Lair Of Secrets

Lair Of Secrets

The podcast about gaming and being a geek by two forty something geek dads.

  1. May 30

    Shadowdark Tutorial Dungeon

    The Tomb of the Forgotten is a short Shadowdark tutorial dungeon introducing dungeon masters and players to the basic mechanics of the role-playing game. The adventure takes about an hour to run and includes: The full adventure, with room descriptions and advice Pre-generated characters A DM-friendly battle map with rules references. A grid-based battle map A gridless battle map We created this dungeon as part of Dungeon Jam 2026. Check out the official playlist on YouTube. Adventure Files Tomb of the Forgotten - Full Download (ZIP file with the adventure, maps, pre-generated characters) Tomb of the Forgotten - Adventure (PDF file) Pre-generated characters - (ZIP file with seven pre-gens) Maps Battlemap - GM Version (PNG) Battlemap - Grid (PNG) Battlemap - Gridless (PNG) Chapters 00:00 Introduction to Shadowdark Hazards Listen to the Episode Watch the Episode Watch Shadowdark Tutorial Dungeon on YouTube. Show Notes The Tomb of the Forgotten is a tutorial dungeon designed to introduce players and game masters to the Shadowdark ruleset. It is set in Mörka Norden, an alternative, Viking-inspired campaign setting taking place on an Earth reforged by Ragnorak.  This dungeon is purposefully simplistic; the goal is to teach people the basic mechanics of Shadowdark, with a particular focus on areas that diverge from Dungeons & Dragons 5th Edition. These include: Light as a resource: Adventurers can’t see in the dark; the monsters can. Torches and light spells burn down over 60 real-world minutes, making them a consumable key resource.  Characters succeed unless there’s a risk: Players describe what their characters are doing. If it’s reasonable, there’s no time pressure, and there’s minimal risk, they succeed. Dice rolls are saved for impactful moments.  Playtest Notes (sidebar) This adventure began as a one-shot Ken ran for his lunchtime gaming group and became the basis for his ongoing campaign. Meanwhile, he refined the adventure to run at MEPACon.  In each playtest, players were surprised to learn that The Tomb of the Forgotten is not the Den of the Iron Wolf. This led to much testing for secret doors and a gentle reminder to the players that their characters know the den is located further north.  In a nod to those players who are convinced the Tomb does, in fact, include a secret door and to enable this 5-room dungeon to serve as a launching off point for your own adventures … a secret door was added to the final room. Whether it’s there is up to the game master. Adventure Summary The adventurers are hired to track down Jarnulf ("Iron Wolf"), leader of a group of bandits who prey on the people of Natthamn and other forest villages. On their way north, they are caught in a blizzard and forced to take cover in a cave. Inside the cave, they discover they aren’t the only ones there: a crew of tomb raiders is attempting to break through the stone door leading to the Tomb of the Forgotten. The adventurers talk or fight with the tomb raiders. With the conflict resolved, they choose whether to ignore the runes carved near the stone door that warn of a “forgotten” individual sealed away from the world. Those who push on find that a secret lever opens the door (or that they can use their combined strength to break down the door). Inside they find a stone coffin containing The Forgotten, a warlord who forsook his oaths and was condemned by the god of laws and contracts. They also find urns containing his earthly (and now cursed) wealth. If they open the coffin, they encounter an undead horror which they fight or flee from. Featured Image Meta The battle map for Tomb of the Forgotten. Designed with Inkarnate.

    7 min
  2. Apr 24

    The Great Shadowdark Torch Debate

    The rules say torches throw light to a "Near" distance, which is 30 ft. But is that 30 ft. from the torchbearer (30' radius, 60' diameter?) 30 ft. centered on them (15' radius, 60' diameter)? The majority says it's 60' diameter ... but a vocal minor argue for 30'. Which way is right? We use a combination of physical torchlight tools and a virtual tabletop to illuminate the issue ... and draw on Ken's experience accidentally doing it both ways in his games. Chapters 00:00 Exploring Light Sources in ShadowDark03:20 The Mechanics of Illumination07:56 Strategic Use of Light in Gameplay11:30 Environmental Effects on Visibility Listen to the Episode Watch the Episode Watch The Great Shadowdark Torch Debate on YouTube. Show Notes The Shadowdark Torch Debate When it comes to the core rules, the explanation of how torches work is straight forward:  Torch. Sheds light to a near distance (see Light Sources, pg. 84). Burns for one hour of real time. A near distance is up to 30 feet, so clearly, the torch illuminates to a 30 foot radius, meaning you have 30 feet of light behind and a head of you. A fellow party member could advance to the edge of the light in a single move. What about other sources of illumination? The wording is the same for the light spell works the same way: Light. One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time. Lanterns sheds light to a larger distance: Lantern. Casts light up to a double near distance And yet ... people disagree. In comments on our previous torch light videos, people said that's too liberal. They say a torch sheds light to a 30 foot diameter ... centered on the torch itself. This approach causes the torch to shed light 15 feet in all directions from the torch bearer. Ken inadvertently did it both ways:  30' radius using real-world torch rings on a battle map 15' radius using Roll20's default illumination setting. Which one is better? It depends. Brighter Torches: Light as Radius Based on our entirely unscientific survey of online opinions, the majority think torches shed light in a 30' radius. This has several advantages: A brighter torch illuminates a larger portion of the map Avoids the issue of adventurers inadvertently running off into the darkness Helps prevent adventurers from falling behind (and into the darkness) when the torchbearer moves forward. Adventurers can cover more ground each round, which speeds up game play. This approach greatly enhances the utility of lanterns, as they illuminate a total of 120 feet worth of dungeon (60 feet in all directions from the caster). Lanterns allow non-torchbearers to make a double move (double "near") in one round, which enabling even faster passage through the dungeon. Faster movement through the dungeon means they have a better chance to escape threats, which increases survivability (you can decide for yourself if that's a pro or con). The downside? There are fewer places for the monsters to hide Monsters can't sneak up on the adventurers as easily. Faster movement accelerates the pace of the game, which may not fit with the sense of dread you were hoping to build. Dimmer Torches: Light as Diameter Historically, D&D spell descriptions tended to bounce between "diameter" and "radius", causing some confusion, but at least giving you a rules reference to check. Shadowdark's core rules don't offer that clarification, and a minority has gone with the more limiting definition. At only 30 feet across -- 15 feet on either side of the torchbearer -- the weaker torches offer several advantages (mostly to the game master). Adventurers can only move 15 feet before plunging into darkness. This forces the party to either light more torches, or stay close together. A closer-packed party enhances the claustrophobic feel of the dungeon Using more torches to increase light means the adventurers consume a key resource at a faster rate. The downside is it slows down exploration, which in turn slows down the game. It also enhances the mobility of the monsters relative to the players, since the night-adapted horrors can move at full-speed without any drawbacks. In Ken’s campaign, this nearly earned him a Total Party Kill as a ravenous gelatinous cube chased the adventurers. The gelatinous cube moves at Near, same as the player characters. But because they were trying to conserve torches, they only had one light source. That meant they needed to either flee the cube at half speed or run headlong into the darkness. It made for some dramatic moments, at least until they ignited several more torches ... and let their erstwhile allies, the Rat King's cultists deal with the cube while they ran. Conclusion We searched the FAQs and didn't find a definitive answer to the question of "radius" vs. "diameter" for light sources. That said, even if there were a rules-as-written answer, we think the right answer is the one that works best for your campaign.  Even if you go with the majority "bright light" torches, having a doom-filled dungeon that suppresses light output could make for a more challenging and horrific crawl. What do you think? Leave a comment on YouTube or email us at podcast@lairofsecrets.com Featured Image Meta Co-host David fears the light.

    13 min
  3. Mar 20

    Shadowdark Hazards 101

    What do icy waterfalls, greasy floors, and light stealing smoke have in common? They’re all hazards! Welcome to Lair of Secrets. In this episode we're talking about Shadowdark hazards. The things that drown you, crush you, blind you, steal your memories, and more! Chapters 00:00 Introduction to Shadowdark Hazards02:33 Types of Hazards in Shadowdark04:50 (Spoiler Warning!) Examples of Hazards in Gameplay07:25 Creating Hazard Charts09:57 Combining Hazards for Greater Challenges12:38 Future Adventures and Hazards15:01 Conclusion and Call to Action Listen to the Episode Watch the Episode Watch Shadowdark Hazards 101 on YouTube. Show Notes What is a hazard? Hazards are often environmental effects like quicksand, rushing water, and falling debris. They're things you might be able to mitigate or evade, but per the rules, there's often no way to "defeat or permanently disable them". The core rulebook defines them on page 115.  Hazards are divided into three types: Movement: Slow or stop movement. Examples: Caltops, tar fields, steep incline Damage: Ongoing damage that characters suffer while exposed to the hazard  Examples: Acid pools, lava, pummeling hail Weaken: Saps the character's physical capabilities, mental grit, or resources. Examples: blinding smoke, memory stealing, snuffs light sources,  The rules note that you can combine these to create particularly dangerous threats. Movement + Damage Exploding Rocks (Damage) + Loose Debris (Movement) Movement + Weaken Grasping Vines (Movement) + Sleep-inducing Spores (Weaken) Damage + Weaken Icy Water (Damage) + Snuffs Light Sources (Weaken) What the rules don't do is give you specific stats or mechanics for the example hazards, which hurt my brain, which grew used to having things stated out under the various editions of Dungeons & Dragons.  While the core rules don’t give any written mechanics for hazards, the Arcane Library's published adventures *do* give us a few examples of how they're used in adventures. Hazards Chart: Published Examples, Sample DCs & Damage, and Homegrown Hazards Check out our "Shadowdark Hazards Chart" post for the hazards chart we reference in the episode, as well as example hazards quoted from Lost Citadel of the Scarlet Minotaur and Cursed Scroll #3: Midnight Sun. Featured Image Meta Cover artwork from the Shadowdark RPG game master screen. Credit: Arcane Library.

    16 min
  4. Feb 14

    Why We Keep Coming Back To Cyberpunk 2077

    When it was released in December 2020, Cyberpunk 2077 was glitchy as hell. Five years later, we’re still playing it … but why? Chapters 00:00 The Allure of Cyberpunk 207701:53 Cyberpunk's Reflection of Reality04:24 Exploration and Discovery in Night City06:55 Game Mechanics and Play Styles09:43 Updates, Mods, and Community Engagement12:36 Emotional Storytelling and Character Impact17:54 The Evolution of Cyberpunk 207722:37 Realistic Dialogue and Player Choices24:32 Interweaving Storylines and Lore26:39 Bittersweet Endings and Moral Compromises32:00 Gameplay Mechanics and Character Development36:31 Future of Cyberpunk Listen to the Episode Watch the Episode Watch Why We Keep Coming Back To Cyberpunk 2077 on YouTube. Show Notes Huge, Immersive World We want to discuss how Cyberpunk feels oddly familiar…like, even with all the over-the-top-ness of the ads, the violence, etc, the concepts are familiar because we are sort of living in it right now. I have THOUGHTS on this.  ( we were raised on Star Wars, or Trek, Or Harry Potter, and Cyberpunk. Which of those actually gives you a blueprint for today?) Exploration of the sights, sounds, and in world storytelling is deep. I have played several times and still discover something new when I have another playthrough. Ignore the main quest, focus on the small stuff THe main quest is pretty great, but there is SO MUCH small stuff that it is a lot of fun on replayed to focus on different small sidequests and details.  One criticism: you can max out your level and such fairly early by doing this. I’d love a mod that lets you keep levelling up.  Multiple starts Latest editions of the game added some RPG lines specific for each start, which was good. I’m not sure they made a difference in the overall story plot, but it was good from an immersive RPG standpoint.  Great being able to play the game for the 4th? 5th? time and still get a new experience when going the Corpo route. Multiple endings Yep, and even the ones for Phantom Liberty are noteworthy.  And can be very noir – endings that are not tidy. Or even truly happy.  So Many Toys… So Much Lore The texts you find, the documents you read in the side quests, they often reference other sidequests or jobs.  There is a ton of lore you can learn if that’s your thing.  The old just won’t leave us. It tells a good story. It brings into question what we are here for and how we leave this life. When I think about this game, I think a lot of the joyful/rageful defiance that informs Punk.  The question “How does one live when all signs point to being trod upon and powerless?” comes up, and Cyberpunk (fiction in general) often answers this with that defiance, usually in the scenery or side characters.  Usually it means breaking the law, but in this situation where the law is corrupt and unjust, it is easy to see why that decision is made.  I believe this dovetails into my earlier thoughts about CP being familiar on a level.  Mods: Dark Future mod for Cyberpunk 2077 DayDream Gaming Night City Videos 36 Streets Featured Image Meta Edgerunner artwork from Cyberpunk 2077.

    45 min
  5. Jan 26

    Cozy Games - Campaigns & Coffee

    In between shoveling out from snow storms, we took the time to talk about cozy video games. We delve into the expected (Animal Crossing, Tiny Bookshop, Planet Crafter) and the not-so-expected (Fallout, Cyberpunk 2077, No Man's Sky, Red Dead Redemption 2). Chapters 00:00 Defining Cozy Games02:35 Exploring Popular Cozy Games05:16 The Role of Objectives in Cozy Gaming07:44 Unique Cozy Game Experiences10:16 The Impact of Gaming Platforms on Cozy Experiences12:53 Crafting and Terraforming in Cozy Games15:41 The Whimsical World of Slime Rancher19:49 The Thrills of Open-World Exploration21:22 Cozy vs. High-Risk Gaming Experiences23:36 The Importance of Homesteading in Games27:07 The Comfort of Building and Community30:17 Cozy Survival in The Long Dark32:16 Artistic Expression in Gaming33:20 Finding Comfort in Cyberpunk 2077 Listen to the Episode Watch to the Episode Watch Cozy Games - Campaigns & Coffee on YouTube. Show Notes Definition of what is a cozy game. From Wikipedia: A cozy game (cosy game in Commonwealth English) is a video game which emphasizes non-violence and relaxation. Initially derived from the life simulation genre, cozy games commonly include activities such as gathering and growing plants and nurturing other characters. They often have open-ended goals that encourage self-expression. Chris' definition: "Cozy game is any game that evokes that cozy feeling within you" Our Big list of Cozy Games Animal Crossing: New Horizons Strange Horticulture Strange Antiquities Tiny Bookshop The Planet Crafter Slime Rancher 2 Red Dead Redemption 2 Fallout 4 No Man’s Sky Dystopika Lightyear Frontier The Long Dark – Pilgrim Mode Aloft Lonely House  Outside the Blocks Cyberpunk 2077 Featured Image Meta Cover art from Animal Crossings video game for Nintendo Switch.

    37 min
  6. Jan 24

    Defining Cozy - Campaigns & Coffee

    Our cozy Saturday morning coffee and games show returns to answer the question … what is cozy? Reading a book while sleet pounds the windows on a winter night? Putting your phone in a Faraday cage so you can get a few minutes of non-digital peace? We give a couple of definitions cozy can be … and then talk about what we personally find to be cozy. Chapters 00:00 Defining Cozy02:21 Personal Cozy Rituals and Experiences05:01 The Role of Sensory Input in Creating Cozy Atmosphere07:50 Cozy Games and Downshifting in a Digital Age10:20 The Importance of Cozy Practices Listen to the Episode Watch to the Episode Watch Defining Cozy - Campaigns & Coffee on YouTube. Show Notes Defining Cozy Hygge (/ˈh(j)uːɡə/, H(Y)OO-gə; Danish: [ˈhykə]; Norwegian: [ˈhŷɡːə]) is a word in Danish and Norwegian that describes a cozy, contented mood evoked by comfort and conviviality. As a cultural category with its sets of associated practices, hygge has more or less the same meaning in both places and in both languages;[1] however, the emphasis on hygge as a core part of Danish culture is a recent phenomenon, dating to the late 20th century. In the 21st century, the concept has also been familiarized abroad. Gluggaveður (GLOO-ga-veth-ur): Weather that looks appealing from inside but would be unpleasant to be outside in. What is cozy? No wrong answers ... but here are ours. Ken: Hockey jerseys Coffee, comfortable mugs, and good books (or comic books) Cold, dark winter nights with Christmas trees and chill music Lo-fi listening Cabin camping in winter /Hammocks on the Lake Snuggling puppies Chris: Storms, sitting on the porch or in the garage with the door open in a storm Reading Cooking and listening to 1920-1940s music and radio Coffee & coffee shops Coding while listening to music Sipping bourbon hot cocoa w/ the Xmas lights on in the dark Being off the internet David: Rain on the roof as I head to bed Reading a good book on the couch or in a comfy chair while warm and cozy Laying out under an umbrella on the beach, sometimes with a book, sometimes looking at the surf Music around the house while puttering around and doing minor chores Sitting out on the porch in the predawn hours with a cup of coffee Cozy Links Darth Vader Yule Log Nick Offleman drinking scotch  Star Trek: Titan LCARS display Feedback We love feedback! You post a comment below or connect with us using these channels: Email Bluesky Discord DiceCamp (Mastodon) YouTube Twitch Featured Image Meta A yellow Labrador retriever puppy snuggles with an older Labrador retriever.

    21 min
  7. Jan 16

    Solo Role-Playing Games

    Join us to explore the growing world of solo role-playing games, from zines (Thru-Hiker, Hope is Not a Plan) to journaling games (Thousand-Year-Old Vampire, Be Like A Crow) to full-fledged systems like Ironsworn and Star Trek: Captain's Log. We discuss the appeal, challenges, and deeply personal nature of solo gaming, emphasizing discovery, immersion, and the freedom to explore without an audience. Along the way, we share favorite titles, philosophical insights, and unexpected parallels to acid trips and corporate burnout. Chapters 00:00 Introduction to Solo Role-Playing Games02:51 Types of Solo RPGs05:03 Reasons for Playing Solo RPGs09:06 Exploring Specific Solo RPGs18:12 Adapting Traditional RPGs for Solo Play27:22 Solo Mode Board Games28:17 The Value of Solo Play in RPGs30:36 Mindset and Preparation for Solo Gaming34:16 Exploring Narrative Flexibility in Solo RPGs38:21 Understanding the Complexity of Game Mechanics44:43 Successes and Challenges in Solo RPG Experiences49:12 The Importance of Immersion and Aesthetics in Gaming Listen to the Episode Watch to the Episode Watch Solo Role-Playing Games on YouTube. Show Notes What are Solo Role-Playing Games? And why do we play them? What are they? Solo RPGs are games that you plan on your own, without a gaming group.  Approaches Focused zine-style games (Be Like A Crow, Loner) Dedicated full Solo RPGs (Ironsworn ) Adapting traditional RPGs to solo (Dungeons & Dragons, Shadowdark) Journaling Games (Thousand-Year-Old Vampire, Secrets of the Vibrant Isle, Journey,) Tools  Dice Cards Block Towers (aka Jenga) Oracles Why? Some assume people play solo when they can’t find a group.  But there are other reasons: You’re in a pandemic lockdown Taking a break from your regular group Playing games your regular group doesn’t want to play Telling stories your regular group doesn’t want to tell Learning a new system  Used to augment a current system or setting (Ex Novo, Journey) Engaging in something creative Quality downtime / Alternative to low quality Youtube. :) Solo Role-Playing Games We’ve Played Zines Hope is Not a Plan (Zine) A solo journaling game in which you will document your attempts to deliver a very complicated engineering project on time and under budget.  You hope for success, but you will most likely fail, damage your reputation, and lose your job. So it goes. THRU-HIKER: A Journaling Game of Long-Distance Hiking a journaling game of telling stories of long-distance hiking. Using your writing instrument of choice, a pack of playing cards, and a series of writing prompts, you will create stories of the joys and challenges of being on the trail for days, weeks, or months at a time. Mork Borg: Basilisk A print and play dungeons scrawler, inspired by Dark Fort and Dungeonquest/Drakborgen. See also: Dark Fort Online Void 1680 In the queue:  Clever Girl Welcome to Dino Land, a dinosaur theme park ravaged by escaped predators. You don’t know what caused the incident that set the dinosaurs free, but it was catastrophic. A pack of highly intelligent and oddly fixated raptors are hunting the last surviving human in the park. Will these prehistoric predators claim one final victim, or with the cunning human survive long enough to be rescued? Solo RPGs Be Like A Crow Thousand-Year-Old Vampire Journey Loner Void 1680 AM Mythic - Tools for GM-less role-playing Gamebooks - Legendary Kingdoms Star Trek: Captain’s Log Solo rules for Star Trek Adventures Ken’s currently play this one. It’s another test run for a possible real-world game, though the rules are much simpler than standard 2d20 games. Traditional RPGs with Solo Modes Ironsworn, Ironsworn: Starforged, The Sundered IslesIn Ironsworn: Starforged, you are a spaceborne hero sworn to undertake perilous quests. You will explore uncharted space, unravel the secrets of a mysterious galaxy, and build bonds with those you meet on your travels. Most importantly, you will swear iron vows and see them fulfilled—no matter the cost. Forbidden Lands Book of Beasts  includes solo rules.  Forbidden Lands - Solo Expansion Expanded upon by the author in a PDF supplement. Ken played this as a test run for his lunchtime campaign. Thought it was going to be rules light and fast, but funky dice and a fair amount of crunch made him realize it’s not. In the queue: Cyberpunk RED Single Player Mode Ken's considering using this to do a solo-run featuring the Maker Enclave, a faction from our Broken Loop campaign. Shadowdark Solo Rules for Shadowdark Solo Mode Board Games Dark Tower, Arkham Horror (board game and card game - Edge of the Earth), etc Successes and Challenges with Solo Role-Playing Games Ken: Challenges: Creating your character and universe are more fun than playing the game (Starforged,) Realizing the game is going to be more complex than you anticipated (Forbidden Lands) Getting stuck in the narrative (Captain’s Log) You’re not writing a book (see mindset) Can’t stop hacking the rules Ken finds he wants faster advancement AI? Successes: Playing dedicated zines with a focused rules framework helps. Chris Challenges Finding the mindset Give yourself permission to have fun without purpose. NOT blogging Settling in to learn the rules Successes Real immersion Being OK with not writing a novel Solo Role-Playing Games Tools Solo Game Master’s Guide All gaming is play. Mythic Game Master Emulator Second Edition Engine for adapting regular RPGs to solo Loner A Solo RPG for Emergent Storytelling Minimal rules. Maximum story. Play anywhere, anytime. Thanks for joining us! Like and subscribe on YouTube and find our show notes on LairOfSecrets.com. Featured Image Meta Cover art from the Ironsworn RPG.

    54 min

Ratings & Reviews

5
out of 5
5 Ratings

About

The podcast about gaming and being a geek by two forty something geek dads.