Sunday, February 8, 2026

Free League Publishing Alien RPG First Look

I just picked up a copy of Alien by Free League Publishing at Great Escape in the Waldern Galleria mall. I can't think of the last time I went to a local shop in the mall and found a game I liked there. Here is a link to the PDF on DriveThru

The Alien Franchise ticks all of the boxes for me. Horror, Spaceships, Aliens, and Space Marines. 

This book is packed with details. It's hundreds of pages of rules, setting information, and pictures. I can't wait to review it. 

I struggled to find a copy online and paid a tiny bit more at Great Escape, but ended up with exactly what I wanted. They do have a starter set for less, but I decided to skip over that for the moment. Don't let that fool you, I will be buying the starter set, because I love those things. 

Now that I am parsing the rules, I will purchase some dice for this game. One of the nice things about this ruleset is the trackable consumables. I have a half dozen Atlas Games The White Box Set for tracking every conceivable item.  

From the photo to the left, you can see I got impatient and created some of my own dice and a box to hold them. I need to print some character sheets. I'll use these

The box was laser-cut. For the dice, I used DollarStore wood cubes and a set of steel dies to punch the numbers in. They are very rustic, fitting the crapsack world of Alien.  

Anyway, back to the rules set. It's several hundred pages. The rules are well organized, neat, and easy to read, but it is still 300+ pages to digest. This is going to take a while. 

The art is really nice. It captures the world of Weyland-Yutani, across all eras. The shifts from Corporate White and Green, to gritty images of the nooks and crannies where humans and Xenomorphs really compete. 


While this is horror-based, the art doesn't descend into gore. It also doesn't try to reproduce the films. There are a few pictures where you think you see Ripley or Hudson, but they don't come off as copies of the film. They capture the films from a slightly different angle than what you saw on-screen, as if you were tapped into a different helmet feed. I like it. 

I can't wait to dig into this RPG, play, and review it. 

Saturday, February 7, 2026

X2 - Castle Amber 2026 - Session 0

It is time to begin. This is the introductory post of my solo play-through of Castle Amber. I grabbed a copy just before Christmas from DriveThruRPG, and you can, too. Click the link. 

I am using the Old School Essentials rule set. For the most part, these are available on Drivethru. You might like the Rule Tome, or you can carry on with whatever old-school D&D product. I've played it with AD&D e1, B/X, BECMI, and RC. There is no real reason to change what you are comfortable with. None of these rule changes should break X2. 

Carry on as you see fit. 

I have already outlined the characters that will be adventuring in Castle Amber in this post. The party is loaded towards physical combat, having only 2 Magic Users and 3 Clerics. Two elves give the party a little more magic. For brevity, I will simply list all 13 characters:

  1. Merry the Halfling, Paladin, 4th level
  2. (Ana) Khouri, Post Human, Fighter, 4th level
  3. Lance, Human, Fighter, 1st level
  4. Alexei, Elf, Bard, 2nd level
  5. Pizzaballa, Elf, Cleric, 2nd level
  6. Nodonn, Human, Fighter, 4th level
  7. Solvo, Elf, 3rd level
  8. Thomas, Cleric, 3rd level
  9. Jude (aka Punch), Knight, 2nd level
  10. Rety, Thief, 3rd level
  11. Dorian, Cleric, 3rd level
  12. Sybil, MU, 4th level
  13. Belaphon (aka Bel), MU, 3rd level
I said the magic words: Comfort and Brevity. This is not a good combination. You should be comfortable with the rules you are using, which is why I suggest your favorite because you will know them best. X2 launches with a railroad. The characters find themselves in the 1. The Foyer. There is no path but forward. This is where brevity hurts. 

There is no way the author could know what type of campaign you run, so it goes into a default railroad scenario. This might not be necessary for your campaign setting and style of play. First, you can ditch the railroad entirely by landing your characters in the Foyer, but not subjecting them to the mist. This is easy enough, but you have to know your players, not the characters. The presentation you use might put a bug in their bonnet to explore Castle Amber without the nasty wall of mist to force them. It's your world, and Castle Amber can sit idle until the party takes the challenge. You can wait them out. 

Or you can go all Fifth Edition and declare a "one-shot" where Castle Amber is the ONLY adventure for a series of sessions. 

For my session 0, I am going to lay out a cosy-catastraphe scenario. The party has wandered to the castle in the dark, and is brought up short by locked doors to the Foyer. The doors unlock in the daytime. The party sets up camp for the night. 

In the dark, exploration is limited to an area of 200 or 300 feet east, west, and south. In my campaign world, I limit nighttime activities, and I would not present any wandering monsters or other suggestions they should explore at night. 

In the morning, they will be able to either try to get out of the area and fail or proceed willingly into the Foyer. If they explore the environs, the trail approaching the castle goes south for a few hundred feet and turns. It is entirely hemmed in by trees. 

Proceeding around the bend will result in the party stumbling back to the castle. A perplexing mystery. If they wander into the trees, they will encounter the fog and mist as described in X2, with one change. Animals won't wander into the mist, and the mist hides a dense forest. 

It is like the box to the right. Not particularly notable or scary, just odd. 

Next, the area around the entrance to the foyer has fruit trees, berries, grass, two troughs of water filled by a fountain, and two wall-mounted hay racks. There are also several post-mounted hitches on at the foot of the stairs. 

This area has several magical oddities: 
  • Horses tied to the hitches will magically release themselves to graze. 
  • The hayboxes will refill every morning. 
  • Dogs will find bones and small prey easily, as if set out for them.
  • If a character mentions a type of fruit or berry that has not been described previously, it will appear the next morning. 
The gist of all of his is that it is horse heaven. The party should feel very comfortable leaving their animals here, which speeds progress into the Castle. 

Try not to make the party too inquisitive here. The windows are too high to easily reach and have dark-stained glass in the panes, meaning they can't peek into rooms. The party could load up on fruit and berries here if short on supplies. For several sessions, they can retreat here to heal up and rest. 

On the first night and first morning, the party discovers themselves in a trap. 

Alexei and Rety scope out the Foyer doors and deem them safe and free of traps, while everyone else readies their gear. The Foyer's inner doors open by themselves, jump-scaring everyone. The weapons come out and the party assembles into a marching order:

Merry, Lance, Jude, and Nodonn take the front rank.
Ana, Alexei, Solvo, and Thomas are in the second rank.
Dorian and Thomas bracket Sybil and Bel, who want to go first.
Lance, Pizzaballa, and Rety take the rear.

The party bypasses the door to room 2 quietly and moves into the main hallway. Entering the majestic hallway leaves the party perplexed. They put away their weapons, except for Solvo and Lance, who keep their bows out. They quietly send Rety and Alexei down the hall, creeping down the right and left walls respectively.

Rety listens at each door, but hears nothing. She detects a musky and smoky smell from the second door. She also notes this is the only door with a keyhole. The door is very thick and has covers on both sides of the keyhole, so she can see nothing. Once they reach the end of the hall, they pull out their bows to cover the rest of the party.

Merry, Jude, and Nodonn quietly advance to Rety and Lance's position. At this point, I roll for wandering monsters, and the result is nothing. Bel and Sybil follow the three men to the door to Indoor Forest. Merry signals for everyone to draw weapons and open the door.

Curious glances are exchanged as they view the Indoor Forest. Cautiously, the rest of the party advances to get a look. Confused by the sight, Lance and Alexei are sent back outside to get a better look. They return and confirm that this forest is actually inside the castle. I roll again for wandering monsters, and again the result is nothing.

The whole party exits the castle to regroup.

They know three doors have locks, but do not try them. These are the two bedrooms and the study. The party opens and closes the door to the Indoor Forest. They know there are no traps in the hallways, and the carpet nicely silences footsteps. They have no reason to believe there are wandering monsters, but this is wrong.

Rety, Nodonn, Merry, and Jude convince the party to start at the first door, searching room by room until they discover someone or something. 

We will pick up there in Session 1. 

Thursday, January 22, 2026

Character Challenge 2026 - Catching Up - Otto's Ghosties

Ghostie armor is
technological, not magic
This collection of characters is all third-level characters with secret weapons. They are known to Otto, and he fears them with good reason. 

Of course, these characters were created for Old School Essentials, but I am going to link to a copy of Fiend Folio on Drivethru. It fits the vibe of these three characters and their creepy equipment. 

Thomas Reed, Third Level Human Thief

STR 11
INT 10
WIS 13
DEX 15
CON 12
CHA 14

HP 10
AC 7 Leather

GP: 7 SP: 100 CP: 100 EP: 0 PP: 0 Gems: a small diamond, 100 gps

Spells: None
Languages: Common

Equipment: 
Elven cloak
Ghostie dagger
Ghostie veil

Greta Southpaw, Third Level Fighter

STR 16
INT 12
WIS 11
DEX 14
CON 14
CHA 10

HP 22
AC 4 Chain and Shield

GP: 67 SP: 80 CP: 18 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common

Equipment
Ghostie chainmail
Ghostie longsword
Normal shield
Ghostie veil

Marrick Hollower, Third Level Fighter

STR 13
INT 10
WIS 11
DEX 12
CON 14
CHA 15

HP 27
AC 4 Chain and Shield

GP: 100 SP: 25 CP: 25 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common

Equipment
Ghostie chainmail
Ghostie axe
Ghostie shield
Ghostie veil


Previously, I mentioned Ghostie equipment. Rather than sketch out these characters, I will describe the Ghostie weapons and armor they have and how they use them. 

Ghostie equipment is high-tech, not magical. All Ghostie equipment is old and battered. 

Ghostie armor and weapons have many strange properties. Ghostie equipment is always +1. However, it has many other properties that inspire terror in opponents. Creatures of animal intelligence must make a morale check when the equipment is around. Typically, they will flee rather than stay around to fight someone using Ghostie equipment. 

Let's start with the armor. 

Ghostie equipment cannot be directly sensed. It can only be seen out of the corner of the eye. Once out of sight, creatures forget they saw it. If worn and buttoned up for combat, it stops making any noise caused by movement. Distressingly, the wearer's voice and breathing are amplified. The wearer cannot stop this. If the wearer is motionless and quiet, there is a good chance (a save vs. paralyzation) that they will be mistaken for an empty suit of armor. AND forgotten when the creature looks away. 

Opponents should flee.
If someone asks the DM about this property, the DM should gaslight them: 

"Armor? I didn't say armor. Oh my god, an armored thing sneaking up on you - roll for initiative!" 

If you can get a jolt out of players, do it a couple of times in a row. Don't let the PC's make any rolls except initiative. Do everything yourself. At the start of each round, use a script like this: 

"You're winded and lying on the ground. As you stand up, you can't remember how you came to be on the floor. It seems important. The room is empty except for scuff marks on the ground where you fought...  

"The armored thing is coming at you! You remember it hit you. Roll for initiative!" 

Lather, rinse, repeat. 

Eventually, this will get old, and you should stop. Assume the terror weakens with exposure. Animals won't hang out for this type of abuse. After a while, the characters will figure out how to compensate for the forgetting and the terror. Any indirect spell or weapon can easily hit Ghostie armor, such as fireball, magic missile, vials of oil or acid, etc. 

Ghostie weapons are +1 to hit and damage. Since they can't be seen directly, the user gains a bonus of 1 to their AC. On to hit rolls, a natural 20 skips the damage roll. The strike will do weapon type's maximum damage ( and a +1) and forces a roll vs. poison. If this save failed, in 1d3 days, the character will begin to suffer from infection. This is caused by the debris and dirt that the weapon pushed into the wound. 

Ghostie weapons are also invisible to direct sight and are forgotten once out of sight, just like the armor. This creates a curious problem when they get dropped because it affects the owner as much as the opponents. 

These three men have a sheet of Ghostie material that they cut up to use as a mask or veil. It is utterly terrifying because their faces are blank spaces, but it doesn't have the full effect of armor or weapons. 

The most common armor is plate and mail, followed by chainmail, and/or shields. There is no such thing as soft Ghostie armors. Weapons come in several types: hook-like daggers, axes, stilettos, and long swords. There are no Ghostie missile weapons, spears, hammers, or maces. 

Let me know what you think. 

Character Challenge 2026 - Catching Up - Pieces of 8

I liked creating Willy Pete and his Merry Gang, so this time I created 8 more characters as a group or party. Six characters are 1st level while the remaining two, Thrain and Elma, are second level. They are currently co-leaders. 

Oddly, the thief, Otto Grimm, pulled the party together. He is a bit perplexing, having low wisdom and modest intelligence with a gift for languages. He was able to fool the other party members into following him until the ideas and cash ran out. At that point, the most experienced characters took over. The Bollin Cay, the fighter decided to call the group "Pieces of 8" since they had 64 coppers, silvers, and gold. 

Let's sketch out this party, starting with the co-leaders, starting with Thrain and moving on to the elf, Elma. 


Thrain Ironfist, Second Level Dwarven Fighter

STR 15
INT 13
WIS 11
DEX 10
CON 14
CHA 10

HP 12
AC 4 (chain, shield)

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common, Dwarven

Equipment:
Battle axe

Backpack
7 torches
50’ rope
Iron rations
Pickaxe
Hatchet
Bedroll
Change of clothes 

Maybe Elma has a shield like this.
Elma Strider, Second Level Elf

STR 10
INT 13
WIS 12
DEX 14
CON 11
CHA 10

HP 9
AC 6 Leather, Shield

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: 
Languages: Common, Dwarven, Elven

Equipment:
Longsword
Hatchet
Bow and 24 arrows

Spellbook
Elevn cloak
Wineskin
Hatchet
Iron rations
Bedroll
Change of clothes 

You will note all the characters have a hatchet, rations, a bedroll, and a change of clothes. They are carrying everything they own on their backs. They do not have much. 

Elma and Thrain have hopes of either joining a crew heading to the Isle of Dread or becoming a guard troop for a caravan heading north. If they join a crew, they will have no need of a leader. If they join a caravan, they have decided Elma will lead. Thrain is currently the leader in the port town. 

Bollin Cay, First Level Human Fighter

STR 14
INT 13
WIS 10
DEX 12
CON 13
CHA 11

HP 7
AC 5 Chainmail

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: 
Languages: Common, Elven

Equipment: 
Spear +1
Long Bow and 24 arrows
Short Sword

Hammer
Lantern
Flask of oil
Tinderbox 
Lyre
Hatchet
Iron rations
Bedroll
Change of clothes

Nissa the Quick, First Level Halfling

STR 15
INT 10
WIS 11
DEX 16
CON 12
CHA 13

HP 5
AC 6 Leather and shield

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common, Halfling

Short sword
Silver dagger
Sling

Backpack
Lockpicks 
Greatcloak
Flask of oil
2 sacks
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Alvin, First Level Cleric

STR 12
INT 10
WIS 15
DEX 11
CON 13
CHA 11

HP 6
AC 5 Chainmail

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: Clerical
Languages: Common

Equipment:
Holy Water Sprinkler (1d8) 
Sling +1 30 bullets

Backpack
Holy symbol
Holy water
Prayer book
Music book
Drum
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Alvin, Cay, and Nissa make up the heart of the party. They all have an interest in music. They are also the only ones with magic weapons. They are the first to gather firewood and set camp, and the last to leave the camp after cleaning up the dishes. 

They perform whenever the rest of the party lets them. In town, they have busked the party a free drink or ten. They really aren't that bad... at singing. 

They can handle dishes and starting fires, but the three of them are abysmal cooks and worse at hunting. Even picking berries and fruit doesn't go well for them unless under the guidance of someone else. They are the happy little band. 

Morcant the Pale, First Level Magic-User

STR 12
INT 16
WIS 12
DEX 11
CON 10
CHA 9

HP 4
AC 9 Robes

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: Light, Locate Object
Languages: Common

Equipment:
Staff
Knife

Backpack
Bronze torc
Spellbook
7 books, ink & quill
Tinderbox 
Hatchet
Iron rations
Small tent
Hammer and tent spikes
Bedroll
Change of clothes 

Lovers under a tree
Dawn'wen Star, First Level Elf

STR 10
INT 15
WIS 10
DEX 14
CON 11
CHA 12

HP 5
AC 7 Leather

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: Detect Magic, Light
Languages: Common, Elven, Dwarven

Equipment:
Rapier
Bow and 24 arrows
Dagger
Sling

Backpack
Silver torc
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Dawn'wen and Morcant the Pale are the team's unlikely couple. Both are soft-spoken, often quiet but friendly when they get speaking. The two barely speak to each other, but are great friends. They are the only ones who sleep in a tent. Dawn'wen hunts with her bow, and Morcant cleans and cooks what she provides. 

Both wear expensive torcs of matching designs. The rest of the party suspects these are bands of ownership and believe they are escaped slaves. The rest of the party would never dream of asking. The torcs and the couple occasionally attract ill-attention. Such attention is usually handled by Otto Grimm. 

Otto Grimm First Level Thief

STR 13
INT 12
WIS 6
DEX 17
CON 11
CHA 13

HP 6
AC 7 (leather)

GP: 8 SP: 8 CP: 8 EP: 0 PP: 0 Gems: None

Spells: None
Languages: Common, Elven, Halfling, Orc, Goblin, and several others.

Equipment:
A pair of stiletto's
Mithril long sword
Sling
Wire garrot

Lockpicks
Lock grease
Chalk
Vial of acid 
Holy Water
Tinderbox 
Hatchet
Iron rations
Bedroll
Change of clothes 

Otto is a gregarious man of little wisdom. He talks a great game, but when the rubber hits the road, he comes up short all of the time. No one is exactly sure how this moron knows so many languages, but he is great at them. 

In combat, he is extremely wily and dangerous, packing more weapons than anyone else. He has a fine Mithril sword that, by all accounts, should be magical. The party has tested it several times, and it has a distinct lack of magic. 

Dawn'wen Star has a theory about Otto. He is an assassin, one who has been cursed to be good and lawful. Thrain believes her more than anyone else, because he has seen the results of Otto's hand when anybody bothers the young couple.  

Well, let me know what you think of this crazy crew of characters. 

I'll end today with the overt commercial: 

I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.

Since I mentioned in two posts, here is a link to Isle of Dread on DriveThruRPG. 

Monday, January 19, 2026

New Laser Projects: Boxes and Dungeon Tiles

I have cooked up two different products I hope to sell in the near future: Card Boxes and Dungeon Tiles. 

Let me start with the Commander Deck Box. This link is to Etsy. I receive no remuneration for this. I liked the design for a variety of different projects, so I removed the logo and started cutting. 

The files have a restriction or two. First, the creator didn't license the logos, so I removed them. Second, I can't sell digital products based on this. BUT the creator allows sales of physical items. 

Good enough for me.  

I have no idea how to play Magic: The Gathering, but I have a lot of friends who do. 

Second, this box also accommodates Battletech Alpha Strike cards, so I have personal use for it. I could see this box holding a whole stack of cards, dice, and a lance or two of Mechs. It's even tall enough to accommodate an Atlas, the tallest figure made. 

This is a great design. 

I could also see this box holding thread, needles, and bobbins as is. Additionally, my wife has a ton of oils for a diffuser. This is perfect for that, too. 

If I downscaled the size, it would nicely hold 4 different types of tea. Upscaling would make a nice A5 journal holder with space for pencils or markers. There are so many different options for just one product. 

I love it. 

Next is a design of my own. I made myself some dungeon tiles, something I have done on paper in the past. This 3D dungeon design is more ot my liking. 

Since the box above required several sheets of wood, I added a couple of the smaller pieces as a test print. These are 1" x 1" columns and 2" x 2" walls. They are simply downscaled storage boxes. I also have designs for 4" and 6" walls. I would like to make some doors and other decorations. 

I love how these came out. I could do so much with just these 6 pieces. 

Since this was a test cut, I didn't bother to etch the stone on the surfaces. Although the laser can go faster when etching, the amount of detail really slows the process. 

These 6 came together quickly. After messing with them for a bit, I realized I could do levels, stairs, columns, and corners. They are super light because they are hollow boxes. 

What I envision is a 12" by 12" by 2.5" box containing dozens of pieces. Since each piece is exactly an inch thick, I could put around 121 inches worth of walls in that box, with some space to spare. The lid of the box and the bottom of the box would be etched with stone work to act as a base or platform. 

In looking at these, I was thinking of gray paint or natural wood. But I could also spray them with chalkboard paint or dry-erase paint so people could draw on them. The possibilities are endless. 

Here is what the design looks like in Inkscape: 


I may sell the digital file over on my Ko-Fi page and sell physical product in person. (Insert lament about the price of shipping.) 

I might refine the design. The bottom of each piece has a raised bottom, which strengthens the design. I don't know if that is really necessary. They are so light and strong with just the top end cap. I did this out of habit; large boxes need that extra structure to stay rigid. That doesn't seem to be the case with something so small. 

Let me know what you think in the comments.