Thursday, May 28, 2026

Morgan's KublaCon Prime 2026 Excellent Adventures


There's now two KublaCons, KublaCon Prime during Memorial Day weekend and KublaCon Fall during Veteran's Day weekend.

As a GM, you get to sign up games one week ahead of the general ticket holders. This is a great perk. The VIP ticket holders get this same perk, but they pay extra and get other bennies such as a welcome dinner and some door prizes. Sign ups are first-come first-served, no more bad shuffler. It's almost an all-you-can-eat buffet of games. I love this.

Before, I'd get into two official games and then you try to crash into other games hoping for an empty seat. I was able to fill my Fri-Sun schedule without having to crash games.

All the games I was in had good GMs and Players. The Paranoia and Star Wars games were my favorite.

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5/22/26 Fri 9am-1pm (4 hrs)

Ignorance is Mandatory
System: Paranoia, Mongoose Red Clearance Edition 2017
GM: Charles Walters
5 Players: Mark W (Hygiene), Madhav S (Equipment), Adrian R (Happiness Officer), Kimberly C (Loyalty Officer), Tom M (Team Lead), Morgan Hua (as Fe-R-eL - Tactical Officer)

Troubleshooter! Friend Computer has tasked you with apprehending an arch-traitor and bringing them to the scaffold. But watch out! This arch-traitor's crimes are so treasonous that even knowing about them could put you up on the scaffold with them! Communists, mutants, and traitors lurk around every corner, so be careful Troubleshooter! Trust no one, and always keep your laser handy!

We played the 2017 KS edition. I really enjoyed this version. I looked this up after the game and found that there's the Red Clearance Edition and an updated Perfect Edition. But what I loved was the cards with your Mutant Power and Secret Society that gets shuffled and handed out. Make sure the core starter set includes the cards.

The first thing I loved was character creation. There's 16 skills. Players sit in a circle. Player A picks one skill to be +1, the Player to the left, Player B, sets that same skill to -1, Player B picks a skill to +1, and Player C sets the same skill to -1, and this continues until the last Player picks a skill to be +1, and Player A sets that skill to -1. Then Player A picks a skill to set at +2, and this repeats until +5 is done. Skills without values are set to 0. If you do happen to pick a skill the Player to the left had already set, then it doesn't get modified.

Then the GM tells us that there are 0 to 6 Mutants and deals out Mutant Cards to us. He tells us there are 0 to 6 Secret Society cards and deals them out to us. The cards explain our mutant powers and our secret societies.

This was a great game. We got into hijinks pretty quickly. At the end, I was on clone #5, so were several others.




5/22/26 Fri 4pm-midnight (8 hrs)

The Last Stop
System: Call of Cthulhu
GM: Badger McInnes
6 Players (+1 crasher): Kevin S (Patrol Officer), Renata C (Waitress), Mark J (Trucker), Joseph R (Mechanic), Sean P (ATF), Brian S (FBI), Morgan Hua (as Donald Spencer)

Nebraska, 1999. Somewhere on a desolate highway, a lone truck stop shines a weak light in the rainy night. Within it, six people hunker down and wait for the weather to pass. But on this night, something lurking in the torrential dark may not let them survive to see the sunrise. Terror, paranoia, and death loom, ever present. Ever waiting.

The Last Stop is a modern day Call of Cthulhu scenario that contains intense situations, violence, and gore. Mature players only.

I tried to get into this game several years ago, but wasn't able to. Finally, Badger was running it again and I got a seat. We had a good table of Players too. Badger posted afterwards that this was the 3rd run and the highest body count so far.

A good game. We took all 8 hrs. I actually think we ended the game past midnight.




5/23/26 Sat 11am-3pm (4 hrs)

The Great Bank of San Rafael Heist
System: Call of Cthulhu
GM: Steven Drouin
4 Players: Shannon M (as Chair Smith and Karl - little kid and chicken), Christine H (as Charles Finny - Priest), Sean P (as Olive Oatman - rescued Indian captive), Morgan Hua (as Sally Deno - Deputy Marshal)

San Rafael, Texas: 1869. Join a team of downtrodden outcasts seeking salvation by means of the heist of the ages, before heading off into the sunset. The target is none other than the jewel of Texas, the Great Bank of San Rafael. This Call of Cthulhu mystery horror adventure is for one night only.

Steven, the GM, always builds great games. Lots of pictures of period people and places for our entertainment.

We had a good table of Players, we all knew each other. And it was a good game.




5/23/26 Sat 4pm-midnight (8 hrs, took 7 hrs)

Chariot of the Gods
System: Alien 1e
GM: Morgan Hua
5 Players: Ben V (Davis - Pilot), Mark W (Cham - Roughneck), Andy C (Wilson - Company Man), Sam S (Captain Miller - Officer), Sveta B (Rye - Techie).

Starfreighter USCSS Montero receives a distress call from the USCSS Cronus. W-Y policy is to render aid especially to other W-Y assets, failure to render aid will lead to forfeiture of all bonus pay. The crew is taken out of cold sleep to investigate the derelict.

This is the full 3 Act cinematic scenario from the Alien 1e RPG Starter Set. Will be using the Alien 1e ruleset.

I had a good table of Players. I've run this twice before online, using the PDF. This time, I used the printed pamphlet. OMG, the hardcopy was different from the updated PDF. I was looking for rules that I knew were in the scenario and couldn't find them, and when I did, it was different than what I had remembered.

Anyway, we had a good time. I did feel after 6 hrs, table energy was fading. It didn't help at one point, there was a NPC fighting a Xeno and I was rolling dice against myself which took too long. I'll need to do a quick resolution in the future. Also this was when the original PCs were dying and being replaced by backup PCs. In the end, out of the starting PCs, only Davis made it home.




5/24/26 Sun 9am-1pm (4 hrs)

Takeover at Whisper Base
System: Star Wars - Age of Rebellion
GM: Zachary Paul
4 Players: David K (Cael - gunner), Demian V K (Tendar - engineer), Kimberly R (Zal - pilot), Morgan Hua (as Vendri - spy)

War rages across the galaxy. Both the brutal Galactic Empire and the desperate Rebel Alliance reel in the face of terrible losses. Though Rebel forces managed to destroy the superweapon called the DEATH STAR, their victory did not come in time to save the world of ALDERAAN. Fear and uncertainty swell in the galactic community.

Now, one small battle begins on the verdant world of ONDERON. Deep in the jungle, Rebel intelligence has discovered a listening post built by MOFF DARDANO to spy on his rival, ADMIRAL CORLEN. The Rebel Alliance has sent a crack team of infiltrators to take the secret listening post and turn it into a forward Rebel base in the Japrael system. After hours of slogging through the dense jungle, with its poisonous foliage and oppressive heat, the heroes have reached their destination: Whisper Base. Compared to staying in the jungle, the prospect of ambushing an Imperial patrol and breaking into a heavily guarded base seems almost pleasant....

I tried this system twice and had a mediocre experience, but I wanted to try this again properly. The system uses special dice with unique symbols on them. I had problems reading the dice and relied on the GM to interpret them. It's like you're throwing down some cattle bones marked with runes and the priestess is the only one who can tell you what it foretells. This is the scenario from the Starter Set where they ease you into the system without a big rules dump.

I really enjoyed this and at the end, I could read the dice properly.

I'm entertaining the thought of getting a copy of the game.

I asked the GM as to which starter set to get. There are three: Age of the Rebellion, Edge of the Empire, and Force and Destiny. He told me Age of Rebellion is simple good vs evil and the PCs are good guys, the Rebels. Edge of Empire is more grey, you're like Han Solo doing questionable jobs. Force and Destiny is for people who like Jedi.

He did run a Force and Destiny campaign where everyone wanted to play a Jedi. When you have 6 Jedi, they just murder everything they run into. They were hard to stop. He did say you can have Force sensitive PCs and other classes, but I mean if you're going to play Force and Destiny, why wouldn't you play a Jedi?

His warning about Age of Rebellion is to NOT have a Pilot PC, but to give them a NPC Pilot. Otherwise, that PC would have nothing to do.

The system works for two types of Players: one who rolls the dice and uses the result for colorful narration, and one who rolls the dice and don't care about narration. Interesting.

Anyway, the GM was great. Had a great grasp on how to interpret the dice in very colorful ways.




5/24/2026 Sun 2-8pm (6 hrs)

Festival and Fire
System: Call of Cthulhu 7e
GM: Colin Dimock
5 Players: Brent M (Adam Davis - fire fighter), CRO magnon (Rachael Kelly - forestry), Max B-H (Benjamin Barry - young politician), Scott M (Tanya Brewerton - cop), Morgan Hua (as Noah Sullivan- high school gym and history teacher)

The small town volunteer fire department of Evenstone South Carolina has been asked to investigate a series of potential arson fires for the neighboring community of Darby, which is too small to have a fire department of its own. Concerns are high as October has come, and Darby hosts the “Scariest Corn Maze in the USA” which attracts enough tourists to account for a sizable portion of Darby’s annual budget. While Darby has been modernizing since the main road was paved, there is still an older insular element that distrusts outsiders, so you have been asked to ‘be respectful’ while conducting your investigation.

I will be running this in Call of Cthulhu 7th edition without luck points. Characters provided.

I had a good time and the scenario was sufficiently complex.




Saturday, May 16, 2026

Morgan's Illusion Horror Community Con 2026 Excellent Adventures


I always thought that horror works better with fewer PCs as lone PCs are more isolated and tied into their own personal horror. But as a game, it's best to bounce off at least another PC. The great thing about this online convention is that there are games with fewer headcount than the standard 5 to 6 Players.

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May 15, Friday 10am-2pm

Midnight Descent
System: Kult Divinity Lost
GM: Bitburg_Chef (David)
2 Players: Warshtub (Simmons), Morgan Hua (Walker)

Content Warnings: Torture, Gore, Violence, Gaslighting, Paranoia, Suicide, Abuse, Religious Beliefs, Cults

You and your partner find yourselves as rookie police officers thrust into an eerie assignment. Due to some events you prefer to keep silent about in your first week of training, you’ve been delegated to take over the last shift at the soon-to-be-closed police precinct.

As you step into the dimly lit station, the air is thick with an otherworldly tension. The veteran officers have hastily left, leaving you alone with the weight of their unspoken fears. The flickering lights cast long shadows on the worn-out walls, and strange noises echo through the empty corridors.

Armed only with their rookie training and an uneasy alliance, you must confront the unknown. As the night progresses, you’ll grapple with your own fears, face darkness, and uncover the secrets hidden within the precinct’s haunted history. Your decisions will determine your survival and may unveil a deeper, cosmic truth that challenges the very fabric of your reality.

Players will receive a set of questions prior to the game to personalise their pre-generated characters.

Two rookie police officers stuck late night at the last shift of a shuttered police station. The new precinct is open and everyone's been notified of the change, but some people still show up at the police station, so we're there, just in case. Phone calls go to the new dispatch station, but some calls still get routed to the old station. The place has mostly been emptied out. Locals have already vandalized the station. Strange sounds and apparitions haunt the station.

I loved this. It's basically a haunted police station where the PCs are forced to stay inside.




May 15, Friday 4-8pm

Hope and Greed
System: Alien Evolved
GM: kasualkeith (Keith)
5 Players: Warshtub (Lingard - electrician), .MrSpikey (Almayer - mechanic), TeaCozy_53333 (Lakamba - Trucker), itsarbordayj (Willems - Croupier), Morgan Hua (Waite - Card Shark)

Content Warnings: Body Horror, Violent Death/Gore, Psychological Horror, Claustrophobia/Isolation, Themes of Exploitation

Life at Hadley’s Hope hasn’t been the paradise that Weyland-Yutani promised when you signed on the dotted line, but you still showed up and put in the work. W-Y found ways to take most of your paycheck back before you could spend it, let alone save it. But that’s about to change, as you and a couple like-minded colonists have hatched a plan to rob the Company-run casino. All you need to do is wait for the right time...

I personally wanted to come up with a way to tell other stories about Hadley's Hope, but one issue is how to have a cohesive group at the colony without PCs spread all over the place. This GM was able to come up with 3 scenarios. I played in this one. I had also wanted to try out the new Evolved edition.

The Evolved edition worked well with the Foundry VTT which took care of a lot of the extra die rolls needed for this edition. I still don't like the extra required rolls.

GM repurposed Hope's Last Day with 3 new scenarios. This scenario is about PCs planning a heist of the local casino. A nice way to tie random PCs to a group goal. I had a lot of fun. I got the full Alien experience.




May 16, Sat 10am-2pm

From the Womb
System: Kult Divinity Lost
GM: rocinante_on_focus (Robert / Roci)
3 Players: penny676 (Martin, Sandy - fails to get GPS signal), sam.ius (Sam, Bob - searching for something), Morgan Hua (Roy - trying to quit smoking)

Content Warnings: Harm to animals, harm to children, violence, gore, religion, natural disasters, torture, sexism.

Unsuspecting social workers are sent to investigate a girl’s mysterious absence from school. While they think they are following up on a simple truancy case, they find themselves cast in a decades-long family drama full of monsters both human and otherwise. Will they flee, or will they allow themselves to be drawn into the unmerciful truth?

Another great spooky game. This one was more investigative. GM did a great job juggling events, split parties, and our backstories.




May 16, Sat 4-8pm (2 hrs, game ended early with 2 Players)

the terrifying Nature of things
System: Kult Divinity Lost
GM: willberratte (Will Barrett)
3 Players (one missing): mal6666 (Sarah - Elias Boone - Senior Trooper), Morgan Hua (Don Fife - Junior Trooper), Jane Doe (missing).

Content Warnings: gore, violence, assault, torture, pvp abuse, trauma, police, Texas, guns, yellow, this is imprvo so thing may come up

a lot of people have gone missing in a small town in Texas but good new we found a survivor. while the state and local raid the mansion two trooper go the pick up the one and only survivor to take her back to the seen.

This game was the weakest as it was very railroady as we just went through various rooms and there was really no choice of path. It was mainly a gallery of horrors. GM admitted it would have been a much better game with 3 Players.




Friday, April 24, 2026

Sleepy Hollow - Review

 


I bought Sleepy Hollow because it's a version of Vaesen for the Americas. I really enjoyed Vaesen and wanted some adventures in Ichabod Crane's neighborhood.

The game is set in Sleepy Hollow 1810, 20 years after Ichabod Crane disappeared from the town. Sleepy Hollow has an annual Headless Horsemen Festival which is a big deal. PCs arrive to start a new life there during the festival.

Sleepy Hollow did an odd implementation of the Year Zero Engine (YZE). They went with a modified version of Alien RPG. Pushing added Stress instead of Conditions. And seeing spooky stuff allows a save throw from getting Stress. I've run the published scenarios and rarely did the PCs get enough Stress to Panic. In Alien, Stress just goes up, there's no save throw, but when you Panic, and roll low, nothing happens, so the Panic roll is really a modified save throw. So, I might ignore the Stress save throw as my own house rule. Sleepy Hollow also made combat a lot more deadlier. At zero Health or if an attack gets two successes or more against you, you get a Critical Injury. I ignored the second rule as being too deadly for PCs as half the Critical Injury table was Lethal (where you will die unless tended to) and 11% was Instant Death.

The bundle came with the following:

Sleepy Hollow Corebook - 180 pages total. Introductory scenario, The Headless Horseman Festival, 12 pages. The town of Sleepy Hollow, 30 pages, with 24 town locations and story seeds. Eight Archetypes: Wandering Minstrel, Hunter, Retired Hessian, Reverend, Schoolteacher, Barber-Surgeon, Butcher, Village Youth. 

Faithful Companion - 64 pages of session 0, including 12 more pages of useful info for the Headless Horseman Festival. Three more Archetypes: Gravedigger, Midwife, Gentleman. Seriously? This should have been part of the core book. Ah, I looked this up, it was a BackerKit/KS, so I guess they're trying to keep page counts down, but seriously, splitting this up into another book is terrible.

The Parish Ledger - 68 pages of 52 fleshed out NPCs. What's odd is there's are great character portraits except for 6 of the NPCs, a bit annoying, especially when one is the blacksmith and the other the town reverend.

A Little Darkness - 68 pages, 4 scenarios. All of them are single session scenarios, pretty straight forward to solve. The scenarios ranged in quality.

Dark was the Night, Cold was the Ground - 78 pages, 12 wilderness locations that can be happened upon. Includes rules for hex crawling outside of Sleepy Hollow. The locations are 3 pages each and are pretty interesting. Full of random tables which actually work, but when you read them they're pretty non-sensical; for instance, the weather table is mostly bad weather. The core book has hunting tables which are wonky, sorted by ascending food values, not organized by most likely to be encountered on a 2d6 bell curve. Expect lots of unrealistic wonkiness in all their tables. I'm having fun with the hex crawling though.

Folk Magic - 70 pages, spells and five spell casting Archetypes: Witch, Granny Witch, Hearth Witch, Acolyte of the Occult, Pilgrim of the Divine.

Ichabod Crane's Field Guide to Uncanny Creatures - 68 pages, 30 creatures.

Player Journal - 64 pages, character sheet and various player aids, and blank pages.

The Legend of Sleepy Hollow - 17 pages, the story by Washington Irving. Written in 1820. A bit of an anachronism since the game is set in 1810.

The Devil's Nine Questions - 64 pages rules for solo play.

The art is great.

I found it odd that the town is full of occult happenings. "One thing about living in Santa Carla I never could stomach; all the damn vampires." It's the same with Sleepy Hollow. So, when I ran the game, I tried to fill the town with normal people and normal events. I made the population several hundred, so the 52 NPCs with their dark secrets aren't the only inhabitants. If Sleepy Hollow was full-on creepy town, why would you stay?

The introductory scenario, The Headless Horseman Festival, with the Faithful Companion additions made for a more interesting scenario (took 2 sessions). The scenarios in A Little Darkness were too simple (each took only one session). Almost all of the scenarios was a monster of the week where the solution was to kill the evil. More variety would have been better. Thornwood Manor is equivalent to Castle Gyllencreutz in Vaesen, so if the PCs need a place to stay, then I'd run The Haunting of Thornwood Manor, a scenario in A Little Darkness.

The NPCs, locations, and uncanny creatures are good inspirations for a GM to make their own adventures.

Overall, a nice package for building your own campaign, but not enough meat if you just wanted to run the published scenarios.

Thursday, March 05, 2026

Dr Who 2e: The Secrets of Scaravore - Review

Pages: 112
Run Time: 7 sessions
Pre-gens: None

A campaign consisting of 4 scenarios, each giving clues to the finale, the 4th scenario. Since each scenario is about 20 pages each, they're a lot more complex than the ones found in A Stitch in Time.

In my game, the PCs don't have the TARDIS, but they have the Hermit's Lantern, a scaled down version of the TARDIS. Since the Hermit's Lantern is slightly damaged, it sometimes takes them somewhere they did not intend to go to. This does two things:
  • Deus ex machina. I ask them where they intend to go and then drop them in the wrong place/time. I can sometimes tie in their intention with their destination, sometimes not. So, now they have to figure out where/when they are when they arrive which is sort of fun.
  • Since the Hermit's Lantern is unreliable, they can't use it all the time to just teleport around because they might end up somewhere unintended.
I have 2 small negatives:
  • Pictures are lacking, most are stock images from episodes of Dr Who, there's not enough useful pictures. I had to do web searches for pictures and used some AI generated images for my game. 
  • Some information is spread out in different scenarios, so GM has to read all of the scenarios to figure some things out.
My Players really enjoyed this campaign, and I did too. So, I highly recommend it.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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The Sigils and Mandala of Scaravore

The issue is that the book doesn't really show what the Sigils and Mandala look like. You only find out by reading the last Chapter. And no examples were given in the book, so I made some myself.





Paradise Lost
Time Period: 2769
Location: Aridius
Pages: 20
Run Time: 1 session




A Kind of Magic

Time Period: 2552
Location: Saphira
Pages: 27 pages
Run Time: 2 sessions





Westward Bound
Time Period: 1843
Location: Earth
Pages: 22 pages
Run Time: 2 sessions





The Mandala of Scaravore

Time Period: 2026 (present day)
Location: London, Earth
Pages: 22
Run Time: 2 sessions