Blog Archives
The Curious Incident of the Tyrrhenian Steamer
Well, everyone knows Count Dracula died at Borgo Pass. What Fury of Dracula presupposes is: Maybe he didn’t?
The riddle of the vampire’s reappearance was not the one plaguing our heroes tonight, however. Rather, they (Lord Godalming, Dr. Seward, Professor Van Helsing, and Mina Harker) were preoccupied with a mystery of an algebraic nature: If a steamship sets sail from Genoa, fixes the setting sun to starboard, and ends its voyage into the Tyrrhenian after but a short distance, where but Cagliari, Naples, and Rome could its passengers have disembarked?
Sentinel Comics #135: Hero… to Zero!
LAST TIME (SC #134) (you should read this before continuing), Absolute Zero of the Freedom Five was joined by the solar-powered Ra and the mysterious Haka to find and destroy Baron Blade’s Terralunar Impulsion Beam. The good Baron had the decency to establish his base camp amidst the ruins of Atlantis, off the coast of Madagascar, which made for pretty easy pickings for our unlikely squad of heroes. Unfortunately, the moment the Beam was deactivated (and the world saved, incidentally), Baron Blade himself showed up with one heck of a grudge. Already weakened by their attack on the Baron’s camp, our heroes sure are in dire straits, in…
Sentinel Comics #135: Hero… to Zero!
Sentinel Comics #134: The Blade of Atlantis
LAST TIME (SC #133) Legacy had led the Freedom Five to finally uncover Baron Blade’s plot to use lost Atlantean technology to power his Terralunar Impulsion Beam. Unfortunately, this left four of the Freedom Five halfway around the world and unable to make it to Atlantis before the dastardly beam’s activation (loyal readers will recall that Tachyon’s super-speed had been temporarily lost along with her memories back in SC #124). With Visionary and the Inhuman Tempest lost in space and time thanks to Grand Warlord Voss (SC #130), and with Fanatic trapped in an alternate reality of Omnitron’s creation (SC #125), the task has fallen to Absolute Zero to lead a team of unlikely allies to save the world in…
Sentinel Comics #134: The Blade of Atlantis!
Runewars Mega: The Index
It is with tremendous relief that I compile the index of everything I’ve written—or will write, I hope—about Runewars. Our game of Runewars took about 15 hours to complete—much longer than average—and over four times as long to write up. So without further ado (though with one further “read more” click), I present the index:
Runewars: But How Does It Play?
I recently wrote a series of articles on a recent gaming session (well, sessions) of Runewars and its expansion, Banners of War. It was humbly entitled Runewars Mega (Part 1 here, and Index here), and I wrote it as a story—a retelling of the narrative that four friends created together. The reaction to this series was encouraging, but I kept getting the same question from readers: “But how does it play?”
In writing about the story of our game, I entirely neglected to explain much about the game mechanics themselves. In so doing, the only applied information I seem to have imparted was that Runewars is incredibly complicated—which, sure, it can be. So now I’m writing this as a sort of formal apology: this is how the game plays, and why I believe it to be one of the best games on my shelf.
Runewars Mega, Year 8: Race for the Dragon Throne
Well, our story is drawing to a close. By the end of this year, one of the four nations will have gathered the necessary eight dragon runes and put themselves onto the Dragon Throne—that’s right, both.
At the beginning of the eighth year of the War, it really could have swayed in one of three directions. Waiqar the Undying had taken a few lumps, but his dark empire still spanned quite the distance, and his ranks had swollen fat from a combination of seven years of war and the efforts of his necromancers. The Daqan Lords had a small military, but their alliance with the Uthuk Y’llan barbarians meant that they could focus on expanding without having to protect their flanks—and they had the plans of Andira Runehand to guide them. And the Latari Elves were in possession of nearly half of the entire continent of Terrinoth. Each of the four nations were well-aware of the many prophecies floating around, and it seemed that all the peoples of Terrinoth held their breath at once, eyes fixed on the Lost City.
Runewars Mega, Year 7: Uncommon Kinship
As the slow sixth year of the War came to an end, each of the four nations found their ranks swelling with volunteers (well, “volunteers” is a loaded term in Waiqar’s army). Hedge-prophets and scrying witches claimed that the coming conflict would dwarf the combined bloodshed of the last six years, and that as winter fell on the eighth year, a new lord would be seated on the Dragon Throne and Terrinoth would have its king.
Runewars Mega, Year 6: The Gathering Storm
There are no invigorating wars, and the War for the Dragon Throne was no different. As it entered its sixth year and third act, the nations of Terrinoth were exhausted. Two of the Seven Cities had been thrown down, and two of the four nations were all but beaten. But even though the Latari public was declaring their mission accomplished, and though the Daqan Lords were on the cusp of surrender, the war’s resolution was yet a long ways off.
Runewars Mega, Year 5: Scattering the Horde
The Uthuk chieftain was emboldened by the Year of the Drought. The Daqan Lords had been beaten to the verge of submission, the Latari apparently had no stomach for warfare, and Old Man Waiqar would surely be outmatched by the sheer numerical power that was now flowing east through the red corridor. The chieftain’s head was full of shifting plots, and his warlocks were powerful after years of access to the libraries of Forge, Vynelvale, and the Lost City.
Unfortunately for the chieftain, this is where my tale twists, and the people of Terrinoth find themselves trading their terror of one horde for terror of another.









