic in Cincinnati, but otherwise no issues. My first game started at 1pm, so I had ample time.

Wednesday & Thursday

Seated and ready to run, I ran - with a few mistakes, I must add - Night of a Thousand Scream and later - with less issues - The Chosen. Of the two, I much prefered the Chosen because it has a very classic D&D feel, yet with a very Arcanis twist to it. Before you ask, "Night" is a very Arcanis adventure, one that called less to me because of its subject. (It's about the Elorii, a race I don't care about myself).

Thursday morning, I got to sit at Tony-N's table and play "Night" myself (and realize that my character is not well-built to take on the monsters therein). I really like Tony's style of GMing and thought he definitely did a great job. The table had Peter-P's Armand character who is a male version of my own bimbo character, though we branched out in different direction with regards to our advancements. Dirty jokes and innuendoes gallore. No, they were no longer innuendoes, we talked dirty. Plain and simple.


I was originally scheduled to run one of the 5th edition Arcanis. I had two adventures prep'd (one moreso than the other) and was ready to go. However, no player showed up during the slot. So I got to play WitchHunter for the first time since Gencon 2014.


Almost two years without playing this game! *sigh*

The shape of the campaign has changed quite a lot... I am definitely anxious in seeing more of it and how it will evolve. The adventure I got to play was really challenging with the difficulty level definitely higher than it used to be.

But from the afternoon through the evening, was the first of two Arcanis special events. This one was part LARP, part battle interactive. Did someone say LARP??? This meant I had to paint my nails, don my dress, put on my wig and be ready for adventure!

I make no apology for the horrors I unleashed upon the players. Henry's fragile mind was further shattered...

Funny story, a little girl (of about 5 or 6) took a liking to me and we danced a few times together... She was really cute and I had a good time.

But wait, dear readers. Wait.

Someone took me for a woman!

Yes, they thought I was a lady!

Okay, okay, they did not have their glasses on. I was across a hall, so he simply waved back politely, not knowing who it was was waved to him.

But that's NOT important. My dressing up skills are increasing!

Next time: Saturday and Sunday


Friday, June 10, 2016

[Old Pro Tricks] Five ways not to write an adventure

There are quite a number of things that will drive me nuts whenever I look at a published adventure. Whenever I see those things, I immediately think that the author is trying to beef up his word count. I have held myself on this side of going full rant, though there is some ranting here in. See for yourself whether this warrant the rant tag.

5- Passive voice

The room has already been plundered by bandit or The animals have all been chased away from the castle. The passive tense is acceptable when making something lyrical or prosaic. Adventures are neither.

Always think of the GM when he has a table full of players bombarding him with questions about this or that. Finding what you are looking is quicker with simpler language.

4- Boxed Text duplicating maps

This is something I have grown to be much more annoyed by, particularly with PFS. Room descriptions that end up with a long paragraph describing where the door are (and the doors rarely matter to the adventure anyway).

Describe what is important and let the GM run the game.

3- "Nor Crystal Falls"-syndrome

VTF3-01 Nor Crystal Falls was a Living Greyhawk adventure, the first of our meta-region (the Velverdyva/ Tuflik/ Fals trade route, occupying the western routes of Greyhawk and the Baklunish West). The adventure was fine, when I played it, it went pretty much like this: "You are in this Crystal Tower. You enter a room, there is a priestess of water there, roll initiative. You enter another similar room, another priestess or water, initiative." I thought it really sucked as an adventure.

Then I read the adventure and prepared to run it. WOW. This adventure had a lot of flavorful background on EVERYONE of these NPCs, about half a page IIRC detailing why they joined the cult, who they liked, who they disliked, etc. All this background was nothing more than garbage and junk. It was useless and though I wanted to try and share it during the adventure, players rightfully understood that killing priest of Elemental Evil/ Tharizdun was a much safer option...

So all this writing was just junk, too bad because there was adventure potential there, and it would turn the adventure from a three-part combat into something more.

This adventure has really molded me as an adventure writer: anything that's not essential to the adventure, leave it out. This is something I later learned was called "Chekhov's Gun". I wasted so much time reading and thinking how to portray these cultists, when it would've been much more rewarding to merely have them charge across the room brandishing their weapons.

2- The Novelist

Adventures are not the place to showcase your wordsmithing skills. Keep the flowery text to a minimum. It is fine to provide some neat prose, but keep boxed text to an absolute minimum.

Beyond the introduction/conclusion, no boxed text should *EVER* tell the PCs how they think or feel about something. Even passing comments like "The biggest man you ever saw" are fine in fiction, but in RPGs... Provide a reference "as tall as a bear" or "smaller than a lap dog" gives reference without assuming of the PCs' experience.

Next in this section... Do not for the PCs into a course of action. "You meet with the king who offers you a post, which you accept." NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. NO. NO. NO. A simple test for this is to assume the following: I play a character who always says no to everyone and everything (such a character being a complete jerk, and be unplayable, but is perfect for the purpose of the exercise). If that person would immediately start screaming "NO WAY! I'm not doing that!" Then change your text.

Finally, do not write whole pages of boxed text, broken only with "give the PCs a chance to agree."

Oh and Braziers are not Brassiere...

1- Future tense

This one share a number of points with passive tense. It is rarely found in boxed text but all too common in GM-text.

After defeating the monsters, the PCs will find a map. They will follow the clues to the treasure. This is one of those things that once you notice, it becomes EXTREMELY annoying, almost like it is trying to assault me, punching me in the face. This one really makes it hard to find important words in a paragraph because "will" appears every sentence and our brains love to find repetition and pattern.

Write your adventure in the present, active tense. It will make for a lighter, faster, more dynamic read and facilitate the GM's job when players are in his face asking for the color of the African swallow.

Thursday, June 9, 2016

Why am I not doing my job?

It seems like it has been weeks since I posted something here, and like many bloggers, I miss it. I think I have a number of good reasons and excuses. Excuses nonetheless.

Since mid-to-late April, I have been taking a number of online classes. This year, I decided that I was going to improve and widen my skills as a writer first and foremost. The first class I took was "Start Writing Fiction". I enjoyed that class a lot as it validated a number of habits I already had developed myself writing RPG products. Perhaps more formalized than I did it, so I learned better habits to write.

I started a number of different projects, including a new writing's blog (Click here to see), starting a mystery novel, wrote a number of short stories (between 300-1000 words each), I am working on two FOE side projects (for which I will provide details shortly, one is an Adventure Path and the other is a full new campaign setting).

As you can see, everything but doing what I should be doing for Legacies... I have been advancing little by little on Gencon adventures (where I only have one slot approved... Sunday morning). But fear not, it will be ready and fun to play. I can't wait to be done myself...


Wednesday, June 1, 2016

Nashcon After Action Report Part 2

Part 1 of the series.

Here are some pictures of the game after set up (click on a picture to view it full size). Views of the village, the treasures. I built the big palm trees as a new piece. They added variety to my other trees.

Very simple build: chopsticks cut to various length. Planted on a piece of foamcore with wood glue and the foam core itself glued to a plastic base. I then painted a sheet of paper first with various shades of green and then with a thin layer of watered down glue. The later was to give it some strength and stability. Once the paper was dry, I cut it roughly into shape and then glued it to the top of the chopsticks. Then a quick paint job, flocking and voila! Cheap palm trees.

The rest of the village was made and posted on the blog over the last few years.

Now as to the game itself:

The following are the two Europeans staring positions. The Castillians were played by Eddie and Actionman had the Burgundians (the red crossed barbs). They both had similar forces composed of 5 musketeers, 5 swordsmen, a cannon and three named characters (represented by a special miniature, the musician and the banner).

The African warriors and the Spaniards engaged in a forest near the village. This tentative engagement showed just how swift and brutal combat was in the jungles of Africa.

Actionman sends his forces into the village to capture treasures and is attacked by the local warriors who returned from a hunting trip.

Finally, the big moment as everyone charges in the village and combat happened everywhere. The villagers against all odds managed to capture a few warriors, but they were eventually overwhelmed.

A good time was had by all. The game was brutal, bloody and went off very well. I will be posting a few notes on the rules here and later to RPGNow.

On the final part of this series, I'll talk abot the good, the bad, and the ugly.


Sunday, May 29, 2016

Nashcon After Action Report Part 1

Yesterday, I attended my first Nashcon after almost attending last year. It was the first convention in years I attended that was exclusively a miniatures event (for me). I was extremely anxious and curious for although I've been to many cons, I believe the last one where I attended only did miniatures event was...

Well I think it may have been the Warmachine tournament where I got my rear end kicked back at Gamers' Haven in Colorado. So. Long. Ago.

So after thinking about this day for a long time, with both myself and ActionMan looking forward to this day. For him, it would be the first minis-olny conventions and I wondered how he would do. At six years old, I worried he might think it would be too long.

The first slot was my own "Conquistadors in Africa". After a little last-minute table-swapping, we finally got our own assigned table. ActionMan's invaluable help allowed me to set up quickly. The terrain consisted of a variety of trees, grasses and a village.

A true combination of old and new pieces: all the grass elements, the pond, the store-bought trees and the sprue-plants date from my days in Ireland. The pilons and the fencing were built in Colorado. The tall clump foliage trees were made in Kentucky. The lean-tos and the large palm trees, I made here in Tennessee. Over fifteen plus years on that table at once... The mat itself, I bought in Ireland and it traveled with me all these years.

Talk about a trip down memory lane!

I'll get back to that game itself in a follow-up post.

I made a single cheat-sheet for all to learn the rules. I simplified "The Sword and the Flame" some - something that's a massive feat. I love TS&TF as a set of rules that are quick, simple and fun. I had one sheet for each player.

ActionMan and I played only one game at the con, for it we played "Corner Kick", which is a soccer/football simulation game. I was dubious of how this would work but he and I took the 2014/15 Manchester United squad and took on the 2015/16 Arsenal squad.

Wow. The game was really super exciting, feeling very much like a soccer match. We received 2 penalty shots (one of which was blocked) and arsenal threatened constantly (damn you Ozil!). ActionMan played David De Gea, our goal keeper who stopped no less than 3 volleys by Olivier Giroud! We managed to win 2-1 with a Robin van Persie goal at the 87th minute (yes, there is a way to represent time). ActionMan rolling the much-needed strike!


The game is indeed a little long (it is soccer), but it is a great simulation...

Shown below was the Wayne Rooney penalty that put us on top 1-0. RvP would miss our second penalty.

More tomorrow...


Thursday, May 26, 2016

Gostor: Wilderness creates vast stretches of land in seconds

This book was written to answer a simple question: “What’s here?”

At the time, I was working on an adventure set in the desert (actually grassy plain) so I did research on the desert and drawing on my own experience in the Arizona and Colorado and my readings, I put everything together.

As a child, I thought the desert was an empty place filled with sand dunes and a few rocks. A family road trip in 2006 changed that perception. The desert became a place of many features, many colors, mostly yellow-brown, I will admit, but many colors.

Then as I started to put down a list of elements for the desert, ideas came to me for other types of terrains. In no time, I had entries for mountains, coast, and plains.

At that point, a very rough draft of this book was done. As the original reason for this book dropped, I left it behind in my work in progress folder, waiting for the time I would need it again.

I began work on a new project, one which required me to work on maps. Then I suddenly remembered this rough draft. With my need in mind, this book came together fairly quickly. This book focuses on realistic terrain and does not include any fantastical or magical terrain by design. Such content may form the core of a future Gostor product…

Click here to check out more about Gostor: Wilderness


Monday, May 23, 2016

[GM Aid] Working on a Wilderness book

Inspiration is a fickle and fun thing. Back in the days when I was writing for NeoExodus, I was thinking about creating a dynamic system to build locations for the campaign. Something where I could define and build up a region, and provide it to the players. So I put down a number of ideas: interesting locations, settlements, and terrain features. There were quite a few things in there.

The idea quickly evolved into a way to create a map on the fly. Those of you who purchased our no-longer available book on the city of Gytha will immediately recognize that the swamp itself was left nebulous, and ready to explore. It was my idea, really.

Imagine an empty hexmap. Why? Because Hexmaps always seem more appropriate for wilderness areas. Why? Because I'm an old guy and back in my days, we drew our wilderness maps on hexmaps. Now stop arguing, and just focus on the story.

Dang kids. Won't listen. Won't do what they're told.

Picture an empty hexmap. Pick a spot in the center of the map. What is there?

I know the map is empty! Hence why I'm asking what your players find there... That's right. You are drawing a blank. Gostor: Wilderness will let you know with a few quick dice roll what is there. Then as they explore the area around and beyond, you can do the same and just expand as they travel.

What I lacked was a format to make it all come together. So the book stayed in my "Work in Progress" folder. And I saw it every time I open this directory (read: multiple times per day).

Then a few days ago, I was reading the 5e Dungeon Master's Guide. and I happened to fall upon the section about wilderness adventuring. I returned to the document with a few ideas on how to sort out the chaotic mess I had.

With a format defined, I reworked, and cleaned up the content to make it into a clean and simple set of entries, much like the rest of the Gostor products. As the product began taking shape, I could immediately see synergies with other Gostor products.
- Gostor: Bandits Because any trip in the wild may lead to conflict!
- Gostor: Ruins Because ruins are a natural site for adventure!
- Gostor: While on the road Because sometimes you just want to provide a quick overview of the trip. Gostor: Wilderness is the "opposite" approach.

So I am now in the final stages of touching up this book and plan on releasing later this week.


Friday, May 20, 2016

Conquistadors in Africa: A Game for The Sword and The Flame

Tomorrow, for the first time since I left Colorado, I will participate in a miniatures event. Nashcon 2016 will be my first time there. I almost attended last year before having to back out due to my car's explosion...

So I am posting a few quick pics of the assembled forces for the big day. I am so excited to play some colonials again.

It will be Actionman's first full non-RPG convention. We will be playing minis all day together. I know he is going to love it. As my game is in the morning, we will decide what to play in the afternoon. There are so many fun games on the program that I can't quite decide what I would do if I was by myself. So I will do like I did at the previous events: I will go with the flow and see what to do.

I will have pictures, including the terrain after tomorrow's game where ActionMan and I will take on the world.

Here is my blurb:

It takes a real man to survive all the dangers one might find in the jungles of Africa. But to succeed in a quest as big as the one currently at stake, it's going to take much more. Opposing factions ready themselves for a final showdown as they all seek to capture the same prize.....the legendary Lost Mines of King Solomon. JP Chapleau, of First Ones Entertainment, brings us this epic adventure using modified "Sword and the Flame" rules and 28mm figures. Up to 6 adventurers can join this quest for fame and fortune and become a hero of legend.


Thursday, May 19, 2016

Meet your ArchDespot!

I've been teasing everyone about this for over a month now that it is time to actually provide you with the final part of the epilogue for "ToS1-I-02 Something borrowed, something blew", the year-end special that I ran at Conglomeration. One of the big decision they had to make was the decision of who they would offer the crown to.

Like everything in Saggakar, it was not a unanimous decision, but one that was clear enough.

The following is an exerpt of the narrative available on RPGNow/DriveThruRPG for the great price of "Pay what you want". In the coming days, I will post a series of questions on the campaign, and thoughts I have to change and improve the campaign. The narrative section includes a lot more, including how some of the NPCs

But that can wait, the ArchDespot is about to speak...

ArchDespot Hellebora walked alone on the balcony where a few hours ago, she appeared with her late husband, she smiled calmly as she waved to the crowd in the courtyard below.

This was her one chance to rally the ArchDespotate to her rule, one chance to have the slave willingly accept the yoke she would place upon them. She had, after all, barely escaped the assassination attempt that claimed her husbands’ life. Now she was the one who would be their target, unless she found a way to deflect the attentions of every jealous First Ones.

Lucky for her, she had a plan.

Subjects of the ArchDespotate, I accepted to bear the crown my husband bore bravely, with great poise and wisdom for nearly two decades. Too long you have toiled uselessly, working against each other, advancing plots and fighting over scraps as our ArchDespotate fell apart, with rebels and outlaws refusing to pay their rightful dues, flaunting their so-called independence. That was my husband’s greatest failing, a failing he shared with me in the precious few moments we shared before he drowned in his bath. He wanted us united! He wanted us to not be just strong, but great!

I call upon everyone, First One or slave, to join me into creating a grand army that will bring under our collective heel those rebels who flaunt our authority and laugh at the fighting between with ourselves! she said to an unconvinced crowd, some cheered, a few jeered, many simply kept quiet.

WE can fix this! We can flood our markets with slaves. We can fill our homes with plunder. We can make our neighbors cower in fear at the mere mention of our name. Let us strike down those who oppose us, those who refuse to bow down, and those who choose to recognize others are their rightful master. We are to be feared and ruthless. WE ARE FAREMH!

The crowd listened on as its new ArchDespot continued without pause. I call upon every swordsman, every spell caster to flock to my banner! she continued, her enthusiasm palpable. Together, we will re-forge a new, greater Faremh, one that will stretch from the wall of Mists to the West to the distant shores of Nyen’To in the east to the jagged shored of Zuhur in the north! I will fill your homes with slaves and gold, so much of it that we shall pave the streets with it. The blood of our enemies will turn rivers red for two centuries! Her enthusiasm carried over as the courtyard erupted in cheers. The ArchDespot’s promises filled them with thoughts of glory.

Near the entrance, a single group stood quietly. As one, they turned their back to the cheering crowd harangued by the new ArchDepot, pumping her fist in the air. House Faremhi did not buy in to the dream ArchDespot Hellebora promised. They saw their hold on the throne of the nation that bore their name slip.

Losing was not a virtue of House Faremhi.


Monday, May 16, 2016

It's my birthday and I'll do what I want

With my birthday just passed, I realized a number of things. First, I have a great wife and great kids. They did their best to make my day just awesome!

We went to the Tennessee Renaissance Festival, then the hibachi grill, then I opened some great presents, and finally I got to take a nap on my chair. Exactly the kind of things I love doing on Sunday.

Another thing I realized... I have a lot of great friends! I received wishes from people on Facebook, through email and in person. So I decided to give back and as such, everything on RPGNow/DriveThruRPG is now 30% off!

Check out the site here


Sunday, May 15, 2016

How I conquered Germany

I woke up this morning to find a great surprise... Stefan-D, who contacted me a while ago about translating my adventure "The Lion Sleeps Tonight" I wrote for Gaelcon 2000. My first year in Ireland. Wow... sixteen years ago.

I woke up to find a picture for "Die Hohle des lowen" (I'm sure he would laugh like crazy as I try to pronounce this). Yes! Stefan translated the adventure into German for the Cthulhu Ruf magazine! As I said before, he not only translated the adventure, but also moved it to during WWI. Really added something special for my day.

I do not speak German (on the bucket list), but for those of you who do, go and check out their publication It seems filled with adventure and material. I really like their production value.

On a sad note, Issue #10 of Cthulhus Ruf is the final publication. I will think that they finally hit perfection with my adventure and decided not to do any more... Ah I am so full of sanity!

What a great start to this day!


Saturday, May 14, 2016

Gencon plans are coming together

On Sunday, Gencon registrations open up, so it is time to tease you with what you have coming... I have a few adventures currently in the works.

Before I go into the specifics of the adventures, let me tell you about the Pathfinder/5e events. On Thursday and Friday morning, I will be offering Saggakar adventures using 5th edition. These will be taken from TOS2-00 Service and Reward. That adventure features short (2h-ish) sub adventures forming a whole, similar to the format that the Adventure League has for many of its intro scenarios, something I find extremely brilliant, but more of that later.

During the Thursday and Friday afternoons and evenings, I will be running any of the adventures below, depending on whoever comes to play. I only split the slots between Pathfinder and 5e to make sure everyone came for the game they like.

I am also extremely proud to announce that I will not be the only one running Legacies this year! Writer-extraordinaire Randy Price will be joining me on Thursday Evening and Friday afternoon! This means that you will be able to play with the (quite twisted) mind of the man who came up with Onero and the plots therein!

So many good things are coming to Gencon this year, especially since I am only attending Origins as a GM for others this year (more on that later). I will have new shirts made, along with a new banner for the new year, which Irene sent me the final art. And like everything else, it is GR-EAT!

If I come during one of the Pathfinder slots, can we play the Special? Yes.

Can I apply 5e credit to a Pathfinder character? Yes.

Can we play mixed tables? No.

Will there be unique items given during the special at Gencon only? Yes.

Now for some blurbs:

TOS2-00 Service and Reward by JP Chapleau

The ArchDespot declared that she wanted to impose her will on those who spurned the divine yoke of the Faremh. Before she can send troops in foreign soil, she needs to pacify or at least get the cooperation of the Houses. This is an introductory adventure to the world of the Tyrants of Saggakar.

An adventure for APLs 3-5 (characters level 3 through 6)

TOS2-01 Fate of Zealots by Randy Price

An assassin loose in the city of Onero is nothing special. Someone is willing to share information in return for a share of the bounty. But in the city of sins, nothing is ever secret and offers come from all directions.

An adventure for APLs 3-7 (characters level 3 through 8)

TOS2-02 Fogs of Days Past by JP Chapleau

A new ArchDespot now sits on the throne of Faremh. Her rule is far from unanimous, however. She needs people to retrieve the ancient crown to prove her worth.

An adventure for APLs - (characters level 3 through 1)

I decided to have my Sunday morning slot be the special specifically.

TOS2-I01 Dreams of Dust by JP Chapleau

Last year, adventurers recovered an icy slab from Yorix's island. The slab was locked away in the under bowels of the palace. But it did not lay dormant, but has been dreaming, dreams of dust beyond the Mists.

An adventure for APLs 3-8 (characters level 3 through 9)