You Hang Around Here, You Hang with Daggers


by Thrashin' Dave · Link

On October 17, 2026 mages from all across the midwest once again gathered in South Bend, Indiana for the fifth annual Midwest Thrash Bash. Since the untimely closing of Tippecanoe Place, Thrash Bash’s home since 2022, this year’s tournament took place in the War Room at the Crooked Ewe Brewery and Ale House.

The War Room at the Crooked Ewe

Due to the space constraints of the War Room, the event was smaller than in years past. We had 29 mages representing the Cleveland Rocs, Canton Brownies, Columbus Kobolds, the Ebon Hand (Sin-sin-naaasty), Michigan’s Knights TAPlar, Midwest Moss Monsters (who?), and, of course, the premier OS club around: the Lords of the Pit. Due to the magnitude of the event Joe “da Orb” Singer was also in attendance documenting the hottest action for his stream. This year’s smaller-sized tournament was reminiscent of the very first Thrash Bash, but MWTB 5’s level of gnar was far more…gnarly. As always the Thrash Bash utilized the pinnacle of OS perfection that is the Eternal Central 93/94 ruleset. The tournament raised over $1,400 for Cultivate Food Rescue in South Bend.

Friday Night Massacre

The Friday night meet up at CJ’s Pub has become an annual tradition. The prime event is the Daggers’ Friday Night Massacre (i.e., the real tournament)–a spike fest open to all who joined the Order of the Dagger by placing in the Top 4 at any Thrash Bash. Seven Daggers were in attendance to sling some cardboard and fight it out among the tournament’s all time top players.

Friday Night Massacre

The Friday Night Massacre’s format is determined by a vote yearly (sorry, Daggers only). This year’s format was 7pts Singleton with a scorecard rather than traditional Swiss pairings. Stoomie was victorious in the end and won a Demonic Tutor on which Noah drew a loaf of bread (or perhaps it’s a turd?).

Friday Night Massacre

Winner winner chicken dinner

Winner winner chicken dinner

The Ebon Hand ran a “Gleaming a Cube” draft event for all the non-Daggers on Friday Night. The “cube” was an actual cube complete with skateboard wheels. While named after a subpar film, their draft took over half of CJ’s and raised some extra cash for Cultivate.

Gleaming a Cube

Cubin’

Cubin’

The Thrash Bash

The main event fired on Saturday. Overall, the decks were hesh AF as one would only expect at this tournament. Atog seemed to be everywhere, but there was a most excellent diversity among the meta with some crazy builds like Paul Fiero’s Dark Heart–Lich, Ben Revell’s Karma Tomb, Jeano’s Titania’s Prison, and a most gnarly Mono Red Power Surge piloted by Chicago newcomer, Ivan “Amrah” Bari. Some hessians brought excellent aggro decks (Locals Only) including Lord Ben Jones’ Dreams Aggro Combo, a nasty 8-Bolt Vise RUB from Jason of the Ebon Hand, and my fellow Lords Piquardo and Rob on RUG and Fatty Fatty Mono Green. I ran Mono Green Berserkin’ and ran the pairings. Jon Brne, the 2026 Dagger Hopeful, attempted to Top 4 with a URB Counter-Burn, but couldn’t seal the deal this year ending at a very respectable 5th place (enjoy the Valley, brah. Maybe next year!)

Thrash Bash action

Thrash Bash action

After five rounds of intense competition, it was down to Lord Lorien Elleman vs. last year’s champion, the Ebon Hand’s Jon Revell in the finals. Lord Elleman was on Atog-Shops, and Jon reprised a version of his winning RUG deck. The match was fierce as the two Daggers fought it out for the championship on stream.

Revell vs. Lord Elleman in the finals

Revell vs. Lord Elleman in the finals

Now that’s class

Now that’s class

Jon won the match and became the first ever two-time Thrash Bash champion. Congrats, Jon! The trophy skateboard returns to Cincinnati for another year. Two new Daggers joined the Order this year with their various Atog builds: Doug the Blood Mooner in 3rd place, and Lord Matt Braun in 4th. Congratulations Doug and Matt! Lord Robert Vincent took the title of Most Hesh with his Blood Lust-fueled Kobolds deck, and Erik Limbacher from the Ebon Hand placed Dead Last with Stasis.

J. Revell wins…again!

J. Revell wins…again!

Most Hesh Deck Award

Most Hesh Deck Award

Final Standings

Final Standings

Q: What do you Thrash? A: Whaddya Got?

Jon Revell - RUG Champion

Jon Revell - RUG Champion

Lord Lorien Elleman - Atog Shops

Lord Lorien Elleman - Atog Shops

Doug - Atog Moon

Doug - Atog Moon

Lord Matt Braun - Atog

Lord Matt Braun - Atog

Jon Brne, Dagger Hopeful - UR Counter Burn

Jon Brne, Dagger Hopeful - UR Counter Burn

Chad Fraizer/Sam Flood - Atog RUG

Chad Fraizer/Sam Flood - Atog RUG

Jason B. - 8 Bolt UBR

Jason B. - 8 Bolt UBR

Paul Fiero, Dread Pirate - Dark Heart Lich

Paul Fiero, Dread Pirate - Dark Heart Lich

Joe “da Orb” Singer - Track Suit

Joe “da Orb” Singer - Track Suit

Lord Robert Vincent - Kobold Blood Lust. Most Hesh Deck

Lord Robert Vincent - Kobold Blood Lust. Most Hesh Deck

Ivan Bari - Power Surge

Ivan Bari - Power Surge

Noah Steinbaum - I think it’s Dead Guy? Red Guy?

Noah Steinbaum - I think it’s Dead Guy? Red Guy?

Rom Wells - Mono Red Atog

Rom Wells - Mono Red Atog

Stoomie - UBR Sedge Hymn

Stoomie - UBR Sedge Hymn

Ben Revell - Mofukin’ Karma Tomb

Ben Revell - Mofukin’ Karma Tomb

Ryan Jean - Titania’s Prison

Ryan Jean - Titania’s Prison

Lord Dave - Mono G Berserkin’

Lord Dave - Mono G Berserkin’

Brandon Burgoa - Atog

Brandon Burgoa - Atog

Lord Ben Jones - Dreams Aggro Combo

Lord Ben Jones - Dreams Aggro Combo

John Knerr - RUG

John Knerr - RUG

Kevin - Erhnamgeddon

Kevin - Erhnamgeddon

Lord Rob B. - Mono Green

Lord Rob B. - Mono Green

Lord Piquardo - RUG

Lord Piquardo - RUG

Lord Caleb - Dead Guy Ale

Lord Caleb - Dead Guy Ale

Brian Limbacher - That Deck Pic Happens to be Stylin’

Brian Limbacher - That Deck Pic Happens to be Stylin’

Kyle Wells - Shahrazad Weinerz

Kyle Wells - Shahrazad Weinerz

Erik Limbacher - Stasis Dead Last

Erik Limbacher - Stasis Dead Last

Hot. Reckless. TOTALLY INSANE.

Jeano breakin’ down Titania’s Song

Jeano breakin’ down Titania’s Song

Lord Rob B. wreckin’ Limbacher’s islands. Stasis is a memory..

Lord Rob B. wreckin’ Limbacher’s islands. Stasis is a memory..

Bari vs. Sam Flood

Bari vs. Sam Flood

Lord Piquardo assesses a potential powerplay.

Lord Piquardo assesses a potential powerplay.

Thrashin’

Thrashin’

Lord Robert Vincent vs the Burgoa, the Younger

Lord Robert Vincent vs the Burgoa, the Younger

Look at that hot action

Look at that hot action

Doug vs Paul

Doug vs Paul

Lord Dave Berserkin’ for lethal. Flow or go home!

Lord Dave Berserkin’ for lethal. Flow or go home!

Lords Jones and Braun

Lords Jones and Braun

The Dread Pirate himself on stream

The Dread Pirate himself on stream

Prize table in full effect

Prize table in full effect

“You win, you’ll skate SMASH Skates” - Sam Flood

“You win, you’ll skate SMASH Skates” - Sam Flood

Young Lord Caleb gets a Christmas present

Young Lord Caleb gets a Christmas present

Brother vs. Brother, Revell vs. Revell

Brother vs. Brother, Revell vs. Revell

Kyle Wells castin’ Shahrazad all day

Kyle Wells castin’ Shahrazad all day

Thrash Bash 5

Thrash Bash 5

Middle School Marauders: Back to Basics


by andymac · Link

This past weekend the Lords of the Pit gathered with some esteemed guests on a cool spring afternoon for the latest iteration of Middle School Marauders. While most of us were locals, some visitors hailed from the far off land of Ohio, bringing their technology to the Chicago scene.

Final Standings

Welcome to the Pit, Lord Enrique

The format has been one of the most popular for the club, with our first such tournament in January 2019. Our last Middle School event focused on the beefiest decks, but on this occasion we went back to basics and revisited some classic archetypes.

As the noon start time approached, the sweathogs gathered at our favorite establishment, Dmen Tap. The dim lighting and wobbly tables of the back room were a familiar and welcome sight. The cacophony of the outside world was replaced with the sounds of the pinball machine, the shuffling of decks, and jealous observations from any muggles who wandered over to take a look. The games began. Early chatter started about the abundance of red decks in the room. Lightning bolts and goblins were everywhere. Those prepared to deal with the fiery aggression would be well served.

Between rounds, we took a brief interlude to initiate a long time regular as a new official Lord of the Pit. Enrique has battled with us for years, more than earning his place in the club. A mage skilled in the art of black magic, his patch is well deserved.

As the games resumed we welcomed the opportunity to, for an afternoon, forget our obligations at home, unplug from the world around us, and escape from workplace stress. We were thankful for the chance to come together for the shared love of this game. And while winning was on everyone's mind, most have realized that they had already won simply by being in this room, at this time, with this group of people.

And in the end much beer was consumed, farts were abundant, and Lord Zinni emerged as the champion of the day piloting his reliable Standstill deck. Donations this time were made to the Chicago Food Pantry. And for the brief diversion into the world of goblins, elves, angels, and squirrels, I say thank you my friends.

The Vibes

The Decks

Necro deck list

Ain't No Party Like a Southside Party


by Thrashin' Dave · Link

As the hateful winter of 2026 has briefly subsided, the Lords of the Pit and venerable guests descended upon the Southside to gather for the Party of the Pit Lords. The third iteration of this ballin' EC event was co-hosted by Lord Rob and myself with 24 Lords, Ladies, Thrulls, and friends in attendance at the Marz Mothership.

We had full access to the arcade as spells were slung, zine artists marveled, and young onlookers learned the power of Lord Sanders' Royal Assassin + Icy Manipulator. The event raised over $500 for the Aquinas Literacy Center in McKinley Park which serves the local immigrant population. This party was also a special day for our own Caleb Dragonborn, who received his patch. Congratulations, Lord Caleb!

Five intense rounds of EC 93/94 were played with a diverse and unlikely selection of decks. Unfathomably siiiiiiiiick builds like Titania's Prison (Rohr), Livin' Plane (Dave), Dreams + Creatures Combo (Ben), "The Special" (Shane), and newcomer Joe C's Thallid Salad graced the tables. Lady Brie's Shahrazad Storytime build kept the party going for her opponents with a strong 3-2 finish. Wisconite and newcomer Oliver took the event down with 4c Atog followed closely by Lords Elleman, Piquardo, and Braun to round out a baller Top 4.

Deck Lists

Oliver - 4c Atog Oliver - 4c Atog

Lorien - UW Esper Lorien - UW Esper

Piquardo - RUG Piquardo - RUG

Matt - DaboTig/DibaTog Matt - DaboTig/DibaTog

Adam - Story Time Adam - Story Time

Enrique - UBR Sol'kanar Enrique - UBR Sol'kanar

Shane - "The Special" Shane - "The Special"

Carter - Ssssssssstasis Carter - Ssssssssstasis

Moss - Atog Moss - Atog

Rob - Mono Green wif da bifh Rob - Mono Green wif da bifh

Brie - Shahrazad Story Time Brie - Shahrazad Story Time

Ben - Dreams Combo + Creatures Ben - Dreams Combo + Creatures

Rohr - Titania's Prison Rohr - Titania's Prison

Andy Mac - UW Flyers Andy Mac - UW Flyers

Sanders - BU Harsh Times on the Southside Sanders - BU Harsh Times on the Southside

Keenan - 5c Dreams combo Keenan - 5c Dreams combo

Joe C. - Thallid Salad Joe C. - Thallid Salad

David V. - 4c Aggro David V. - 4c Aggro

Cousin Gus - "OGombie" Cousin Gus - "OGombie"

Dave - Livin' Plane (L-I-V-I-N) Dave - Livin' Plane (L-I-V-I-N)

Caleb - Dead Guy Ale Caleb - Dead Guy Ale

Miguel - Mono Black Miguel - Mono Black

JP - Mono Green JP - Mono Green

HOT ACTION

The Wheel Wills


by Mosstodon · Link

Changing leaves, shortened days, and the nip of winter’s grasp on the wind can signal but one thing – the return of the Lords of the Pit to DMen Tap for the club's annual Fall Brawl. For the eighth installment of this venerable tournament, 19 Lords & guests assembled to sling ancient spells from an era long gone but never forgotten. This particular Gathering was more than any mere OS95 meetup, however, as the Lords also bid farewell to one member and welcomed a pair of newcomers.

While not in attendance as a combatant, Lord Shane Semmens was at the Fall Brawl to sell pimp cardboard in advance of his pending relocation across the Atlantic. Shane, an OG Lord and among the club’s most-stalwart of members, will be dearly missed. Best of luck, Shane!

But the Wheel never stops spinning, and at the Fall Brawl the Lords inducted two deserving individuals: Rob Beadle and JP Lamp. Both men have been regular attendees for a number of years and make fine additions to the Pit. Additionally, the Lords recently extended their geographic reach by welcoming Thrashin’ Dave to the Pit. Dave has been a steady organizer of the annual Thrash Bash in South Bend, IN and another oft-seen face at Lords events.

Back to the spell-slinging. In keeping with recent OS95 meta trends, both Necropotence and Reanimator were in short supply in the Fall Brawl field. Lords Elleman (Esper Necro) and Jaco (Reanimator) fearlessly piloted these once-fearsome archetypes, though it seems the format (via direct damage & graveyard hate) has seemingly declawed these former Tier 1 decks – for now, at least.

Meanwhile, the day's sweatiest mages dabbled with '95 cards to bolster otherwise well-established OS stratagems. Lord Rohr inserted Tindr Wall & Jester’s Cap into a Shops/Titania’s Song prison stew. Lord MacDougall added Ice Age cantrips and Merchant Scroll to a UW Skies list. Lord Moss bolstered Jeskai Atog with Incinerate, Mana Crypt and Zorb, and it was Josh Burgoa, our champion by way of Chattanooga TN, who took down the Fall Brawl with a UW Midrange pile that leaned into Adarkar Wastes for mana fixing. Burgoa’s play was as tight as his shit-talking while he ran the gauntlet to a sterling 5-0 finish.

During the Fall Brawl, the Lords & Co. raised $760 in support of The Ark Initiative, a Chicago street-level organization that delivers healthy meals to needy people one Saturday per month at the Wilson Red Line.

DECK LISTS

Burgoa

Moss

MacDougall

Rohr

Walker

Beadle

Thrashin' Dave

Vincent

Joe Sea

Braun

Zinni

Graham

Jaco

JP Lamp

Elleman

Jones

Sanders

Finney

Baran

CANDIDS

Dudesweats

6/6 Juzam

Havenwood teq

Dudesweats2

Balled by Time Bomb!

Balled by  Stable Ooze!

Dudesweats3

Jaco v. Jones

Old bull instructs young bull

Dudesweats4

Reanimator

Moss v. MacDougall

Dudesweats5

Elleman v. Sanders

Orb flips!

Keep?

Burgoa v. Thrashin' Dave

Jones v. Finney

Keep.

Sanders' Shades

Stack

Cream of the Crop


by Grantly · Link

Another year, another Cream City Con. This was the 4th iteration of CCC that I have put together since moving up to Milwaukee. Every year I’ve been able to fit five rounds into five hours, quick and clean.

Your Handsome Host

I did my best to have as many prizes to give away as possible this year. I always make sure there is at least something for each player that comes to play. This year, I got a playmat made for last place and two nice wooden long boxes. Big shout out to the community for donating a bunch of stamped cards, proxies, and playmats.

Prize Pool, Part 1

Prize Pool, Part 2

A Siq Prize for Last Place

Raffle Grand Prize

Jimmy ended up going 5-0 with an Esper Shops deck (so innovative) and took down the tournament. But otherwise there was a good variety of spicy decks. A handful played Juzam, which I haven’t seen in awhile. But my favorite of the weekend was Flint’s Personal Incantation / Greed deck.

Last but not least, the charity we donate to each year is the Special Olympics of Wisconsin. This year we raised a whopping $925! I’d say that is a success and I am proud that so many people came out and donated. Raising money for a good cause is the reason I continue to run this event every summer. Thanks everyone, and see you next time!

CANDIDS

Breakfast of Champions

The Venue

Battles Galore

Ben Beats Down

Burned!

Hangin' Loose

Grindin'

Grindin', Part 2

Grindin', Part 3

Grindin', Part 4

When Life Gives You Blood Moon...

Lethal Green Meanies

Personal Incarnation Makes a Rare Appearance

FINAL STANDINGS AND DECK LISTS

Jimmy

Tim

Adam MV

Shane S

Oliver

Dan P

Lorien

Ben J

Sam B

Smar

Flint

Andy

Ian B

Caleb M

Grant

Joe C

Noah M

(Nick E deck list missing)

David V

Moss

Ivan

Kinan

Dave G

Robert

Chad G

JP

Veech

A Few Good Talismen


by mtg_border_eraser · Link

While I was visiting my family over the 4th of July weekend, I saw a box for a board game I hadn’t thought about in a long time: “Talisman: The Magical Quest Board Game.” My brother had purchased it a few years ago to recapture the magic of our childhood, and apparently my niblings enjoyed playing it enough that it was left sitting out.

Talisman is a relatively straightforward game in which you roll a six-sided die to move around a board and land on spaces, similar to Monopoly. However, on many of these spaces you have random encounters, as determined by the top card of the Adventure deck. Sometimes you find a bag of gold, sometimes an enchanted object. Other times you have an encounter, like a monster you have to fight, a princess who becomes your follower and can be returned to the Castle for gold, or a pestilence which sweeps across the land.

The board is separated into three zones: an Outer, a Middle, and an Inner Region. If you can make it to the Inner Region, you must possess a magical Talisman to enter the Valley of Fire, and then claim the Crown of Command, which lets you smite all other players from afar. Speaking of smiting, there's also PvP in the game, and if you win a battle over an opponent, you can choose to take one of their four life points, a gold piece, or an object they are carrying.

Early Board State

What makes Talisman less random than something like Monopoly is that the character you play isn’t just a superficial signifier; it determines your stats (Strength and Craft), as well as unique special abilities. So your character drastically impacts how you might approach the game. For example, a Thief would probably choose to steal other players’ best items while avoiding combat, but a Troll, who has the highest starting Strength in the game, would just bludgeon everyone and everything in its path.

As a child, I found these characters and the other cards that came with the game incredibly evocative. I spent much more time staring at the art than actually playing the game, since no one in my family could stomach the never-ending gaming sessions like I could. In fact, I don’t think I ever finished a game as a kid.

Some examples of card arts that have lived rent-free in my head for 30 years. All art by Gary Chalk.

When I asked my brother about his family’s playing habits, he bemoaned the same thing he had 30 years ago: that the game took too long and they had tried but never played to the end. I convinced him to play a quick game with his family by having a custom win condition that drastically shortened the length of it: First to the Middle Region wins.

Something I noticed while playing was that even though this 4th edition we were playing was basically the same ruleset as the 2nd edition I grew up with (and was, admittedly, improved in a few ways), the modernized art had stripped away much of the aesthetic that had attracted me to the game in the first place. After a little research, I realized the art problem was even worse with the recently-released 5th edition.

The Thief character art in 2nd, 4th, and 5th editions, an example of the slow degeneration from hand-drawn art with personality to soulless digital slop.

Returning home and still feeling the itch from the short session with my family (I didn’t win), I found and purchased an old copy of the 2nd edition, first published in 1985. The game was marked “untested/as-is,” but was astoundingly complete, including every card and counter from the base game, plus two expansions.

After having pored over every card art, I asked a few Lords if they wanted to play this “Old School Renaissance”-adjacent board game. I found a quorum and set a date.

As the date drew near, I began digging through old forums on Talisman Island and similar websites, in order to get a sense of how the 2nd edition stacked up to the newer versions. The common complaints were that the game lasted forever; there were no rerolls; and getting turned into a toad, a core mechanic of the game, was incredibly punishing.

On game day, I explained the original rules and offered some updated ones based on the 5th edition, but the Lords were having none of it. They wanted to play with most of the original rules. The only rules we modified would end the game faster: characters leveled up more easily from trophies of defeated monsters; and if your character were slain, you could only make a new character in the first two hours. Thus, the game could end through traditional means of reaching the Crown of Command, one-on-one PvP, or simple attrition.

Including the two expansions, there were 36 characters to choose from. I figured a good way to give players some choice without overwhelming them was to give each player five character cards and let them choose one. Lords Moss and Houtman quickly settled on their choices: the Wizard and the Warrior, both of which are strong characters. Lord Zinni asked me who I would pick between the Soldier and Hobgoblin, and I suggested the Soldier, who has excellent beginning stats: 4 strength (5 including the sword) and 3 craft.

I was not thrilled about my options, but I narrowed it down to two: the Monk and the Philosopher. In retrospect, I think the Monk would have been a very good choice, especially for PvP, but I decided I liked the Philosopher’s playstyle: peek at the top card of the Adventure deck and decide whether to land on a space with a card draw, using the move reroll ability where necessary.

Our character choices, clockwise from top left: Houtman, Zinni, me, and Moss.

My strategy worked well for PvE encounters. In the early turns of the game, I avoided a number of nasty encounters, like a dragon, a ghast, and a leper. Moss, whose turn it was after mine, complained about his bad luck for much of the game; he didn't seem to notice when I would peek at the top of the deck and then scramble not to draw a card.

At just 2 Strength, I was weak to PvP, and Zinni took advantage of that fact by bullying me out of my starting gold piece and a Talisman I drew.

Zinni had a strong start, drawing the Wand, one of the best items in the game. Both he and Moss now had the ability to always draw a new spell card when they ran out, and they both immediately grasped the utility of churning through spells as frequently as possible.

Looks Familiar

A turning point in the game came when Moss, having drawn the Warhorse, attacked Zinni, with fairly good odds of winning, especially after he Counterspelled Zinni’s Psionic Blast. But the dice were against him, and Zinni won, taking the Warhorse. That put Zinni far ahead, and once he picked up the Familiar, adding 2 to his Craft, it seemed no one could really touch him.

Zinni's Commanding Lead

Meanwhile, Houtman, who should have been crushing monsters and leveling up with the Warrior, was on the wrong side of luck, and lost easy encounters left and right.

Moss, on tilt at that point and with only one life point left, bravely charged into battle against an enemy with higher strength than him, and the Wizard was slain. With fifteen minutes still on the clock for reincarnation, Moss chose to play the Priest, but seemed to have not read the character card, as he complained about his choice for most of the rest of the game.

The Second Coming of Lord Moss

Soon after the clock ran out, Moss, still on tilt, had his Priest fight Houtman’s Warrior, not once but twice. Houtman’s luck was so bad, the first time their fight ended in a draw, and the second time the lowly Priest managed to slay the mighty Warrior. Houtman was out.

With Houtman dead and Zinni greedily eyeing my Horse and Cart, I decided to buy an Axe and head for the Woods to make a Raft and set sail to the Middle Region. My Philosopher had gained quite the following–the Guide, the Maiden, and the Unicorn. With an effective 4 Strength and 8 Craft, I thought I might be able to make a run for the Crown of Command, especially since I had picked up another Talisman. I was a little hasty and probably overestimated the likelihood of being slain by a player, but I also wanted to wrap the game up.

My End-game Character Build

I used my Craft to pick the lock on the Portal of Power that had barred me from the Inner Region, and then with some luck I breezed through the Mines. When I hit the Vampire’s Tower, I read, “Roll 1 die to determine how many lives the Vampire takes from you.” The space was on the other side of the board, so I didn’t notice the additional text: “(The Vampire will accept Followers instead of Lives),” and then a table that showed the result of the die was halved, rounded up. So when I rolled a 3, I thought I lost 3 lives (whoops). I was still alive with one life, but was immediately mauled by the first of five Pitfiends I had to face in the Pits. If I would have realized I had only lost two lives, and could have traded my Guide for one of them, I could have conceivably taken on the Pitfiends, but it still would have been a series of battles that in aggregate were statistically not in my favor.

Zinni decided to make a run for the Crown of Command soon after, but he had discarded the Talisman he had robbed from me, so he couldn’t get to the Valley of Fire. Not thinking it through fully, I suggested he could take the Strength route of the Inner Region (I had taken the Craft route), and then circle around to the Pits, where all of my loot was. But I hadn’t considered that he would have to go through the Valley of Fire to get there, so he had to turn around right before the Valley (whoops). As he retreated back to the Middle Region, I didn’t realize he didn’t have to interact with the Inner Region spaces, so he almost got KO’d by Dice with Death on his way out (whoops). Zinni then made it back to the Castle and regained all of his life.

Meanwhile, Moss had hit his stride with the Priest, destroying all the face-up Spirits littering the Outer Region. A generous interpretation of the Priest’s ability, agreed-to by Zinni, meant he could keep all of those spirits as trophies, so he quickly leveled up his Craft.

Zinni then cast Teleport to the Warlock’s Cave, and was given a quest to destroy an Enemy to gain a Talisman. A Poltergeist attached to him meant he had to travel one space at a time. Traveling through the Deserts left him with 2 lives.

A Nasty Combo

And then suddenly, the game was over. Moss, after grumbling the entire game about his bad RNG, met a Demigod who let him choose any one Spell from the deck. After reading through his options, he chose Finger of Death, which would destroy an Enemy or make a Player lose 2 lives. He cast it at Zinni and showed that he had a Counterspell in hand, as well. Zinni grabbed the card, read it, shrugged, and admitted defeat. What both of those knuckleheads failed to notice (and I only noticed during this writeup) was the first line of the card: “This spell may only be cast during an encounter.” Meaning that Moss had to be on the same space as Zinni to cast Finger of Death, which he definitely was not (whoops).

Moss, still beaming from his win, said the game was a ton of fun. Zinni and Houtman agreed that they had enjoyed it, as well.

Talisman Champion, Lord Moss

Despite not being as prepared for the rules of the Inner Region as I could have been, the game went smoothly enough. My Philosopher hadn’t won the day, but I still claimed victory on having successfully finished my first game of Talisman in my life. To many more!

Choice Cuts


by Mosstodon · Link

“Beef is when you roll no less than (60) deep.”

A fine July afternoon greeted the Lords of the Pit as they assembled at DMen Tap for a midsummer showdown. After letting the Beef marinate for five years, going all the way back to the Christmas Beef 2020, the Lords thawed out the hyper-niche “format,” this time with a Middle School flavor. The resulting Middle School Beef Bash attracted 15 spell-slinging Lords plus a handful of observing luminaries.

MS Beef carried a requirement of 60 maindeck power at all times, up from the 40 power required during the 2020 outing. Additionally, Phyrexian Dreadnought was banned to prevent copycats from overloading on Middle School’s foremost “big” creature. Also new for 2025: the event “winner” (aka “Biggest Beef”) would only count maindeck creature power. Call this the Danny Friedman Rule after the cunning Lord broke the scale last time with 132 power stuffed into the sideboard.

Heavy

MS Beef offered all the comfy familiarity of a regularly-played format plus an extra taste of yesteryear, throwing back to those bygone, youthful days when your biggest, baddest creech always went in your deck.

A gaggle of Lords assembled at the nearby Caravanserai coffee shop while awaiting DMen to unlock their doors, then at noon the weigh-in began as players registered their decks’ total power. Most hung in the 60s. A couple pushed well into the 70s. Three improbable piles packed on the poundage — Lords Baran (192), McCarthy (180) & Rohr (133) loomed large over the competition like Kaiju in terrified Tokyo. Baran took home the prize for Biggest Beef, a group-signed “Beef” (aka Thorn) Elemental.

Rohr, seen here getting balled, served up big Beef via his 133 power Ichorid Balls deck.

On the leaner side of the aisle, Lords Blank, Braun & Beedle (Killer Bs all 65 power or below) were the day’s top try-hards, all at 3-1 with Ian taking the breakers via a Monoblack discard deck. Braun brought a Goblins pile while Beedle was on Red Aggro. Fourth place was shared by the two-headed monster of Lords Semmens (1-1) and Adams (2-0 on Elves). Rounding out the T8 were Lords MacDougall (Monowhite), Elleman (Bots), Moss (4C Survival) and Sanders (Mostly Legal Cards).

As a secondary prize, a pair of group-signed “Beefmongers” (aka Spiritmongers) went to the players that achieved the Beefiest Boardstate combined. That honor was shared by Lords Elleman & Adams who racked up an aggregate power of 42; perhaps a little lighter than expected but a product of the day’s fast-paced games.

Loots

Four rounds of Beefin’ was chewy enough as the games proved to be as silly as the format – play largely hinged on landing a fast fattie, or else just going wide and low to the ground. A lot of decks seemed to shoot past each other (common in casual Middle School). Is there a future for Beef? Certainly, although the format could stand to cure for a bit before serving again. Perhaps next time we’d consider expanding waistlines with a 75 power requirement.

For the Middle School Beef Bash, the Lords raised over $300 in support of the Ark Initiative, a street-level non-profit organization that provides healthy meals to hungry people one Saturday per month at the Wilson Red Line.

(Your humble reporter takes no responsibility for the quality of puns used in this write-up.)

CATTLE CALL

Blank

Braun

Beadle

Adams

MacDougall

Elleman

Moss

Grantly

Baran

McCarthy

Rohr

Jones

CANDIDS

Aggrocrag

Ball or Get Balled

Baloth Beats

DMen Dudesweats

Moss v. Blank

Grantly Reanimator

Ray Sighting!

MacDougall v. Zinni

Announcements

BONUS CONTENT: GRANTLY V. MOSSTODON DMEN BLOOD BOWL GRUDGEMATCH

Kickoff

Orcs with da ball

Defense

Final Score: Orcs 1 Humans 0

Radness is Gladness


by Mosstodon · Link

Fear

Beneath the steel grey of a late March Chicago sky, 22 Lords & Co. met to duel in the arcane arts of cardboard carnage at our longtime stomping ground, DMen Tap, for the first meetup of 2025 - the aptly titled “March Radness.” It had been quite some time (years, perhaps?) since the Lords had hosted a regular, “old school” old school EC 93/94 meetup, and interest seemed keen as we were able to attract a number of newcomers. There may have been some new faces, but the format remains, as ever: Blue is busted, White gets wins, and the rest is a matter of personal taste (plus four Strip Mines). Still, the ritual, dark though it may be, felt vibrant as folk met to give hugs, shake hands, pound knucks, deface cards, then battle to the death amidst the prismatic planes of Dominaria.

Motley Crüe

After five rounds of Swiss action, Lord Lorien Ellemen, still gleaming from an AD&D team championship win at the previous week’s Garycon XVII, piloted a particularly sweaty iteration of Atog-Shops to a sterling 5-0 record. Lorien defeated Lady of the Pit, Brie Agra (4-1, 5C Bantgeddon) to secure the top spot, as well as a group-signed Fear. Rounding out the top four were Lords Jimmy McCarthy (4-1, Shops) and Tim Baran (3-2, 5C Rack).

Look on my Works, ye Mighty, and despair!

Other notable piles included Thrashin’ Dave’s highly-tuned Monogreen (3-2) as well as those from newcomers Graham, on UR Mind Bomb/Primoridal Ooze (2-3), and Sam, on "Storm" aka Candleflare (3-2). As is de rigueur for any LOTP meetup, some quantity of Atog and Monoblack lists also prowled the battlefield.

Loots

(It should be noted here that your faithful reporter, on Arabian Aggro, entered the day fearing no City in a Bottle, but that lack of streetwise resulted in a grim 1-4 showing, much to the attendees' cheers.)

We fired round one at 12:30 p.m. and wrapped final announcements at 4:45 p.m., making for a fast-paced, fun afternoon, after which Lords and Thrulls dispersed onto Belmont Ave to depart along our various paths to Parts Unknown.

Standings

DECK LIST GALLERY

Elleman

Agra

McCarthy

Baran

Caleb

Voegeli

Joe C.

Sam

Thrashin' Dave

Semmens

Chad

Dickson

Velasco

Jaco

Jones

Bob H.

Moss

Vincent

CANDIDS

Harambe & Friends

Balanced back to the Stone Age

Butzen Seppuku

Geddon'd back to the Stone Age

Moss' misery...

...equals Shane's glee!

Gary Con XVII: There and Back Again


by mtg_border_eraser · Link

Eight months ago, Lord Zinni pitched the idea of gathering a party and adventuring forth to Lake Geneva, Wisconsin. The dungeon to delve: Gary Con XVII, an "Old School Renaissance” tabletop roleplaying convention dedicated to Gary Gygax and run by his family. Lord Zinni and I, along with a few other Lords, had been meeting biweekly to play Dungeons & Dragons and other roleplaying games. He had been spending a lot of his free time building modules for a handful of different game systems, so to him, it seemed like a natural fit. Even though I had been GMing once a month, I wasn’t sure if I could keep up my enthusiasm for tabletop roleplaying for four days straight. But in the end I decided, like Bilbo Baggins, to step out my front door and see where the journey might lead. Well, actually, all I did was buy a ticket. Then I waited eight months.

Gerra Angel

Thursday

Lords Zinni, Semmens, Mith and I arrived at the Grand Geneva Resort & Spa in the afternoon to get our badges and attend a few evening events. The resort was a welcome change from the sterile convention centers where Magic events are so often held. With over 3,000 attendees, Gary Con had completely taken over, with every conference room in use on the first, second, and basement floors of the hotel, and events spilled over into hallways that were wide enough. Three other buildings on the resort grounds were also overrun with nerds, and regular trolleys would shuttle you to any one of them, as well as the distant guest parking lot.

For grub, the hotel had three sit-down restaurants, ranging from casual to fine dining. There were a few temporary bars and hot food stations at strategic points, so attendees weren’t forced to backtrack all the way to the lobby. With traveling food carts pushed around by hotel staff, you didn’t even have to step away from a game session, many of which were four hours or longer.

The Dungeon Map

After we checked in and received our badges, three of the four of us attended a seminar, “Worldbuilding with Intent,” hosted by Alphinius Goo, of GooeyCube, and Ed Greenwood, the father of the Forgotten Realms. For being such a pillar of D&D lore, it seemed fitting that Ed himself looked like a wizard, with flowing white hair and a long white beard. The conversation between the two meandered and was peppered with anecdotes and asides, and at just an hour, it was a very basic outline of how one might begin to create a world that could effectively suspend a player's disbelief.

My first gaming session was from 6-10 pm, and I had signed up with Lord Zinni. The game used the “Weird Heroes of Public Access” system, which is a rules-light and creativity-heavy game. You and other players take on roles of public access TV personalities who solve mysteries and Keep Weird the small town of Fairhaven, which is part Twin Peaks and part Silent Hill. Unlike most of the games I played at Gary Con, where you played a pre-generated character, the first part of the session was spent building our weirdos. Mine was Jimothy Williams, the host of a “local talk” show, Conspiracy Corner. At one point, to persuade a mid-level villain to stand aside, I tried to convince her of a conspiracy theory that the meatballs everyone was eating were filled with addictive, psychotropic drugs, which turned out to be true! The villain collapsed in a puddle of tears, allowing us to avoid a combat encounter with her.

While I got weird on public access TV, Lord Semmens played a retro Dune board game.

Friday

Compared to the other Lords, my schedule was relatively light. I slept in as they headed out to catch their 8:00 am sessions. Friday was still my heaviest day, with eight hours of gaming, starting at noon and ending at 10:00 pm. I had a slow morning, first stopping at Egg Harbor downtown, then an antique mall, where I failed my perception check to find anything worth buying.

My four-hour noon session used “The One Ring” system, a Lord of the Rings setting that takes place between the events of the Hobbit and the Fellowship of the Ring. Its mechanics offered just enough differences from 5e D&D to feel both familiar and novel. I played a merry halfling treasure hunter by the name of Ledger Rumblebelly. Together with my three human, elf, and dwarf companions, we set out on an elven ship to find a secret island, rescue a lost daughter, and ultimately remove the curse that kept all the island’s inhabitants trapped there. At the climax of the adventure, we fought a Sauron-like boss at the peak of a mountain. Our elf companion, who was wielding the magic sword that both summoned the boss and could defeat him, was knocked out. Since I was the only other party member proficient with a sword, I picked up the unwieldy weapon, took a heroic swing… and completely biffed it. Luckily, our human warrior finished off the spirit and we won the day.

Middle Earth Island Getaway

We had dinner at the hotel’s Italian restaurant, which had renamed all of the dishes on the menu to be fantasy-themed. Tatiana, our waiter, couldn’t seem to get into the spirit of it all, and gestured with restrained exasperation toward the menu, saying, "Welcome to… whatever this is." We split the swamp flora and I enjoyed the crispy skin on my pan-seared mermaid tail. After I chivalrously corrected a mistake on our bill that would have had us pay half of what we owed, we were rewarded with a dragon egg dessert for free.

Even the restaurant menus were whimsical.

Our next session was a 6-10 pm Advanced Dungeons & Dragons tournament called “Legends of Roleplaying.” I hadn’t known what to expect, besides that the teams would be nine players, but Lord Mith had convinced Lord Zinni and me that it would be fun to sign up together so we’d be on the same team.

Several times prior to Gary Con, Lord Zinni had expressed concern about needing to study up on the ancient AD&D system in order to participate in the tournament. I hadn’t worried about it. I knew the very basics, like THAC0, from having played the first two Baldur's Gates, and I figured in a pick-up-group format, the tournament probably wasn't taken that seriously.

Once we sat down at the table, though, I began to feel the gravity of the situation. We were nine players out of 140, one of sixteen teams competing for the glory of victory in the largest Old School D&D tournament in the world. A team won the tournament by scoring the most points. You could score points by defeating enemies, avoiding traps, looting magical items, and reaching certain milestones. Points could be taken away for failures and deaths.

Our Game Master was a seasoned veteran who had played with Gary, and he explained exactly how he was going to adjudicate. I looked around the table. There were four generations of gamers in our group of nine, from Boomer to Gen Z, and all eyes were locked on the GM as he spoke.

When the GM finished his spiel, a scruffy-bearded, long-haired Millennial in a patched-out vest, who could have passed for a Lord, pulled out a two-minute sandglass to make sure decisions wouldn’t take too long.

The GM passed around the pre-generated character sheets. The vested dude snapped up the first fighter that was offered. Zinni and I lunged at the next two fighter sheets because mechanically they were the simplest: Step into danger and hit things. I tried to quickly but methodically scan my sheet for the important details: Level 7, human fighter, 3/2 attacks per round, +2 Longsword, Short Bow with eight +1 Arrows, Armor Class of 1, a Ring of Water Walking, a Potion of Extra-Healing.

We were briefed on the quest: the Duke had been betrayed by a group of five adventurers turned assassins. They had possession of the Soul Gem, which had trapped the soul of the Duke within it. Our mission was to travel to the dungeons beneath the fortress of Inverness, exact justice on the assassins, recover the Soul Gem, and find the other two Eldritch Jewels.

The tournament game was a modified version of an old AD&D module.

And then it began. The GM laid out the first map, an 8.5x11 photocopied black-and-white sheet that showed a birds-eye view of the ruined fortress: four half-crumbled towers with the central tower in complete ruins. Deteriorating walls connected the four. We stood outside the gate. What would we do?

Our first decision was whether to go under the portcullis, which was raised only three feet. We looked around at each other skeptically. This seemed like a trap. We found a section of a crumbling wall that was only four feet tall, and the fighters helped lift everyone over it.

Although there was only a very basic image to set the scene, my adrenaline made the environment come alive in my mind’s eye. The nine of us were clambering over a dilapidated stone wall at dusk, jumping down into the fortress grounds, ready for combat and searching for traps. We descended down the stairs of the nearest tower into its dungeon.

We found the first assassin down there, dead, turned an unearthly white after the Soul Gem had absorbed his soul. The evil adventurers had turned on themselves, apparently. We unceremoniously cut off his head and stuffed it in the thief’s bag of holding for evidence he had been slain. We stepped through the secret door and started through the maze.

A piece of original art Lord Zinni bought.

My heart was racing. Lord Zinni whispered to me that he hated feeling out of his element. I was high on the thrill of it. I knew how to dungeon-delve, but like a newborn I had to learn how to connect my intention with the mechanics of the new body I was inhabiting. It didn't take long, and the GM was very helpful at explaining what you had to roll, and what to add, for any game action you wanted to take. He also had great deadpan humor, which helped ease the tension a little.

There was plenty of tension, though. Hallways led to rooms, and every room had a puzzle or challenge to overcome, and any one of them could be deadly. Do you risk removing the Decanter of Endless Wine from the pedestal? It might bring the faerie statues to life. Which astrological glyphs do you step on to get through a room? There’s a small pyramid with magical items piled high. Which to grab first, and how?

Sometimes we’d quickly unite on a common decision, sometimes we’d hem and haw, sometimes we’d argue. Often, it fell to one of the fighters who felt strongly enough about their solution to simply try it, because we were the most likely to survive if something went wrong.

At one point, we opened a door and a magical torrent of water in the next room dropped into a bottomless pit. I remembered my Ring of Water Walking. I tied a rope around my waist and tried to leap onto the river. Something went wrong. I fell into the pit and drowned. They pulled me back to safety. Lord Zinni held a sword under my nose and saw my breath condense on it; I had been magically charmed and was merely asleep. They shook me awake. The whole thing was an illusion. We closed our eyes and walked through the room.

Harrold, My Tournament Avatar

Everyone did their part. The thief disabled traps and unlocked doors. The cleric and druid healed us and kept anyone from dying to poison. The wizards shot fireballs and magic missiles. The ranger tussled with an ambushing jungle cat.

On and on it went. We’d find a slain assassin, get a piece of a key from underneath each tower, then quickly race to the surface and enter the next tower. We collected all four pieces and opened the door to the maze of the Ghost Tower, where each new “door” was a hidden magical portal. From desert to jungle to tundra, up and down and upside down, we relentlessly pushed forward.

We were in what appeared to be the final room, circular with eight floating gems evenly spaced. Each round, a random gem would shoot a petrifying cone. With just a minute left, it seemed like this was where we would find our end. All the gems were protected by force fields. We couldn’t find a pattern or solution to it. Then, in desperation, we simply started attacking the force fields. They went down, but the first, second, and third only held illusions of the gem, not the real one. Then, finally, we snatched the real one. We hit the button on the magic bangle given to us and we were all teleported to safety.

There was a real sense of accomplishment at the table. No one had been slain, and we thought we had managed to complete the dungeon. We congratulated each other on a successful run and wondered how well we did. The GM was impressed, but couldn’t promise anything about our ranking.

Saturday

Lord Zinni and I didn’t have a session before noon, so we slept in and got breakfast at Joni’s, a diner downtown.

My first game was an introduction to the “Call of Cthulhu” system, whose setting is most commonly associated with the 1920s. This particular game was more light-hearted and set in the disco era. We four players found ourselves in a nightclub, stepping over corpses and trying to keep our sanity in our search for a philandering husband. It was short and sweet, a fun appetizer.

With more time on my hands than I had planned, I beelined it to the Tower of Gygax, a two-hour AD&D adventure that varied depending on the GM. I had noticed the table would take walk-ups if a scheduled player didn’t show up. I got lucky–there was an open spot and the adventure had just started. Other players at the table had already selected their characters and told me they needed a cleric. I said I was happy to oblige, if someone could help me with my spells. In short order I realized I was one of the only players at the table who had any experience playing D&D, so I sat down and started reading through my spell cards.

Tower Power Hour

The scenario was a two-hour battle on a grid map. We had to cross a river (with an ambushing monstrous octopus in it, of course), fight through a wave of defenders, and stop a ritual before a bone dragon was summoned; the dragon would mean certain death for us all. When a player died, the ritual turned their corpse into a ghoul, and they had the unstoppable urge to kill all other players. Things were grim at the end, with more monsters on board than we could handle. About half of us had been zombified. But we finally managed to destroy or dispel all four energy crystals that powered the ritual. For my efforts, I got a couple freebies and a stamp on my character sheet certifying that I had survived. We all thanked each other for the game. I left the table with a feeling that was very common that weekend: a sense of camaraderie with complete strangers for having overcome imaginary challenges that seemed real enough in the moment.

War games were firing all weekend.

I stopped by the charity auction in the lobby bar and paid a fee for a card. It was packed, with standing room only. After an hour, I wanted to sit down, so I wandered off and eventually met up with Lord Zinni. First we did another lap around the vendor hall, which I ended up doing every day of the event. Then we took the trolley to the chalet, where a few Magic events were going on. We briefly looked around, but decided to just go back to the hotel and get dinner with Lords Semmens and Mith at the ChopHouse, the finest dining at the resort.

While we were in line to get a table, we received an email from Gary Con organizers: Our team had won the Legends of Roleplaying tournament! Our GM had very graciously called our team’s play a “masterclass in efficiency.” It felt incredibly gratifying to be a part of Gary Con history. We each won a free silver badge for next year's Gary Con, and our badges would state that we were the reigning tournament champions. There were many drinks and much celebration at dinner.

Lord Mith purchased a gold badge, which allowed him to get in on some VIP games.

My next session was 7-11 pm with Lord Zinni. We were at a five-player table using the “Electric Bastionland” system. It was a custom setting: dystopian Chicago, circa 2195. We were recently laid-off employees of a megacorporation. I was an Investment Centurion, a slimy people-leader with a tendency for backstabbing. Our mission was to plan and execute a heist of our previous employer’s mystic artifacts during a gala.

At the crescendo of the game, all of our plans were coming together: we had each infiltrated different aspects of the gala, the drinking water had been spiked with LSD, and the air conditioning had been turned off. Unfortunately, the gala wasn’t just for the unveiling of the artifacts, but a bringing together of them to cause some sort of cosmic, catastrophic event. Chaos ensued, and my character took his opportunity to seize power. He was thwarted by the other characters, and escaped into the night, defeated. The rest of the party won the day and had a happy ending.

Our GM was, by far, the best narrator and voice actor I had encountered that weekend, and it was not a surprise when they revealed they were a GM-for-hire in Chicago.

We took a photo with the other members of our winning AD&D team, congratulated each other, said our goodbyes, and the four of us headed back to our cabin. We spent the next couple hours drinking the remaining beers in our fridge, debriefing the weekend, and regaling each other with stories of our impulsive teenage years.

Our Dungeon Delving Crew, Minus Morgan, the Other Vested Millenial

Sunday

Despite a draining weekend and having stayed up too late the night before, we woke up early to pack and get to our morning sessions. Lord Mith took a rideshare to get to his 8 am game, while the rest of us hit up Grandma Vickie's, a downtown greasy spoon filled with townies. The head waitress (owner?) remarked how we all looked exhausted.

“Just one more game,” I joked.

I made a last-minute audible to join a 9-11 am “Age of Vikings” game, which was modified from the “Call of Cthulhu” system to be more combat-heavy. It was the only game of the weekend where the system hadn’t actually been released and the hosts were using the sessions to playtest.

The session was supposed to be a five-person group, but a couple people must have partied too hard, as they didn’t show up. I arrived a few minutes late, and since the other two players had chosen straightforward melee classes, I went with the spellcaster. The game was easy to play and the setting was cool enough.

The magic system was probably the most interesting part. You had a set of runes that could combine to create different spells. Some spells you had by default, but you could also mix-and-match runes to create a custom spell (the GM had the final say on what exactly it did). When I wasn’t needed to drive the game forward, I was fiddling with combining the runes and finally figured one out (kinship + fire + defense), but never found the right opportunity to use it.

A Pirate Borg game Lord Zinni played.

I made my way to the vendor hall to see if I had any winning raffle tickets, but all my luck had been spent on winning the tournament. The other Lords finished up their games and we headed out to drop Lord Mith at O’Hare.

As we drove out of town, it occurred to me that Lake Geneva reminded me of growing up in Sand Springs, Oklahoma. Lord Semmens said it reminded him of his childhood home in rural Michigan. Much of the US is covered in these quiet, small towns with gently sloping hills and long, empty, winding roads, where you can confidently expect nothing to ever happen.

What better place, then, for those with wandering minds to imagine magical lands, artifacts, creatures, and characters? If you’re a daydreamer, small town boredom almost forces you to pretend you exist in a more exciting place and time. To escape the ennui, you fly on the wings of a dragon to a land where your every decision matters, and where there's evil to overcome, treasure to be discovered, power to be gained, and romance to be had, all with the roll of the dice.

A make-believe universe is, by its nature, a fragile one, because at any moment it might be shattered by the warhammer of reality. To strengthen the conjuring ritual, you can join together with a coven of like-minded wizards, and now your pocket dimension is sustained by the collective imagination of your playgroup. At Gary Con, the mass incantation was woven so tightly, it often felt as if we had truly found a way, even for just a weekend, to transcend time and space in order to live in that fantastical realm.

Which made returning to reality all the harder.

A Weekend Well-Played

Falling Into the Habit


by Mosstodon · Link

It may be hard to believe but Fall Brawl is the longest running annual OS meetup we have in Chicago. Now in its seventh year, the lion’s share of Fall Brawls have taken place in DMen Tap’s backroom, where on this cool Saturday in November, twenty aged but able mages found themselves shuffling up and throwing down. A few newcomers joined in the spellslinging, too, bringing some fresh faces to the otherwise ever-haggard assemblage of dudesweats.

The Gathering began with a queue of black-clad fellas outside DMen, awaiting doors to unlock at noon. With telltale backpacks in-tow, any well-versed observer along Belmont Ave. would surely recognize and appreciate the fearsome sweathoggery about to uncoil. After a half hour of beverages and small talk, we fired Round 1.

The Fall Brawl field was Necro-light this year, with just one such list (JP) among the T8. Shops (Baran), Stasis (Petray) and Willowgeddon (Semmens) were among the other top decks. A surplus of Zuran Orbs lengthened plenty of games and seemed to be the overall most-played ‘95 card in the room. Following five rounds, Lord Tim Baran emerged undefeated with a Shops list featuring Jester’s Cap. Lord Robert Vincent, meanwhile, took the award for most ‘95 cards used (12) and a copy of The Duelist issue no. 5 (June 1995).

LOTP Toy Drive '24

Following a hiatus, the Lords are pleased to bring back the LOTP Toy Drive for 2024, spearheaded by our very own Lord Petray. The drive will benefit Children’s Charity of Orland Park, and the Lords are collecting toys & donations up until December’s Holly Jolly Chaos IV event.

Loots

Standings

DECK LIST GALLERY

Baran

Petray

JP

Semmens

MacDougall

Rohr

Velasco

Elleman

Zinni

Moss

Jones

Braun

Piquard

Finney

Blank

Vincent

Holt

Morales

Mohr

CANDIDS

Gathering

Finney gets balled

Round 1 battles

Shane gets Capped

serraspiritlink.dec

Round 5. One game. Fifty minutes. Dude decks himself.

5/5 Preacher Flex

"I'm about to roll him up," Meatball says of his quarry, Ian.

Top Men

Sweathogs

Tanking

Egg-Man

Dressed in Monoblack


View All Posts →