• Category Archives IKRPG
  • Dossier Decks/IKRPG: Faldor Goldgrim, sole survivor

    It’s the last post of the month. Know what that means? That’s right, it’s time to crack open the Dossier Decks and … wait, no, let’s not make an NPC this time. While we’re waiting on tenderhooks for the delivery of Requiem, the new RPG setting for the Warmachine/Hordes universe, we don’t have all the rules for character creation but there’s no reason we can’t pull the cards and see what sort of character we can create that just might work as a PC once we get to grips with the new rules.

    Making characters for Requiem is going to be interesting in that the Iron Kingdoms is not your typical high fantasy setting, and a number of the standard fantasy races and classes are going to need some tweaking to make them fit. For a start, spellcasting is nowhere near as common in the Iron Kingdoms, and you’re a lot more likely to see traditional magic items represented via alchemy, weird steampunk science and runes, than hand-waved enchantment. Thematically, this can lead in one of two directions: party makeup will be more proportionately reflective of the setting with martial classes dominating , or the party will be truly exceptional with spellcasters being near unheard of in some areas.

    As a DM I generally encourage players to play whatever strikes their fancy, roll the dice and come what may, but I think for Requiem a little additional consideration into the nature of the setting may be required. The stories we tell in the Forgotten Realms, Eberron, Wildemount, Theros and Ravnica all have their own distinct flavors, and I think the Iron Kingdoms deserve the same love. Some backstory and a decent Session Zero can go a long way.

    The cards have flipped! I drew from the Merchants deck, and we pulled a fancy-dressed dwarf with an eidetic memory, a distrust of elves, and a touch of survivors guilt, complete with a souvenir.

    Frankly, this lends itself beautifully to the iron Kingdoms. Rhul borders on Ios, and with the Iosans closing their borders even tighter after the events of Oblivion, anyone who was already even slightly xenophobic regarding the elves would find trust waning further. The Nyss tribes would North of Khador would also have potentially clashed with Rhulfolk as Everblight’s machinations unfolded, so we have potential reason to distrust both Iosan and Nyss elves.

    The eidetic memory and propensity to interject with infodumps are personality quirks, but our dwarf’s recent encounter with a horned gribbly gives us both potential character motivation and something for the DM to weave into the main story, or perhaps craft a personal side quest around.

    Since we’re looking to use Faldor as a PC, his personal backstory needs some good meat, but not too much, as we want his story to unfold through play. As a DM, however, let’s consider where that backstory might feed the narrative. The description states a gnarled horn, so a Gnarlhorn Satyr would be an easy fit, though more likely to lead dear Faldor into conflict with the Circle Orboros than the elves. This works for a campaign with the Circle featuring as primary antagonists, though it relegates Faldor’s anti-elf sentiments to being little more than a character quirk.

    Instead, the image brings to mind a number of agents of the dragon Everblight. I’m picturing a small merchant caravan, specializing in finer wares – Faldor’s garb doesn’t mark him as someone who spends a lot of time swinging a pickaxe – making its way through the North to a Khadoran city or settlement. Perhaps delivering some clockwork intricacies. The road is not used often, though it’s still clear and largely considered a safe route.

    Faldor is one of half a dozen Rhulfolk with the caravan. Three merchants, three trained guards – possibly Highshields – riding two per wagon; merchants at the reins, guards riding shotgun. As the sun starts to sink below the ridgeline, the temperature dips. The guard on the rear wagon suddenly goes stiff, raises his firearm to the temple of the surprised merchant beside him and pulls the trigger. The gunshot startles the dwarves on the forward two wagons, but the guard on the front wagon fires a lethal shot into the the chest of the merchant with him, eyes glazed over.

    Faldor dives from the wagon seat as his guard suddenly clutches at his head. Rolling under the wagon he hoists himself into the undercarriage. The guards are all yelling out now. Free of whatever influence had cased them to murder their charges, the front and rear guards move toward the center, barking at each other as they scan the roadside forest for threats.

    The three gather, guns pointing outward, as from nowhere snow swirls about them, bitter winds tearing at them, ice forming on their beards and brows. Bolts of dark energy slice through the blizzard, striking the guards as triggers are pulled, firing blindly. One guard drops, then another, then a piercing shriek is heard.

    Suddenly the wind stops howling, the snows dissipate, and the third guard, fallen to one knee, holds his firearm forward in a shaky grip. Smoke wafts lazily from the barrel as he falls forward, succumbing to his wounds, and there is silence.

    After a time, Faldor climbs out from under the wagon. His guards and fellow merchants are dead. Following the line of the last guard’s shot, Faldor cautiously moves to the side of the road. There, laying in the mud, is a wicked, gnarled horn. The base is shattered, a bullet having taken it from the head of its owner. Faldor is no tracker, but he can see the brush has been disturbed by somethign moving away with some haste. On a tree beside the trail, a single bloody handprint. Long, slender fingers extending from a delicate palm. Elf…

    Perhaps, thinks Faldor, it’s time to step away from the world of sales and merchandise, and into another line of work. He would take what he could from the wagons and complete as much of the delivery as he could, and then talk to the Khadorans about other opportunities…

    Meanwhile, deep in the forest, a Nyss Succubus tenderly places a poultice to the side of her head. The ragged, bleeding stump was all that remained of her horn. Her face twisted in anger, she pondered how her ambush had been undone. The dwarfs were dead… she had got them all, yes? While she had not recovered the device her mistress sought, she had at least stopped its delivery. She would rest, then return to the wagons to scour the contents. With the Rhulfolk all dead there should be no further concerts…

    Suddenly we have a reason for Faldor to be suspicious of elves, a backstory that gives him a nudge to start adventuring, a background, and a possible future nemesis, the one-horned succubus who was spurned by her mistress for her failure, and now seeks revenge against the one dwarf who survived…

    The Dossier Decks are available from SkeletonKey Games. Find your inspiration therein.


  • IKRPG: Figuratively speaking

    While most of us are still limited to playing remotely, there will come a time when once again we can gather in the hallowed basements, dining rooms and rec rooms of our nerd pals to engage in in-person roleplaying shenanigans. I’m really enjoying running D&D for my players online, but I can readily recognize that it’s just not the same experience as playing around a table together. One key component of this is the ability to use physical maps, tokens, and – surprise, surprise – miniatures.

    Privateer is of course keenly aware of this, and made a wide variety of models suitable for representing roleplaying characters available as part of the Kickstarter for IKRPG: Requiem, but as comprehensive as the list may be, it’s by no means the be-all and end-all of your options.

    Consider: The Iron Kingdoms boardgames and their expansions. Undercity and Widower’s Wood are a great resource for bulk models suitable to represent characters and the mobs they’re going to come up against. Undercity (and its expansions) may be more suited for Iron Kingdoms adventures, but if you’re planning on taking your party into the wilds, then Widower’s Wood will add plenty of tatzylwurms, bog trogs and gatormen to whet your appetite. (Get it? Whet? Cos they’re a bunch of wet swamp gribbles? Bah, I’m wasted here…)

    Consider: The Grind boardgame. While it wasn’t a huge success in and of itself, if you’re looking to make a custom steamjack the components inside are perfect, never mind that you’ll be able to build ten warjacks, a mix of heavies and lights, for less than the cost of two heavy warjack kits. You may have to go hunting to find a copy, but it can be worth the dig.

    Consider: Mini-crate models. A number of the models released would make great player characters, notably the Morrowan Battle Priestess currently available as a VIP model. Granted, finding a place in the party for the Gorghadra Plushie or Di Wulfe In Sheep’s Clothing might not be an option, but the Sloan Ranger and Lady Wraith would both make potential gunslinger characters, Issyria would make a great noblewoman spellcaster, the Shield Sister is pretty obvious and you can’t tell me the Disco Infernal wouldn’t make a fantastic Bard/Warlock. You can find a full list of the Mini-crate models here.

    Being able to have a visual representation of the character you’ve forged in your imagination elevates the gaming experience to new heights. No longer just a bunch of numbers scribbled on paper, there’s now a tangible avatar on the board. Never mind that, as someone who enjoys the hobby side of things, you get to paint you. And of course, you can always reach out to some of the amazing artists in the community to commission a character sketch as well…

    What sort of character are you thinking of playing?


  • IKRPG5e train of thought: Essence

    While the Kickstarter has closed and we’re now in the dreaded limbo betwixt Completion and Delivery, that doesn’t mean we can’t work to fill the void with IKRPG ponderings. If nothing else, we can keep the souls of dead Skorne company as they while away eternity in the void themselves.  PP Faye’s latest insider gave us some insight into character creation with NIall Kain, Thamarite Guile Cleric. While we won’t know the full details until we have books in hand, the cognitive wheels began turning about races and classes and how they’re represented in the newest edition if the Iron Kingdoms Role Playing Game.

    5th Edition D&D has been undergoing something of a renaissance over the last few years, expanding options to allow for more creativity with each rules supplement. The most recent, Tasha’s Cauldron of Everything, pertinently opened the door for eschewing racial stat bonuses so that players can more readily represent the character they have in their head. Dwarves are a hardy folk, for example, so traditionally get a Constitution bonus, but what if your character was more bookish, didn’t enjoy quaffing, and preferred the open sky to closed in tunnels and subterranean strongholds? Maybe you want to get an Intelligence bonus instead, indicative of their times spent with their nose in a tome rather than sniffing out a silver vein.

    The last edition of the IKRPG addressed this somewhat with the concept of Essences, and per Faye’s Insider it looks like we’re getting an update to 5e D&D to optionally use essences instead of racial bonuses. Faye’s character took the Intellectual essence, granting a boost to Intelligence or Wisdom, along with aptitude in a specific skill or ability, and some optional feats that could be taken as the character levels up.

    With the Intellectual essence being confirmed, we can likely expect Mighty, Skilled and Gifted or variants thereof. IK:Unleashed replaced Intellectual with Cunning, but they served a similar purpose. Intellectual (Int/Wis) and Mighty (Str/Con) make immediate sense, but working out a good fit for Dexterity and Charisma could be a little more challenging, there may not be a direct correlation.

    What will be very interesting is how Gifted is approached (if it’s included). Magic users in the Iron Kingdoms are few and far between, with Warcasters being elevated to a special place in society by sheer dint of their ability to access magic. Mechaniks and Alchemists have ways to pull of magical effects through mad science, Gun Mages and functionally enchant bullets, but by and large the characters of the Iron Kingdoms are, for lack of a better term, mundane.

    This is not to say that they’re not exceptional, but rather than they rely on trained skills and the like rather than any variant of wizardry and spellcraft.  Compare this to the Dungeons & Dragons core ruleset, where every class has access to spellcasting of some sort, either as a core feature (eg Wizard, Warlock, Sorcerer) or through a subclass (eg Fighter/Eldritch Knight, Rogue/Arcane Trickster, Barbarian/Totem Warrior).

    Assuming there is a Gifted archetype, will it be a requirement for anyone taking one of the spell-centric classes, and optional for other classes?

    The caveat, of course, is that the Iron Kingdoms is a setting for D&D. Just as there are no orcs native to Barovia, halflings are barbaric cannibals in Athas and centaurs are represented differently in Ravnica and Theros, it may well be that players in the Iron Kingdoms may want to consider carefully their choices in character creation so as to fit better with the setting itself. Collaboration between the players and DM to make the pieces fit will be important, but then, it’s always a good idea during character creation, to help the players realize a character concept that will work well with the story being crafted.

    We can expect a variety of human options for the Iron Kingdoms, with Cygnarans, Khadorans, Idrians and more, as well as Iosans, Nyss, Orgun, Rhulfolk, likely Trollkin and Gobbers, so there’s no shortage of potential races to play with, and the optional Essences will allow for customization above and beyond the more narrow confines of a genetic stereotype. Exactly how, we’re waiting to see.

    If you missed pre-ordering IKRPG: Requiem during the kickstarter, you can still pre-order through Backerkit.  What sort of story will you tell in the post-Claiming Iron Kingdoms?

  • IKRPG: Requiem

    What do you do when one of  your favorite fictional settings aligns with one of your favorite roleplaying games?  You write a short blog post directing your readers to the Kickstarter so that they can take advantage of the Early Bird backer option to get a free GM’s screen on top of the setting book, a compendium detailing the setting’s monstrous menagerie, and a beginner campaign centered on one of the most iconic weapons in the history of Warmachine.

    This is not only an opportunity to sink your teeth into the Iron Kingdoms via Dungeons & Dragons, this is also our first real look at the Iron Kingdoms in the wake of the Infernal invasion that saw kingdoms collide, ancient foes join forces against a greater threat, empires falter, and heroes meet their dooms.

    I mean, you all know me, I just want to know if the Monastery of the Order of the Fist still stands, but I’m sure some of you are invested in what’s happened to Cygnar, Khador, Llael and Ord after their citizenry was either slaughtered or punted through a massive gateway to a distant galaxy in an attempt to save their souls.

    The Kickstarter has already funded, and stretch goals are being fulfilled. Load your magelocks and stoke your boilers. The Iron Kingdoms await.

  • Games should be fun

    “At  the center of skorne society are unpleasant concepts like suffering, servitude and torture. Some players might not want such concepts expressed openly or in great detail, if at all. It is important everyone at the table is comfortable and having fun, and this might require a Game Master to let some elements of skorne culture take a back seat or be glossed over – or even to omit them entirely. Every group is different, so it is up to a Game Master to respect the players’ tolerances and preferences before showcasing such elements in a game. One group might not have any problem with playing a skorne campaign replete with dark themes, while another group might strongly prefer to omit careers like the Tormentor and the practices they represent. Overall, skorne society is more focused on earning honor and glory than on simply inflicting pain, and a campaign could easily be steered to focus players on achieving greatness for their houses without exploring the darker aspects of skorne culture and philosophy.”

    This passage is in the Skorne Empire supplement for the Iron Kingdoms Unleashed RPG. It was written by one of my favourite RPG writers, though I didn’t know that when I read it. It contains what is, for me, one of the most important concepts a Dungeon Master, Game Master, Storyteller needs to understand.

    A little background for those unfamiliar:

    The Skorne are a race of humanoids from the Warmachine/Hordes setting, whose culture could loosely be described as combining elements reminiscent of Feudal Japan, the Roman Empire, and an omnipresent death cult. They have a rigorous caste system, warring houses actively enslave those they defeat, and much of their culture is built around the desire to have their souls captured and stored in crystalline prisons when they die, rather than having them sucked into the void and destroyed. They are masters of mortitheurgy – death magic – and there are very powerful elements of their society that are built up around the sorcerous power that can be siphoned from the victims of torture and agonizing death.

    Frankly, an awful lot of skorne culture is built around practices that are ethically and morally abhorrent. I’ll freely admit that I love the Iron Kingdoms setting and I’m fascinated by the life breathed into the setting by the writing team. The setting has so much depth and character, for so many different factions and cultures, it boggles my mind just how rich the world of the Iron Kingdoms has become over the years. That said, some cultures depicted are, to my mind, much more suited to being antagonists rather than protagonists. There’s little heroic about the Blindwater Congregation, the Cryxian nation is mired in undeath and sinister blood magicks, and we all know how I feel about those filthy Morrowans in Cygnar.

    The Skorne Empire supplement is the most comprehensive look into the peoples who marched across the abyss to wage war on the fertile lands of Western Immoren, and while it can certainly be used as a “Here be bad guys” resource, it also presents the rules for a group of players to don the crimson and brass armour of the Empire and play in the streets of Halaak in their own quest for eternal glory (ie, to earn honour and glory sufficient to have their spirit placed in a soulstone upon death). That’s where the above quote comes in.

    Every group is different, so it is up to a Game Master to respect the players’ tolerances and preferences before showcasing such elements in a game.”

    Roleplaying groups are often bound by an unspoken social contract. The most recent D&D sourcebook, Tasha’s Cauldron of Everything, lists the following:

    • You will respect the players by running a game that is fun, fair, and tailored for them. You will allow every player to contribute to the ongoing story and give every character moments to shine. When a player is talking, you are listening.
    • The players will respect you and the effort it takes to create a fun game for everyone. The players will allow you to direct the campaign, arbitrate the rules, and settle arguments. When you are talking, the players are listening.
    • The players will respect one another, listen to one another, support one another, and do their utmost to preserve the cohesion of the adventuring party.
    • Should you or a player disrespect each other or violate the social contract in some other way, the group may dismiss that person from the table.

    If you’re doing something that actively makes a player uncomfortable, you’re in breach of the social contract. An exception may be possible if it’s tied to a critical plot point, but you’d best be prepared to deal with any fallout, which could be anything up to and including dissolution of the campaign.

    I’m currently running a D&D game set in Barovia, home of Count Strahd Von Zarovich. This is the gothic horror setting for D&D otherwise known as Ravenloft. It’s dark. I mean, it’s one thing to go strolling through a dungeon and thwarting skeletons and goblins. It’s another thing to burst into a puppet theatre where the audience is ceramic dolls that all turn to stare at you, and one of the villagers is up on the stage strung up like a marionette with meat hooks through his joints.

    In playing through the  campaign there have been multiple times where I’ve seen my players pale or be taken aback by some of the descriptions I’m firing at them. They’ve been troopers, but you can bet that I’ve checked in with them multiple times to make sure they’re okay with the tone of the campaign, because – and here’s the crux – games are meant to be fun. I want them to end the sessions feeling like they’ve accomplished something, learned something, or even just done something cool. I want them to have experiences that can have them thinking “Hey, remember when…” some time down the line.

    They’re the protagonists. If you’re having fun, but they’re not, you’re doing it wrong. You need to consider your approach, how things are portrayed, how much agency they have as players, so on and so forth. Conversely, if they’re having fun but you’re not, that needs to be addressed too.

    D&D, IKRPG and other RPGs are all about collaborative storytelling. While the DM may have the index and the major plot points, it’s the players who are filling in the minutiae. Everyone should be able to enjoy the experience.

  • We all watched Privateer’s Keynote, right?

    Were you online when we were graced with the digital presences of Will “I collect honey!” Hungerford and Oz “I am not a monster!” Schoonover, delivering the 2020 Keynote? We’re on the cusp of Warcaster, we’re in the aftermath of Oblivion, we’ve seen the coming of Gallamaxus as new friends and foes join the Monsterpocalypse, and of course, the Keynote – our sneak peek into Privateer’s plans for the coming year – had a few surprises for us as well.

    You can watch the Keynote here:

    Some neat things to note:

    Iron Kingdoms: Requiem

    The Iron Kingdoms RPG, reborn using the Dungeons & Dragons 5th Edtion ruleset. I love me some classic IKRPG, but bringing the setting fully into 5e compatibility means potentially opening up the setting we love to a much wider audience, and with Matt Goetz – hands down one of my favourite writers/designers in the RPG industry – working on the project, I am very keen to see Requiem in my grubby little hands.

    Bear in mind also, this will be a huge insight into the world of the Iron Kingdoms after the Infernal invasion. The events of Oblivion and the Hengehold Scroll were a major upheaval for Western Immoren, and we’ve all had a lot of questions as to the state of the world, and the fates of those left behind after the Cyriss gate closed. If the amount of lore and background for the setting in Requiem is anywhere near the quality that we got with IKRPG Full Metal Fantasy and IKRPG Kings, Nations and Gods (and of course, IK Unleashed) then we’re in for a hell of a treat.


    Our primary source of alternate sculpts and concept reinventions, Minicrate has been putting out some excellent alternates through its subscription service. Some sign up for the six month stretch and get the VIP bonus model, others cherry pick the models that appeal most. The Keynote has given us a peek at 6 of the next year’s models, but of those shown in the video I think my personal favourites are Winter Watch (alt Pyg Lookout on a Polar Bear cub) and Fiona from the Black Lagoon (alt Fiona the Black as a mermaid).

    I mean, there were no Menites in the list, but that doesn’t mean a few others won’t find a potential home in the Gdaycave…


    The Draken Armada are coming in full force, with three new monsters and six new units – but we’ve known that these guys were incoming for awhile (even if we had no idea about Gausamal). What caught my eye was the Zerkalo Bloc, a cold war era style heavy metal foe from an alternate Earth. When I watched Pacific Rim, Cherno-1 was my favourite Jaeger aesthetically, so the concept renders definitely caught my eye.

    On top of that we have the announcement of the Legion of Mutates – Anthropomorphic animals, including elephant men with rocket launchers – and the Masters of the 8th Dimension – geometric beings that defy physics and our understanding of biology. Now, I’m a commited Destroyers player, so I’ll pout a little that the Mutates are Protectors, but those Zerkalo’s will look awfully nice marching alongside my Mollocks…


    The Keynote has announced the fourth faction for Warcaster, the first non-human faction – The Empyreans. The ancient alien masters of the Hyperanuion, they’ll follow the standard templating of the other factions – Solos, Units, Light and Heavy Warjacks – but the similarities largely end there. Armored carapaces with bonus tentacles, some of the Empyrean models don’t even bother with such gauche mundanities as legs and arms.

    Humanity will be receiving some new toys as well, with the coming year’s wave introducing vehicles – the Razorbat (Marcher Worlds), Interceptor (Iron Star Alliance), Scythe (Aeturnus Continuum) and the Zenith (bringing the Empyreans in line). Each will have weapon hardpoints that welcome different armaments, much as the warjacks do. They also look super cool.

    Warmachine & Hordes

    With such a strong focus on Warmachine leading up to and through the Infernal invasion, it’s time for Hordes to get some love. We saw a bunch of new models for the Legion of Everblight and the Trollbloodsm, as well as some merc/minion models such as the Death Archon. The Grymkin will also receive some new models, including the blasphemous Defiled Archon, and Isiah the Dread Harvester, their pumpkin-headed dragoon who can turn his own victims into Dread Rots.

    While Hordes factions will be enjoying a little time in the limelight, Warmachine won’t be completely ignored, with the Retribution of Scyrah expanding into House Ellowuyr. Thyron and his Swordsmen have reinforcements incoming. The Crucible Guard will also receive new models, including Major Aline Benett, a Rocketman Warcaster.

    Riot Quest

    Riot Quest is entering its second season, with the Wintertime Wasteland kickstarter live as we speak. A new map, a new block of looters, all of which will be compatible with both Warmachine and Hordes, including the baby Gorax. Maybe he’ll be a companion model for the new Boomhowler? Pure speculation on my part of course. The core set gives us a new melee-centric Boomhowler, a new Black Bella, a post apocalyptic Yuri the Hunter, the Nyss sorceress Yssylla, the aforementioned baby Gorax, Shivers.

    The new edition Riot Quest will add a slew of new heroes, including the first dual hero, Dez (from the Mayhem block) with Gubbin (also from the Mayhem block) loaded into a mortar. The Man-o-War Bulkhead will add some serious armor plating, while Bumbles the bear is adorably lethal. Major Benett – the Rocketman Warcaster mentioned earlier – will also be released as a Riot Quest model. For Kickstarter exclusives, alternate sculpts of some of the original Mayhem heroes will be available.


    While there’s no new Menites in the immediate winds, I can acknowledge that other players need new toys too, and I can appreciate the novelty of having more things to set on fire with Feora the Forsaken. Also, gimme two of those Interceptors ASAP…

  • Black River Irregulars: Back into the Undercity

    I can’t stress the importance of a good diet with enough leafy greens and fibre. The cities of the Iron Kingdoms aren’t known for their amazing feats of sewer engineering and water purification, so do you really want to be known as a Black River Irregular? … … What? Black River is not a reference to polluted waterways? Irregulars is in the military unit sense? Oh… well, I guess that makes more sense. New expansion time, kids! The Undercity is Privateer Press’ cooperative board game where a group of mercs fight ne’er-do-wells in the belly of Corvis. I’ll confess, when the main set came out I was hoping to see the characters from Richard Lee Byers’ Murder In Corvisand I was a little confused to only see Milo and Gardek, but with the new Black River Irregulars expansion for Undercity (also compatible with the upcoming Widower’s Wood), we can put the whole gang together.


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  • GenCon 2016 Photodump #3

    Alright, at this point you’ve endured three photodumps so far – Pennsic, GenCon (assorted stuff) and GenCon (Cosplayers and peeps). Now let’s look at some games and some of the displays, including shots taken from the painting competitions – well, the models that were in the cabinets when I walked by. I will make a note here, I was exceedingly disappointed by Wyrd Miniatures and their miniature display. Their booth was large and spacious and well appointed and well stocked and… the miniature displays they had on the walls of their booth were unlit, and with a black background pretty much ensured that anyone trying to take pics of the models on display ended up with a photo of their own reflection and not much beyond that. Bah. Finding an entire hall of VS System players cheered me up though, including giant standee of Jennifer Walters.

    She-Hulk Smash! Breaking the fourth wall before Deadpool even existed, fighting evil with her brain as well as her brawn, the sassy lawyer has long been one of my favourite comic book characters.

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  • GenCon 2016 Photodump #1

    And now, the freaking monumental task of sorting through all of the GenCon pics and splitting them up into thematic photodumps! It’s entirely possible I’ll give up part way and just have a massive collumn of photos with no commentary, or possibly even with whatever happens when my sleeping face rolls over on the keyboard… I MAKE NO PROMISES!

    In the meantime, pics from GenCon 2016: The Random stuff! You’ll get the Cosplayers and Games in the next two photodumps.

    It all started at Ninja Steve’s place, where the Admiral (otherwise known as Mrs Ninja Steve) presented me with two awesome gifts – a notebook bearing my SCA device, and a water bottle with the LH Astrolabe! Wot wot!

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  • Wild Adventure

    Let’s go on a wild adventure! No, no, put away your hiking boots and bug repellent, we’re going on a wild adventure of the mind, so to speak. Yes, there’ll be bugs and hiking, but there’ll also be gators and pigs and tatzylwurms! Doesn’t that sound amazing??

    Yes, we’re talking about the latest supplement for the Iron Kingdoms roleplaying games, Wild Adventure, for Iron Kingdoms: Unleashed. This month you can get your hands on new gear, new abilities, new careers, and a complete new adventure for your feral characters to try to meander their way through before getting eaten by a Thrullg. Let’s take a gander, shall we?


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