Showing posts with label Andor. Show all posts
Showing posts with label Andor. Show all posts

Wednesday, August 26, 2026

One Year before the Comms Array

I just realized that it's been almost a month since the one-year anniversary of running Operation Lamplighter. I think this is the longest I've been running a regular campaign in my post-scholastic life, and it feels really good to have been spinning the plates for this long (and to hopefully keep going!). The crew just accomplished a major heist in their last session, and so I'm trying to do the legwork of keeping the sandbox active and interesting before their next session this coming Saturday.  
Doug Chiang, "The Art of Rogue One"

One of the things that has helped me in keeping the campaign going has been immersion and the confidence in spinning my own take on the material. One of the areas I struggled when actively running Legacy of the Bieth was doing setting design work simultaneously with adventure design, and needing to accomplish both in a tight timeframe to keep a weekly cadence going. This would have been easier were I not being  precious about my special snowflake of a setting, obviously -- so running in Star Wars, with a kickass sector designed by someone else, has helped ease some of that design burden and let me focus on both immediate adventurable material. 

In some ways, the designs I was reaching towards with some of my LotB work (downtime, espionage play) are finally getting a chance to live properly in Star Wars. I'm regretful about not having more time to work on Legacy of the Bieth and develop my own work further, but I do feel like running Operation Lamplighter is definitely sharpening my skills for what exactly I want and need in useful material, and helping dull some of the overdesigning that I'm definitely prone to for f20 materials.

Game Statistics (this one's for you, Jenx!)

Sessions Run: 34
Total Players: 11
Max Players in Session: 6
PC Fatalities: 0
Major Objectives Accomplished: 6
Rebel Cells Under PC Control: 7 (6 directly, and one off-planet)
NPCs Operatives in Group: 19
Spaceships Acquired: 8 (three freighters, one Gozanti-class cruiser, four export-class TIEs)
Space Stations Acquired: 1
Mining Guild Sector Payrolls Acquired: 1
Imperial Captains Assassinated: 1
Traitors Assassinated: 1
Maximum Character Points Earned by a PC: 46

Tuesday, March 3, 2026

"I Share My Dreams with Ghosts" - Espionage Mechanics for Star Wars d6

I've been running the Andor Game for nearly 20 sessions (19 as of this past Saturday), and I've been really happy with the results so far. I've been sticking primarily with the original West End Games 1e ruleset, but supplementing with material from later WEG supplements, tools from Traveller and the various Sine Nomine games, and fan materials. I've also switched to using rules tweaks put together by Bill Slavicsek, the original d6 game designer, for speeding up d6 1e combat. I'm used to the quick resolution of OSR combats, and the original opposed rolls of the system were really inhibiting my ability to run lively and engaging combats. 

"Morlana One Concept Art,"
Peter McKinstry, Andor

The original WEG system is highly cinematic in nature, drawing from the swashbuckly pulpy feel of A New Hope in particular, and doesn't accommodate some of the more espionage-forward components I want to include in this particular game, so it's time to start hacking together some rules.

Agents and Networks

I wanted my players to run their own spy network, giving them a chance to conduct legwork and even operations without player characters needing to be on hand at each turn. Cribbing from the Domain Skills  and Advisor Ring concepts used in the Hill Cantons campaign, I put together seven espionage stats for NPC agents: Analysis, Combat, Ranger, Social, Stealth, Technical, Unusual. These attributes, rated in Xd6+Y (just like the standard WEG d6 stats) are used for resolving the espionage shenanigans that the PCs may direct their agents to each week, if they choose to abstract out an agent's actions. Not every agent has ratings in every attribute, however. "Nek," the pugnacious Duros logistics officer, has Combat 3D and Ranger 3D, but no ratings in any other stat. Nek can fight or lead expeditions, but won't be able to schmooze his way through high society. In contrast, the Sullustan maintenance worker "Dewback" has Analysis 2D+2, Stealth 2D+1, and Technical 4D; he's able to tackle technical problems (construed broadly here, things that a Star Trek science officer or engineer might work on) and can maybe handle the occasional research project or stealth mission, but isn't going to be any good at a stand-up fight or a schmoozing scene (which would require Social). 

If the PCs want to interact with the agent as a standard NPC (like having them come along on an operation during a game session), then I'd fully stat out the NPC as normal; the espionage stats are to be used for resolving a given week's mission in one or two rolls, and interpreting the result based on the d6 difficulty thresholds (Easy DC 10, Moderate DC 15, Difficult DC 20, etc). 

In contrast to the Domain Skills framework of the Hill Cantons, the PCs don't have espionage stats of their own. This facilitates the PCs going out and doing adventure-y things while still letting their cell make progress on slow-burn projects and work towards their mission goals through the agents.

Example: Fronz wants to have an agent surveil a known ISB operative, see who he's talking to over the course of a week, and assemble a dossier of his contacts. The GM informs Fronz that this will be a Stealth roll. Looking through the available agents, Fronz selects the one with the highest Stealth, Krim, rated at a 3d+2. Fronz rolls and reports that Krim has gotten a 12 -- the GM checks and determines that Krim's succeeded on an Easy difficulty challenge, but failed at something that's Moderate or higher. 

"Jedha Crowd," concept art
Matt Alsop, Rogue One
A major inspiration here was the usage of Attributes in the browser game Fallen London, where a given storylet in the game will often resolve perhaps a week's worth of actions and decisions with a single Attribute check. I wanted to do the same thing, using broad evocative attributes to capture a bunch of activities and getting to a quick resolution. Some examples of Operation Lamplighter activities that used a single stat check were surveilling Imperial Security Bureau offices and trying to find targets potentially vulnerable to blackmail (Social), or assisting an allied local gang in setting up defenses against increased Imperial repression (Combat). 

To prevent eager-beaver PCs from just overwhelming a beleaguered GM with downtime instructions, PC groups are limited in the number of cells they can control (i.e. groupings that can be given specific downtime tasks); it's capped at the number of dice of the group's highest command score. Operation Lamplighter's highest command rating is 6D (the Wookiee demolitionist/surgeon Dr. Grozdak), so the players can control up to 6 cells. Even if Dr. Grozdak increases his command skill to 6D+1 or 6D+2, he still maxes out at 6 cells; it's only when command gets to 7D that they'd be able to add another cell.

Cells can have individual agents (statted out as discussed above) or "mooks," faceless cell members. If a cell rolls badly on a crucial test, the players may elect to reroll at the cost of losing one cell member (presumably a mook when possible, but theoretically it could also be losing a full agent). This would usually represent some misadventure and the cell member being killed during the action, but it could also mean them needing to withdraw from the cell for any reason (should the downtime action in question be something unlikely to generate lethal results). 

Progress Bars and Opposition

Some tasks will take a bit longer to resolve, like analyzing monthly shipments going to/from the local ISB research facility and trying to determine information about what's going on inside (appropriately enough, an Analysis test). In these circumstances, the agent's roll is added to a progress chart. As GM, I decide that pulling information about the ISB base through freighter logs is going to require 50 points of research; each week, the agent is allowed to roll their 2d6+2 Analysis stat and add those results until they get to 50. 

In the event that an action might be resisted, I can quickly assign a skill level for the local ISB office or other opposition (using the WEG framework of 2d being an average stat, 4d for a specialist) and roll against the agent's stat. An opposition success might mean a simple negation of the agent's action ("Ronto reports that he hasn't been able to find a way into the base; their patrols are too frequent and he aborted the recon"), increasing surveillance or prepping defenses (making future checks harder, summoning more security), or even killing or capturing the unlucky Rebel agent. 

Depending on GM adjudication, a mook (or mooks) may sometimes be sacrificed by the PCs in order to let an agent escape an opposition roll that would otherwise have killed them. 

Street Scene concept art
Gus Mendonca. Star Wars 1313 (cancelled)

Designing NPC Agents 

So far I've been custom creating most of the Operation Lamplighter recruits, but I'm working on putting together tables for quickly generating new potential agents. The main inspiration for this is my beloved HBS Battletech game, which featured a lifepath generator for the mercs you hire. (Check out Kiva's design diary about it here - and read her other design diaries and work while you're at it.) Obviously granddaddy Traveller's lifepaths play a role here, as do the lifepaths of other MechWarrior RPGs. But the HBS Battletech game also adds both specific statboosts and descriptive tags that characters can acquire when being generated by the system - so a character doing a stint as an assassin as part of their backstory might not only get increased Gunnery or Tactics scores, but also has the "assassin" tag that can feed into random events. 

My hacked-together implementation of lifepaths for Op Lamplighter (still VERY work-in-progress) takes some of the tags and pathway progressions developed for Battletech (like "Spacer" or "Lucky") and adds in some professions that are particularly Star Wars-coded (many specifically taken from the old Decipher CCG, which thought it was worth calling out a few niche professions as really fitting the Star Wars vibe). The ultimate goal is to be able to put together a series of lifepath rolls that both develop an NPCs background/history and assign espionage stats and tags, ideally automatable like a space version of Meatshields.


Dark Money

While I'm a fan of the grubby grotty "count every coin" vibe in my OSR games, that didn't quite feel right for Operation Lamplighter. Inspired by the "Mon Mothma needs to commit financial crimes to fund the Rebellion" subplot in Andor, I decided that the game would only look at kilocredits, and that purchases of anything underneath 1000 credits can be handwaved. 

"Bespin Citizen" concept art
Ralph McQuarrie, Empire Strikes Back
The PCs have access to "clear" accounts (standard official banking, but under Imperial audit scrutiny), "dark" accounts (available for shady dealings, but potentially subject to loss / volatility), and cash on hand (subject to loss/destruction/holdup/etc). In a given month, one can only transfer 10 kcr from dark accounts, or 5 kcr from clear accounts, into cash, so spending large amounts of cash on sketchy expenditures can be tricky. 

Tracking this has necessitated a lot more spreadsheet play than I'm used to, but given that we're dealing with the regular PCs, their horde of NPC agents, tracking a calendar,* and potentially having multiple freighters swanning about the sector, using a spreadsheet was inevitable. 

*"I warned you," the ghost of Gygax smirks. "'IT IS IMPOSSIBLE TO HAVE A MEANINGFUL CAMPAIGN UNLESS STRICT TIME RECORDS ARE KEPT,' in all caps and everything, but all of you laughed at me. Who's laughing now??" 

Double-Blind Imperial Opposition

Note: I started prepping this component of play around Christmas, but cancelled the process after checking in with my players. One player specifically (and very reasonably) did not want to have player-vs-player dynamics in the game, so this component remains unimplemented in practice.


ISB Board, Andor

I was considering trying to add in a bit of active opposition to the players by roping in some other friends to play the role of the ISB supervisors of the Dusk Nebula sector. The ISB players would see the weekly newsbriefs that I was already writing for the players (along with other sector-wide ISB-exclusive reports), and would direct the active efforts to root out rebel cells. I wrote up five ISB special agents, each with their own espionage stats as described above. These would function as the active units for the ISB supervisors, agents who they could deploy across the sector to form their own intelligence networks and operate against the PC cell. Both sides would submit weekly actions for their agents in a double-blind system, with neither side having concrete information on exactly what the others were up to...up until someone's forces were discovered, or went kinetic. 

Having a group of players actively taking on the ISB roles was intended to be freeing, by helping reduce the cognitive load in generating large-scale opposition activity and adding a frisson of competition between the ISB and Rebellion players. But it would have fostered a PvP element which is entirely reasonable for someone to want to avoid -- and it would also have increased the cognitive load in terms of resolving double the NPC agent interactions each week!

(Plus, I was hoping for snide bickering and moustache-twirling from the ISB players in their "ISB-briefing-room" channel in Discord, riffing off the wonderful ISB board scenes in Andor.)

Double-blind play is always tricky to implement from a logistics standpoint, if nothing else, but the ability to restrict channel access in a Discord server makes it much more feasible. I had fun trying to GM a Battletech invasion mini-campaign a few years ago, and I think that the double-blind format would fit delightfully well into an espionage framework.

What sorts of actions would you want to see in an espionage game framework? What sort of play would you want systems to facilitate? 

Monday, December 15, 2025

Operation Lamplighter Hub Page

"Berserk!" by caesar120 for West End Games
I'm making a single reference page for Operation Lamplighter (my Andor campaign) that will be
updated with descriptions of the various PCs throughout the campaign, links to the various session reports and other generated materials, and any additional or related blogposts that I make.

The PCs:

  • Sergeant-Doctor Grozdak, Wookiee M.D. -- a Wookiee doctor turned guerrilla demolitionist. In civilian guise, wears a cyber-monocle and his autotranslator speaks with an upper-crust British accent. One of the original Operation Lamplighter team. 

  • Icar Oberk -- a former enforcer for the Hutts who walked away from crime and began turning his skills towards more prosocial goals. Another Operation Lamplighter plankowner. 

  • Fronz Veneto -- a mercenary from the Outer Rim who joined the Rebellion after Alderaan's destruction. Some things you can't just look away from. Another Operation Lamplighter plankowner.

  • Luno Moireena -- a Clawdite smuggler from the Nebula, her family was wiped out by Burran "the Butcher" Borfelt.

  • Varla Ziki -- an Ughnaut technician affiliated with the Free Hands Gotra. 
PCs Emeritus:
  • Captain Vim Burnak -- a retired Imperial captain. Assigned to Operation Lamplighter, but forced to withdraw before the cell began primary operations. (Player had to step back from the campaign, alas!) 

  • Kodo Jindall -- a Republic asteroid warden and bureaucrat, who saw the Empire take and take and take from those who had nothing. 

  • Gil Kara -- a pilot from one of the old gem mining families of Chaldea Prime, who tries to separate his fighting for the Rebellion from the world of old money that his family inhabits

  • Nusha, Brash Smuggler -- a human smuggler from the Dusk Nebula, who attended the Imperial academy on Derethon years ago. Joined the group after her weapons shipment to another Rebel cell got interrupted by the Imps and her extraction options failed. 

  • Umpy Kern -- a hard-as-nails forager from the rural planet Ophelia. Native of the Dusk Nebula, who joined the group after their initial operations began. 

  • Zip Calfor -- a Twi'lek engineer from the Dusk Nebula, and another recent member. They have an R5 unit named Cloudburst.

Star Wars Blogposts

Session Reports: 

Prologue: Operation Lamplighter Mission Briefing 
  1. Session 1 (8/2/25): Arrival on Threshold (Grozdak, Icar, Fronz, Vim)
  2. Session 2 (8/9): Threshold, Pt 2 (Grozdak, Icar, Fronz)
  3. Session 3 (8/16): Threshold, Pt 3 (Grozdak, Icar, Fronz) (+2 CP, objective completed!)

    The first three sessions dealt with entry into the sector, followed by a surprise scramble mission to destroy a sensor net being operated by Sienar Fleet Systems. 

  4. Session 4 (9/27): Arrival on Derethon (Grozdak, Icar, Fronz)
  5. Session 5 (10/11): Broken Sword, Pt 1 (Grozdak, Icar, Fronz, Nusha)
  6. Session 6 (10/18): Broken Sword, Pt 2 (Grozdak, Icar, Fronz)
  7. Session 7 (10/25): Broken Sword, Pt 3 (Grozdak, Icar, Fronz)
  8. Session 8 (11/8): Broken Sword, Pt 4 (Grozdak, Icar, Fronz, Umpy, Zip) (+2 CP to Grozdak, Icar, Fronz, objective completed!)

    The next set of sessions focused on the group making their way to the planet of Derethon (their primary staging grounds), making contact with the Kubari Group, and rooting out the traitorous operative who had sold out to the Imps and compromised the network. 

  9. Session 9 (11/15): Derethon, Pt 5 (Grozdak, Icar, Umpy, Zip)
  10. Session 10 (12/6): New Iridonia, Pt 1 (Grozdak, Fronz, Umpy, Zip)
  11. Session 11 (12/13): New Iridonia, Pt 2 (Grozdak, Icar, Fronz, Umpy, Zip)
  12. Session 12 (12/20): New Iridonia, Pt 3 (Grozdak, Icar, Fronz, Umpy, Zip)
  13. Session 13 (01/03): Karkaran (Grozdak, Icar, Kodo, Luno)

    The group managed to acquire a YT-2400, the Nemesis Silver, in a fighting tournament organized by the smuggler queen Captain Baynaz. As a condition for winning the ship, Captain Baynaz required that the group extract a fugitive Twi'lek, Ranna Teis, off planet. She directed them to travel to the space station New Iridonia, where her associate Voth Vitaan would guide the crew to the hidden shadowport of Karkaran, where Teis could leave the sector and change her identity. After helping Voth escape from some bounty hunters who were tracking him down, the group managed to get Teis to Karkaran and fulfill their obligation to Captain Baynaz. 

  14. Session 14 (01/10): Naurill Research Station, Pt 1 (Grozdak, Icar, Fronz, Kodo, Luno)
  15. Session 15 (01/17): Naurill Research Station, Pt 2 (Grozdak, Icar, Fronz, Kodo, Luno)
  16. Session 16 (01/24): Naurill Research Station, Pt 3 (Grozdak, Icar, Fronz, Luno)
  17. Session 17 (02/07): Naurill Research Station, Pt 4 (Grozdak, Icar, Fronz, Luno, Umpy, Zip) (+2 CP to Grozdak, Icar, Fronz, Kodo, Luno, Umpy, Zip, objective completed!)

    The group then took on a job from Major Noldo Drinyan, a mercenary commander seeking to extract his command from a siege. Drinyan's mercs had been contracted to guard a research station on the gem-moon Naurill, but after the research team made a breakthrough, the Empire seized the project and forced a partial evacuation when alien creatures attacked the research base. Drinyan's command was left stranded on the moon after his pilot was killed in the first evacuation op, and he needed others to help get the rest of his command out (in exchange for a great deal on his unit's transport freighter). Operation Lamplighter discovered a hidden ISB research project on the moon, eliminated the Imperial Army squad that was unknowingly guarding it, and evacuated Drinyan's command. 

  18. Session 18 (02/21): Broken Sword, Pt 6 (Grozdak, Icar, Fronz)
  19. Session 19 (02/28): Broken Sword, Pt 7 (Grozdak, Icar, Fronz, Luno, Kodo)
  20. Session 20 (03/14): Starlight Beacon, Pt 1 (Grozdak, Icar, Fronz, Luno)
  21. Session 21 (03/21): Starlight Beacon, Pt 2 (Grozdak, Icar, Fronz, Kodo)
  22. Session 22 (03/28): Starlight Beacon, Pt 3 (Grozdak, Icar, Fronz, Luno, Kodo, Gil)
  23. Session 23 (04/18): Starlight Beacon, Pt 4 (Grozdak, Icar, Fronz, Luno, Kodo, Gil)
  24. Session 24 (05/02): Starlight Beacon, Pt 5 (Grozdak, Icar, Fronz, Luno, Gil)

    Rebel High Command at Yavin informed the group that the Yavin base was being abandoned (a few months after the Death Star had been destroyed), and that a courier would be en route with further information. When the courier arrived, they brought a message from Kleya, the remaining leader of the Axis network, to Luno, the group's Clawdite infiltrator. Kleya informed Luno that Captain Borfelt, the Star Destroyer captain responsible for eliminating Luno's family and friends growing up, would be taking a cruise on the Starlight Beacon, a horrifying interstellar liner connected to the highest levels of both organized crime and Imperial operations within the Dusk Nebula Sector. Axis (Kleya) had managed to secure passes for the Operation Lamplighter team to board the Beacon and assassinate Borfelt. After some study and infiltration (and assistance from the shadowy figures who run the Beacon), the crew managed to surprise Borfelt and his bodyguard and stage an assassination framing the Pyke Syndicate. 

  25. Session 25
  26. Session 26
  27. Session 27
  28. Session 28
  29. Session 29
  30. Session 30
  31. Session 31
  32. Session 32
  33. Session 33
  34. Session 34
SPACE HEIST (information to be added later)
 

Tuesday, December 2, 2025

Andor Game Prologue: Operation Lamplighter Mission Briefing

This is the briefing the players of my Andor game received prior to start of game. 

YAVIN IV BRIEFING ROOM
Mid-day. Three months after the Battle of Yavin & destruction of the Death Star.

"Greetings, comrades, and welcome to Operation Lamplighter. You can call me Gadfly; I will be your case officer. 

"Gadfly"
(Rachelle Diedricks in Andor)
The Kubari Group was a Rebellion cell operating on the planet Derethon, in the Ord Oranna cluster of the Dusk Nebula. Kubari's objective was to monitor the nearby Imperial Academy and identify potential candidates within the student population for recruitment. They transmitted their information through a fractal radio operated by another Derethon cell."

A month ago, the Kubari Group broke protocols and transmitted information about a new Imperial project being developed at a research facility in the nearby Yeldii system. They informed Alliance Command about a defector, Major Lexsil Vehk, who had made contact with Kubari and wanted to provide details of this project, but would only speak to Alliance High Command once out of the sector. Unfortunately, this did not happen.

As of ten days ago, the Kubari Group has been neutralized. Right now, fifteen of the group are in an Imperial prison outside the sector, awaiting trial. The ISB rounded them up at a secret meeting in an isolated complex on the outskirts of Broken Sword, the Derethon capital. Complete security was observed, yet when they came out of the complex they found the place surrounded by ISB troops; resistance was pointless.

We must assume the traitor is someone in the group – or what is left of the group – which is now in hiding. 

Your initial mission is to insert onto Derethon and reconstruct the Kubari network. You’ll have to assemble and reinspire the survivors, and also recruit and train new members to cover the losses. You’ll also have to identify and eliminate the traitor if they are still a member of the group.

Major Lexsil Vehk
(Still from Return of the Jedi)
Once you have established operational security, your objectives are to:

1) Uncover what information you can about the Yeldii research facility and what is being developed there.
2) Rebuild the identification and recruitment arms of the Kubari Group to resume monitoring the Academy and extracting potential Alliance recruits.
3) Acquire space assets for in-sector operations.
4) Identify and designate targets of opportunity for Alliance action.

Be aware that both resupply and extraction will be extremely difficult, due to the isolated nature of the sector. While there are other Alliance units within the sector, details of their strength and location are classified for your protection and theirs.

Your cell will be provided with a fractal radio to maintain contact with me personally. Be cautious when using this; extended communications are likely to be detected by Imperial sensors. This radio cannot be captured. If it is at risk, destruction of the radio is your highest priority."  

 

Monday, November 10, 2025

Andor! The Game

Andor s1 concept art by Luke Hull
So starting out with: Andor is great, depressingly timely, and probably the best Star Wars media made to date (including the original films).

After watching its second/final season, I was very much inspired to begin running a Star Wars campaign - which I kicked off at the end of July. I had written about Star Wars campaigning before, but this was my chance to put it into practice. Building upon the insurgency framework I discussed, the campaign is centered around running a Rebel cell operating in the Dusk Nebula, a region written up by an Internet friend as part of a still-to-be-released work. 

This game is very much inspired by not just Star Wars fun, but equally by real-world events happening literally right down the street ('benefits' of living near DC). To be clear, elfgames are not praxis (as others have noted), and fighting fictional space fascists doesn't mean a thing compared to fighting back against real-world fascism -- but for me, having a fictional framing to process real-world events, articulate how they affect communities and people, and gain inspiration through stories of resistance is helpful. 

Map of the Dusk Nebula Sector (my version)
 

I'll add in session reports (backfilling from previous games), but the players are currently in the Ophelia Cluster, rebuilding a Rebel cell after it got compromised and partially rolled up by a traitor. 

The campaign is framed as a strong sandbox - while there are other Rebel assets operating in the Dusk Nebula sector, the PCs are on their own re: operational objectives, beyond some core goals (find out what's going on at the Imperial research station in the Ophelia Cluster, do as much damage to the Imps as you can). 

I'm using the first edition WEG d6 system for this - there's a wealth of material available for it (both original WEG stuff and later fan creations), it has very quick resolution and a flexible skill system, and the pain points that are usually associated with the system (centering around Jedi and Force use) are simply not relevant for the type of campaign I'm running. 

The sandbox framework and running a covert cell can be an odd fit, and I'm working on putting together some tools to help ease both the mechanical preparation on my end, and the overwhelming possibilities (leading to analysis paralysis) for the players. It's important to present enough hooks for the players to latch onto something, and enough direction for them to meaningfully engage with what's going on in the world around them. I actually wrote into the Go Bag Podcast (centered on espionage roleplaying) and they were kind enough to respond to my letter; you can check out the episode here.

Map of Broken Sword, the base of current PC operations.
Made of course with Medieval Fantasy City Generator
by Watabou
 

 

Core Appendix N:

  • Andor (obviously)
  • The X-wing books by Michael Stackpole and Aaron Allston, especially Aaron Allston's Wraith Squadron entries (Wraith Squadron, Iron Fist, Solo Command, and the timeskip-sequel Mercy Kill)
  • World War II resistance movements and SOE operations
  • Milton Dank's "The Dangerous Game" and "Game's End," the latter of which provided the core details for the first major plothook that the PCs dealt with

Useful non-WEG Resources

I played in the online HC campaign for like a decade, so it's obviously a regular source of cribbing off of my big bro's work inspiration. 

Oh, and shoutout to Jenx (Gorgon Bones) and Scipio (on the Sly Flourish Discord) for continually encouraging me to pick up the blogging part of things again!