Candlewick Manor At Dragoncon 2009, Ben Baugh, the author of Monsters and Other Childish Things ran a session of his campaign, Candlewick Manor, an orphanage of kids with creepy supernatural gifts. Think the X-men as written and drawn by Edward Gorey. There’s monsters of course, but they are a bit more reclusive and friendship must be earned. I was lucky enough to play, along with Shane Ivey and two other players. This session begins with a tutorial on the One Roll Engine, so if you were curious about how it works, check this AP out.

ALL OTYUGHS MUST GO The war between the Water Barons and Cortez’s horde continues, but this episode will be infamous for one scene where Locke hires some goblins to build a fortress for new ogre allies. The salesmanship of Balgron the Fat, the goblin chieftain is legendary and for good reason. He will sell you anything, even an otyugh if that’s what you need. Why the players need an otyugh…well that’s complicated. Just listen in and find out just how depraved the Water Barons get. This is a prime example of ‘gamer logic’ the crazy dream logic that gamers use to justify their insane actions in-game.

A scenario from Mysteries of Mesoamerica from Pagan Publishing, it is described as “a legend around Pagan Publishing. Playtested again and again, the scenario gained the nick-name The Boneyard.” A group of archeologists check out a fabled Mayan site only mentioned in a dead explorer’s notes. Run as a pick up game at Gencon 2009, I run the scenario for Greg Stolze, Shane Ivey, James Knevitt, Tom, Aaron, and Andy. Find out who lives and who dies in this aptly named adventure!

We had a blast with the scenario and if you want to run it, pick up a copy of Mysteries of Mesoamerica. Great art, writing and more!

The war to stop Cortez is underway and the Water Barons try to rack up more allies and prepare for the final battle against the vile horde marching on Border Town. A cunning plan to destroy the enemy’s supply train is hatched. The water barons lead a small force of 100 grippli warriors in a daring raid. But in order to make sure at least some of the grippli make it out alive, the players must guard a narrow pass for 10 rounds against Cortez’s vanguard. Find out if the gambit works on episode 16 of the new world campaign!

I am currently writing a campaign for Monsters and Other Childish Things, themed around a summer road trip around the USA to save the world from an evil cult. A group of kids with their monster friends must fight the bad guys at many different places including Pastoral Manor, a quaint New England farm with a unique quirk: every animal on it is intelligent and can talk. Of course bad things are brewing there as a rabbit is leading a revolt against the human owner of the farm. What is the evil cult up to and what side should our heroes take? Find out in the first playtest of Pastoral Manor!