Monthly Archives: September 2015

TitansGrave: The Winds of Chaos – Chapter Two of Twelve

Fantasy AGE, TitansGrave, TitansGrave: The Ashes of Valkana Adventure Series and all associated logos are trademarks of Green Ronin Publishling LLC.

TitansGrave: The Ashes of Valkana and its associated logo is a trademark of Geek and Sundry.

This is a fan-made product and not intended to infringe on any copyrights or trademarks. I am not planning to make money off this product. If there is any problem with any part of this product or any missing information from this crediting section, I will update accordingly.

That said, all content not owned by Green Ronin or Geek and Sundry is owned by me. Feel free to distribute and share all you like, but please give credit where it is due.

Chapter Two – Dek’s Shop

If your players have not completed The Ashes of Valkana, this should be the first part of the adventure that they experience. For those GMs who have read the first chapter for background information, don’t worry about the Touched by Chaos condition. PCs will have the opportunity to gain it in a later chapter of this adventure.

Because of this, where PCs who have completed The Ashes of Valkana experience something different to those who haven’t, I have endeavoured to create similar experiences throughout the rest of this adventure. The differences themselves are minor and shouldn’t cause any issues when playing through The Winds of Chaos.

Scene One – Roleplaying

If your players have completed the previous chapter, read the following aloud:

The teleportation portal shivers and quakes as you step through it, maddening whispers brush against your mind momentarily as the magic wraps itself around you, complete darkness enveloping your senses.

If your players have NOT completed the previous chapter because they have not completed The Ashes of Valkana, or had already left the Tomb of the Prophet, read the following aloud instead:

Today started like any other day, the sun rose, the birds sang and you awoke after a pleasant dream to the smell of wet grass and cooking. You felt in no particular hurry as you washed and dressed. It was only as you began to make your way to breakfast that the whispers began brushing your mind and the world went white.

 After reading either of the two passages above aloud, read the following to begin the scene proper:

When your vision clears, the ringing aftereffect of the magic fading from your ears, you are confronted with the rugged face of an extremely surprised dwarf. One hand, seemingly made of some matte-black metal, holds a gem firmly in place whilst the other squeezes some adhesive from a small tube around the edges of the lustrous jewel.

 The teleportation pad the players have landed on is at the back of a cluttered shop, surrounded by archaic technology in varying degrees of repair. The dwarf, who the players can now see has been trying to repair the teleportation pad, steps back when he has sealed the gem in place and introduces himself as Dek Steelhand and welcomes them to his establishment.

If pressed, Dek will explain that he runs a mercantile goods store in Vorakis, buying and selling trade goods, foods and relics from the Chaos Wars. The PCs were somehow teleported to his shop as he finished fixing the teleportation pad. If pressed, he will admit that he is a mage (he lost his hand in a magical experiment) and that he has conducted some study into the Chaos Wars (he is a former Mountain Guard and roamed the Broken Spires as mercenary and treasure hunter), but will not go into further detail (i.e. he will not reveal the information in the brackets).

He is wholly apologetic to the PCs and vows to fix the teleportation pad to send them wherever they want to go, pointing out that the gem that allows the pad to function fully is still in his storeroom. He estimates that it will take the rest of the day to fix the pad and that the PCs should enjoy the city whilst it is a ‘Lady Day’. As he mentions this, he inclines his head towards the bust of beautiful woman standing next to his table at the front of the shop. He will explain more about this (relaying the information found in The Ashes of Valkana regarding the city of Vorakis).

Should the PCs wish, he is willing to answer any more questions they may have but seems urgent to continue with his task. He is genuinely upset about what happened and wants to put it right, as such he will not sell the PCs anything, preferring instead to tinker with the teleportation pad whilst he talks with them.

Scene Two – Exploration, Roleplaying

The PCs should now be encouraged to explore Vorakis. Allow them the freedom to go where they want to and to name the shops and attractions they wish to see. Should they go shopping for supplies, the store keepers are happy, welcoming and willing to haggle down to 50% of the price for any items.

Any citizens they meet on the street are also welcoming and friendly, any rumours and gossip the PCs manage to overhear are about how it’s nice to have a tenth consecutive Lady Day considering the turbulence of the last few months.

Draw the players’ attention every now and then to the cyborgs that patrol the city. These mechanically augmented men and women stride through the crowds, their faces relaxed, obviously watching out for trouble but in a non-threatening manner. Should the PCs talk with one, it is happy to answer any questions they may have about the city, its people and its attractions. Each cyborg has a glowing blue light on its chest plate.

In their exploration of the city, the players should see the many statues of a beautiful woman erected in prominent places. Unless they succeed on a TN 15 Communication (Investigation/Persuasion/Seduction) check, all the PCs can find out is that it is good thing the statues are of ‘the Lady’. Succeeding on this check reveals the information that the statues sometimes show ‘the Lord’ and that the city isn’t anywhere near as pleasant when they do.

By the end of the morning, the PCs should be relaxed and enjoying the almost carnival atmosphere of Vorakis.

When each player has had a chance to name a shop or attraction that the PCs visit and these events have been role-played to their natural conclusion, read the following:

You’ve just sat down for lunch when you notice the fight occurring across the street. Two vendors are arguing over the limits of their stall on the crowded pavement and it looks like it is about to come to blows.

As one of them pulls his arm back, his fist clenched, a cyborg appears as if by magic and interposes itself. From your position, you can hear it reasoning with the two men, calming the situation down and getting them to agree to concessions.

As you are watching this, a horn blares out over the city. One of the nearby statues of the Lady shivers and shifts, the visage of a stern-faced man replacing the serene woman. The blue light on the cyborg’s chest-plate turns red and it turns to the florist on its left. The man, shouting loudly moments before as he argued with the pan merchant over the terms of their new agreement, goes pale and begins to back away.

Without warning, the cyborg reaches forward and picks him up by the neck, slamming him into the ground. The pan merchant runs, abandoning her wares, and disappears into the crowd. One of the cyborg’s fingers begins to spin and a probe emerges from the tip, the tell-tale arc of electricity dancing from it. The florist’s body spasms violently as the cyborg electrocutes him and then walks off, the unconscious man over its shoulder.

 The PCs are now free to explore the city further. Again, each player is encouraged to name a shop/attraction that the PCs visit and all social encounters are role-played to their conclusion.

This time, however, shopkeepers are subdued, unwilling to haggle and will try to get the PCs out of their shops as soon as possible. This isn’t prejudice against strangers, the shopkeepers are treating the citizens of Vorakis in an identical manner. The citizens themselves are the same, any conversations the PCs may wish to have with them are rushed, quiet and end with a warning to stay out of trouble.

Succeeding on a TN 15 Communication (Investigation/Persuasion/Seduction) check will reveal to the players that now the Lord is in charge, the cyborgs will respond violently to any minor infraction or perceived troublemaking. The citizens will tell the PCs no more about the Lord and Lady than they already have. Should the PCs talk to a cyborg, its voice is now more mechanical sounding and it will repeatedly tell them to move on and be about their business, ignoring any questions they may ask of it.

After each player has had a chance to name somewhere for the PCs to go, they should be allowed to return to Dek’s shop.

When they return to Dek’s shop, it is surprisingly busy. Should they ask about this, Dek explains that he is rarely troubled by the cyborgs, succeeding on a TN 13 Perception (Seeing) check allows the PCs to notice Dek’s eyes flicker to a large crystal set into a metal plate covered in arcane sigils that hangs above the door. A successful TN 11 Intelligence (Arcane Lore required) check will allow a PC to realise that it is a magical array designed to deflect attention and is extremely old.

Dek offers the PCs refreshments after they have asked all they wish of him and will prepare drinks and food in a small attached kitchen before returning to his work. Shortly before he reaches the teleportation pad, two vials of bright orange liquid smash through the front window and break over several items. In the time it takes the PCs to notice this, the liquid catches fire and Dek’s shop begins to burn.

Scene Three – Combat

As Dek’s shop begins to burn and more and more of his wares go up in flames, two things happen. The first is that the customers in his shop begin to panic, understandably screaming and rushing around, trying to push past each other to get out of the burning establishment. The second is that a number of members of the Broken Gear gang equal to double the number of PCs plus 2 rushes in, breaking through the window. The players should now roll initiative.

This fight is intended to be tough and as such has the following special rules:

  • Panicked Citizens: Due to the number of people rushing for the exit, all ranged attacks suffer a -2 penalty for the first of combat, this drops to -1 on the second and on the third and subsequent rounds, the effects of this rule no longer apply.
  • Smoke-filled Interior: The smoke filling the shop makes it harder to accurately hit combatants in vital areas, as a result all Stunts cost one point more than usual. Should Dek successfully extinguish the fire (see below), the effects of this rule no longer apply.

Dek himself will not take part in the fight, spending his turn (Dex benefits from a 3 Dexterity (Initiative) ability) trying to extinguish the fire spreading throughout his shop. At the beginning of the encounter there are two fires, each dealing 1d6+2 damage to any character that enters, or starts their turn, in the fire. At the beginning of each round after the first, roll 1d6 for each fire, on a 6 another fire ignites nearby. Each fire requires a successful TN 13 Intelligence check, which Dex has a +3 bonus on.

Any nearby PC may also attempt to extinguish a fire, they need to pass the same check or use an appropriate Arcana. PCs may gain bonuses (no more than a +2) at the GMs discretion depending on their method of extinguishing the fire. The GM may also change the Ability and the focus needed for a PC to pass this check depending on the PCs actions.

When all the fires are out, Dek will retreat to the teleportation pad and defend it. Any attacks made against him miss and he will only make a mêlée attack in self-defence, with a +4 bonus and dealing 1d6+2 damage.

The gang members, using the profile below, will fight to the death and will pass all checks required to remain in the fight. Any PC taking a minor action to study them will note that their eyes are glowing slightly. A successful TN 13 Intelligence (Arcane Lore required) check will reveal that they have been magically compelled to attack the shop. Any attempts to dispel this magic fail.

One gang member, already in the shop when the fight breaks out, is there to steal something and can be found in the press of customers at the door during the first two rounds of combat. Spotting him requires a TN 15 Perception (Seeing) check and all PCs may attempt this as a free action at the start of their turn. If the PCs pass this check, they see a small figure holding something to its chest, leaving the shop as fast as they can.

Once the gang members are dead, Dek will approach the PCs and tell them that something has been stolen. He offers them the use of a special piece of equipment to track it down for him, while he repairs the damage done to the teleportation pad, now giving off multi-coloured sparks and plumes of smoke.

Using the device requires a PC to pass to a successful TN 11 Intelligence (Arcane Lore) check, or a TN 7 Intelligence (Arcane Lore) check if they ask Dek to explain how it works. Upon a successful check, the PC carrying the device is spun around to face the direction the thief took and they can see a small figure in the distance, running through the city.

NPC Profile

Broken Gear Gang Members
Abilities (Focuses)
2 Accuracy (Blaster Pistols)
0 Communication
1 Constitution
2 Dexterity
2 Fighting
0 Intelligence
1 Perception (Seeing)
1 Strength
1 Willpower
Speed Health Defence Armour Rating
12     / 15 12 3
Weapon Attack Roll Damage Range
Light Blaster Pistol +4 1d6+3 10/20
Dagger +2 1d6+2
Favoured Stunts: Knock Prone, Lightning Attack

Talents: Armour Training (Novice)

Weapon Groups: Brawling, Light Blades, and Blaster Pistols

Equipment: Light blaster pistol, light leather armour, dagger

Magically Compelled Berserkers

Read Chapter Three here

Any feedback is gratefully appreciated.

– Bubbles


TitansGrave: The Winds of Chaos – Chapter One of Twelve

Fantasy AGE, TitansGrave, TitansGrave: The Ashes of Valkana Adventure Series and all associated logos are trademarks of Green Ronin Publishling LLC.

TitansGrave: The Ashes of Valkana and its associated logo is a trademark of Geek and Sundry.

This is a fan-made product and not intended to infringe on any copyrights or trademarks. I am not planning to make money off this product. If there is any problem with any part of this product or any missing information from this crediting section, I will update accordingly.

Chapter One: Leaving the Tomb of the Prophet

Before getting into the nitty-gritty of this chapter, it is important to note two things. The first is that this chapter is purely intended for player characters who have completed The Ashes of Valkana. As such, if your player characters have not done so, or if this adventure takes place after the player characters have already left the Tomb of the Prophet, feel free to skip ahead to Chapter Two, they won’t really miss out on anything.

The second thing is that because this chapter is optional in terms of the adventure, if you still want to run it, feel free to run as much or as little of it as you wish. You may even have your own ideas about what player characters might find in the Tomb of the Prophet. The only really important scene in this Chapter is the last one, as long as you include that, and as long as you and your players have fun, you may modify this chapter in any way you wish.

No PC may gain the Touched by Chaos condition more than once in the following chapter, being given it therefore has no effect. Whilst the Touched by Chaos condition doesn’t feature often in this adventure, it becomes more significant towards the end of it so keeping track of which PC or PCs are Touched by Chaos is important.

All TNs in this, and subsequent, chapters are merely suggestions, as are hostile NPC numbers. If you want to change them (either to make checks/combats easier or harder), feel free to.

Scene One – Exploration, Combat (optional)

Read the following the players:

The laughter of the Prophet echoes around the room as her shade dissipates. The torches burning around you flicker, go out and then re-ignite, brighter than before. A cool breeze plays over your skin for a few seconds and the atmosphere clears, the constant buzz in your head, unnoticed until now, fading completely.

For the first time since you arrived in this warped demi-plane, you don’t feel like you are being watched and your thoughts are untainted by whispers and darkness. As you relax, enjoying the peace and serenity that begins to flow through you, the ground trembles.

What begins as a minor tremor, barely felt, becomes an abrupt and violent earthquake within the blink of an eye. Around you, torches fall over, the windows of the tomb break with a loud crash and the door splits, one half falling out into the plaza with an ear-shattering thump.

 After the players have had a chance to collect themselves, discuss what has just happened and begin trying to find their way back, the trail of blue flames once again appears in front of the bearer of the Staff of Forlorn Hope. The flames lead them deeper into the Tomb of the Prophet itself, through a previously hidden doorway. The flames will now lead them back to the teleportation portal by the swiftest, and only, route. Unbeknownst to the players, this is the route the PCs’ ancestors took to leave the Tomb after depositing the Prophet within it. The flames will lead the players to the first room before disappearing.

Whilst it is unimportant how many rooms and puzzles the PCs face (it is during this section of the chapter that you are invited to add your own puzzles, trials and encounters), they SHOULD encounter the following three rooms in any order:

The Brazier Room

As the PCs approach the door into this room, the Staff of Forlorn Hope begins to vibrate violently in the bearer’s hands. The bearer, and any party members nearby, must pass a TN 11 Dexterity (Acrobatics) check. Anyone who fails suffers 1d6 damage. This damage is caused by a minor magical explosion that tears the Staff of Forlorn Hope apart, causing it to fall to the ground in pieces. There are an equal number of pieces to the number of players. Ideally, the players will pick the pieces up and carry them with them. If they do this, the benefits of the Staff are conferred upon the player carrying the crystal that formed the head of the Staff.

The room beyond the doors contains 15 braziers arranged in a 5 feet by 3 feet grid with each brazier in the centre of a square. The braziers themselves are roughly 2 feet tall and 1 foot across, all seemingly identical. Should a player succeed on a TN 13 Perception (Seeing) check, they notice one of the nearby braziers has their ancestor’s name written upon it. Following this revelation, the other players may make a TN 11 Perception (Seeing) check to discover that all of the braziers in the room are undecorated apart from a select number inscribed with the names of the heroes of the Chaos Wars.

The braziers themselves must be lit without magical assistance. Encourage the players to be creative with their problem solving. As long the brazier is lit by a descendant of the hero inscribed upon it and as long as the fire is lit via mundane means, it remains lit. Any other attempts result in the flames glowing red and exploding outwards, dealing 1 damage but leaving the brazier intact. The only exception to this is if a PC attempts to light the brazier of another PCs ancestor, in this case the flames merely go out.

Should the players not notice the names written upon the braziers, there a chance that they light the correct ones anyway. Each time a PC lights a brazier, roll 2d6. If the roll results in a double, the brazier remains lit and that particular PC may no longer light another brazier. Attempting to do so results in the flames glowing red and exploding outwards as described above. In addition, that particular brazier may not be lit by any other PC, any attempt to do so results merely in the flames going out.

Once all the braziers are lit, the door on the far side of the room swings open.

The Statue Room

This is a room that is completely empty save for a statue in the centre of it. The statue looks like a normal member of the Staff bearer’s race and is completely devoid of any of the mutations and weapons that the PCs have seen on the other statues in this demi-plane, save for the fact is carved out of solid stone. As they walk past it, it stirs on its pedestal and turns to face them, asking them to stop.

If they do so, the statue will climb slowly down from the pedestal, changing as it does so. By the time it reaches the ground and faces the PCs, it looks like a perfectly unremarkable specimen of the Staff bearer’s race. It introduces itself as the sibling of the Staff bearer’s ancestor and is perfectly friendly in conversation. If the PCs continue to talk to it, it will say whatever it thinks they want to hear and asks if they will help it leave the tomb. If they agree, it will follow them at a distance for the rest of the chapter.

If they say no, it will follow the PCs at a distance and will require a TN 15 Perception (Seeing) check to spot.

Should the PCs initiate combat with the statue, it goes last in the initiative order, has a Defense of 6 and 1 Health. Upon being killed, the statue shatters into 1d6+3 crystals, each of which gives off a slight magical glow and can be crushed with a TN 7 Strength (Might) check to give the bearer 1d6 MP.

Unbeknownst to the PCs, the statue is actually the power source for the Staff of Forlorn Hope. Should it be destroyed, nothing happens to the effects of the Staff, the Staff itself has completely attuned to the current bearer’s power source. Should it enter the teleportation portal, either by following the PCs with their permission or sneaking through after them, all of the bonuses conferred by the Staff are increased to: +3 on Casting Rolls, the character’s Armour Rating is now 4 and Arcane Blasts benefit from a +3 to attack rolls and deal an extra 1d6+2 damage.

The downside of this, however, is that the bearer of the Staff may not use any items other than the Staff (including potions, vials, weapons etc.) without first succeeding on a TN 15 Willpower (Self-discipline) check as the Staff exerts its influence.

The Forest Room

This room is intended to unsettle the players and highlight what Dhawan’s influence can do if she reaches the height of her powers again, play up any aspects of it that seem to have the most effect and downplay those that don’t affect your players as much.

The trees in this room cast long shadows and obscure any signs of the exit door. As the PCs cross it, they should hear whispers and see flickers of movement in the trees around them. It should soon become clear that something is wrong, there is no far wall and the PCs may be travelling in circles.

The magic in this room is woven into the air itself, confusing those who try to cross it and hiding what should be in plain sight. The trick to crossing this room is to find the three landmarks:

  • Have one of the PCs see a rock cairn through a break in the trees. At a PCs touch, this cairn opens up to reveal a magically preserved Halfling seemingly entombed alive. He does not stir, but the magic that surrounds him like a force-field forms an impenetrable barrier should the PCs attempt to examine him further.
  • Somewhere in the forest, the PCs can hear thunder and see flashes of lightning. As they get closer, they can see that the lightning strikes a single tree, over and over again. Each time it is struck, the tree catches fire and burns to the ground before re-growing in the space of a few heartbeats and producing a single fruit. Once it has fully regrown, the lightning strikes again minutes later. Should the PCs take the fruit, it will grant the PC who eats it 1d6 Health, but confers upon them the Touched by Chaos condition.
  • Any player passing a TN 11 Perception (Hearing) check hears the soft burble of a stream nearby. Any PC capable of casting spells who drinks from this water regains all of their expended MP and gains the Touched by Chaos condition. Any other class, or a mage who has no MP missing from their pool, who drinks from the water gains the Touched by Chaos condition.

After all three of these landmarks have been found, not necessarily interacted with, characters that have the Touched by Chaos condition become convinced that something is following them. Any character that turns directly around to look the way they have come finds the exit door is three feet away from them. If no character is Touched by Chaos, this happens to the Staff bearer instead (or the person carrying the Staff’s crystal).

When the players have completed all three of these rooms, and any others of your devising, move onto Scene Two.

Scene Two – Exploration

Read the following aloud:

As you cross the threshold of the last door, the blue flames spring into existence again, leading you away into the darkness. As you follow it, the walls around you start to glow with arcane sigils of warding and protection and the air begins to warm noticeably. The flames stop in front of an ornate metal door which swings open at your touch.

The room beyond is cavernous and swelteringly hot. Along one wall, lava falls endlessly into a chasm, lighting the room easily. The floor is constructed of some strange, mottled metal, the tiles fitted neatly together and covered in more arcane sigils. The centre of the room is dominated by a massive anvil constructed of some dark, lustrous metal. The forge next to it is cold, the large stone fire-pit empty and the bellows laying unused and torn.

 If the PCs touched the cairn in the forest room, the Halfling they found within is sitting atop the anvil wearing a smith’s apron. He looks up at their approach and smiles.

This is the first room that the heroes of the Chaos War created in this demi-plane, a forge constructed solely to house the Anvil of Order upon which everything else in the demi-plane was constructed. Whilst it has lain dormant for centuries, the forge is in perfect working order, with the exception of the bellows which must be fixed if they want to repair the Staff of Forlorn Hope.

Any character investigating the forge must pass a TN 11 Intelligence (Engineering) or Dexterity (Crafting required) check to determine what the Halfling says is true. Should the Halfling not be present, a TN 13 Intelligence (Engineering) or Dexterity (Crafting required) check will reveal that the forge is perfect working order, with the exception of the bellows, and possesses all of the tools they will need to fix the Staff of Forlorn Hope.

Once in this room, the PCs cannot leave until they fix the Staff. In order to do this, they must repair the bellows, channel the lava into the forge and assemble to the components upon the Anvil.

As before, reward players for creative problem solving but if they remain stuck, offer them appropriate clues for succeeding on a TN 11 Intelligence (Engineering) or Dexterity (Crafting required) check for repairing the bellows and fixing the staff. Directing the lava requires a successful TN 11 Intelligence (Arcana Lore) check to provide clues. Each check only produces only one clue, regardless of the degrees of success.

To fix the bellows, the PCs need only find a suitable material to repair the hole and succeed on a TN 11 Dexterity (Crafting) check.

To direct the lava, the PCs should activate a certain sequence of sigils along the floor, opening channels and bridges into the lava to funnel it towards the forge. When it reaches the forge, another sequence of sigils should be activated to enhance the heat and power of the lava. Both sequences require a successful TN 13 Intelligence (Arcane Lore) check to activate. If the players devise a workable alternative to this, allow them to use it.

Fixing the staff requires a successful TN 13 Intelligence (Arcane Lore) check to assemble the pieces in the correct order and then a successful TN 13 Dexterity (Crafting) or Intelligence (Engineering) check to fix it properly with the forge. Alternatively, the Halfling is willing and able to fix the Staff as long as the PCs get the forge working properly again. Again, if the players devise a workable alternative to this, allow them to use it.

As soon as the Staff is fixed, a door appears on the far wall in a flare of blue fire. This door leads directly to the teleportation portal the PCs arrived though. The portal itself is not there and the PCs should pass a TN 11 Perception (Seeing) check to notice that two gems have fallen from the frame. Another successful TN 11 Perception (Seeing) check will reveal that the gems, knocked loose during the earthquake, have fallen to the floor. One of the gems has smashed beyond repair but the other is undamaged.

A successful TN 11 Intelligence (Arcane Lore) check will reveal that only one gem is needed to make the portal work, but it can only take them to the general area of the linked teleportation portal. Placing the gem in either of the empty spaces activates the portal and allows the PCs to enter it.

Read Chapter Two here

Any feedback is gratefully appreciated.

– Bubbles

Coming Soon….

So, as promised, here is an update regarding the material to come on Friday and over the next few weeks.

My partner and I have been listening to a lot of roleplaying podcasts/watching a lot of roleplaying videos on YouTube recently, me because I don’t get to RP as much as I would like (although I’m fortunate enough to have an amazing regular weekly game) and my partner because she likes the stories and the players. We started with Acquisitions Incorporated (well worth listening to the podcasts or watching the live shows) and are now on Critical Role (an absolutely fantastic gaming group of voice actors). In between the two, however, we watched Geek and Sundry’s other RPG show: TitansGrave.

GMed by Wil Wheaton, TitansGrave is a science fantasy game that uses the Fantasy AGE system Green Ronin pseudo-introduced in the Dragon Age RPG. After watching the show, and reading the PDF of the rules and setting (a print version of the book should be coming out soon), I was inspired to create my own adventure series for it.

As a fan made production, I am not affiliated in anyway with Green Ronin or Geek and Sundry, which means that, unfortunately, you will need a copy of both rulebooks to play it properly and some of the information in the first few chapters may need you to own the TitansGrave book to allow your players to fully explore Vorakis.

That said, the adventure itself is completely original and of my own design. It currently runs to twelve chapters (or eleven weeks of regular updates with the double post this week) but I may fold chapters into each other or separate them if needed. Once I have released all the chapters here, I plan on releasing either a PDF or an epub of all the chapters combined with additional setting information that I have created. This will all, of course, be free.

With all that mind, come back on Friday for the first two chapters of the adventure. If you know anyone who might be interested in this, please, feel free to spread the word. The more readers I get, the more criticism and feedback I can receive.

I really do hope you enjoy TitansGrave: The Winds of Chaos.

– Bubbles

An Update Regarding the Future

Good grief it has been a while since I posted here. But fret not, loyal reader, there is life in this site yet.

First of all, my sincere apologies for the horrendous delay in posting. It has been over 18 months since my last post and that is neither professional, nor something I am happy about. My post about gaming with disability is still only a concept, I am trying to pin down how I can write it without making it sound like inspiration porn or me looking for an ego boost. But it is coming. Probably.

Secondly, you may have noticed a few things have changed on the site. I made the font more readable (I think) and altered the tag-line. This is mostly because I lost the audio files for the podcast, so until I find them again that is on an indefinite hiatus. BUT! Despair not, fellow mortals, for I have a plan.

The last month or so, I have spent a large amount of time trying to decide what I can do with this site. After all, I set it up with an eye to help newcomers explore the role-playing hobby and present an inclusive environment where people could discuss/read about the challenges that sometimes have an impact on role-playing.

With that I mind, I realised two things; One) As it is just me creating the material for the site, I can blur the line between role-playing and table-top gaming in general. Two) I can’t always think of anything to talk about and discuss in an informative, entertaining manner.

With those two principles in mind, I began to consider alternative approaches to the material I put up here. This is what is reflected in the tagline. From now on, this site will host any fiction I write about table-top gaming (usually vignette’s about characters or events in games I play), as well as the kind of article it originally hosted. In addition to these, it will also host anything I write from a game design perspective.

Having the scope to write all these things (and a few more concepts I’m toying with) means I should be able to create a buffer of material so I can update the site weekly. My current plan is to update the site every Friday, beginning this very Friday.

And, oh boy, is it going to be an update. You’re getting not one, but TWO scenarios I have created for a game. Expect an update this Wednesday with more information about the game I have chosen and how you too can use/own my scenarios.

– Bubbles/Ryan