Sunday, March 30, 2025
Best OSR Cartographers
Tuesday, March 18, 2025
Indexing Adventures
Thursday, March 6, 2025
GM's Day Sale Picks
It's March. That means RPG Drivethru is having its GM Day Sale! I've got a couple, a few, a whole lot of good picks for you. Here are four that jumped up and bit me. All the links included in this post affiliate links.
Here are my Shadowdark selections.
Fantastic GM Tools!
Sunday, February 9, 2025
Players Companion for Shadowdark
20 New Backgrounds
24 New Ancestries
36 New Classes
A gi-gundo amount of new equipment, armor and weapons
A breakdown for poisons
and spell catalysts that add an entirely new element to spellcasting
One of the main questions that I was asked if the new classes stepped on the toes of the four classes in the primary rulebook. Greg intends them to be drop-in replacement for the existing classes and ancestries. I'm not one that worries about class protection. I see the main classes as templates to build upon. A warrior in one region will look different from the typical warrior from another region. The differences are what adds the distinct flavor/feel of a campaign. Greg has provided different ways to do this.
I am also a huge fan of his expanded equipment list. Always have been. Back when he penned Ambition and Avarice my favorite section was the equipment section. He provides a lot of diversity to how a character can interact with their environment.
Players Companion is affordable priced at DriveThru RPG.
PDF is $8
Soft Cover + PDF is $9
Hard Cover + PDF is $15
If you like Shadowdark you can't go wrong getting a copy.
Saturday, January 25, 2025
Creating a Hex Crawl Series
Friday, January 17, 2025
Waiting to Exist
What is this little underground complex? A basement. A dungeon of some sorts? Maybe a resupply station? Or a prison? Maybe. Maybe all of them. It's a place that has travelled through time becoming what it needed to be for those who decided to give it purpose. It has echoes of those who walked the corridors years before. The notches in the wall are where the sconces used to be until the iron rusted and flaked away bit by bit until only the holes in the stone remain. Over in the corner, or what used to be a corner, is not an opening and the ground has fallen within. A clear violation of the contract of earth. Walls are to keep the outside out and protect the insides from the outsides.
Despite all of what it was. What is it now? It lingers between existing and not existing. No one remembers this place. No one knowns of this place. It is a forgotten space.
The contract of earth was violated again. The ground gave way during the heavy rains this season. The ground slid away revealing a section of the walls. Now it waits. It waits for someone, something to notice. It waits to exist.
As chance would have it, this underground complex was found by a series of actions and accidents. A halfling by the name of Hobbs was bored as he stood in line waiting to enter the northern gates of Scorn. As he whistled, annoying those around him, he saw a shiny tucked into the belt of an older man in front of him. He estimated he was a merchant, by the smell of him, some sort of spice merchant. Good boots. Must do well. His mule's bags were empty. Must have sold his wares. Probably a heavy purse somewhere in the mule packs, but it was the distinct glint of gold that transfixed the halfling. He looked around. A few people, but they looked tired. Fieldhands covered in dirt, exhausted from their day toiling under an unforgiving sun.
Hobbs heard someone approach the spice merchant. He kept his eyes averted to avoid showing interest in him. A quick, sharp exchange with a woman who asked if she could get a drink of water for herself and her child. He told the woman to get away from him. Hobbs smiled. The justification to steal from this man was granted.
With a quick, quiet step, Hobbs slid the object from the man's belt as he fussed with a saddlebag on his mule. Hobbs heard the jingle of coins. Hobbs froze as he heard the coins. Sound like a lot. Muffled. Large sack crowded with coin.
The hesitation, distraction of coin, was enough to allow the merchant to see Hobbs standing uncomfortably close to him. "Get away from me you foul half of a man." He sinched the mule pack tightly closed. Then absently checked himself and found the object missing. "Thief!" He shouted.
Reflex took over. Hobbs vanished in front of the man and ran toward the forest edge. Behind him he heard the merchant shouting for the guards. The others in line cheered as Hobbs fled. A smile crawled over Hobbs's mouth as he entered the forest. His preternatural ability to vanish would quickly give way to the natural order of things and reveal Hobbs. He tucked behind a tree and felt the invisibility slide away. There were no voices nearby. In the distance the merchant continued to shout. Demanded the others in line to help him with finding his thief.
Satisfied with himself, Hobbs trekked deeper into the forest turning south. He'd just take an hour to walk and enter through the southern gate. His friend Big John would be working, harass him, but it was worth it. It was dark in forest but Hobbs wanted to see what he acquired.
The ground gave way and he slid a few feet before hitting the stone wall. The stone caught him under the ribs knocking the breath from his body. The pain flared and he dropped the object. Hobbs attempted to curse, but all he managed was a desperate gasp for air.
After waiting a few minutes his breath returned. He scrambled to find what he dropped, but it was too dark and there was so much mud. With the dark came the cold. He wanted to light a torch to find his treasure, but feared it would give away his location. After a short search Hobbs couldn't feel his fingers.
Hobbs noted the location as best he could before tromping toward the southern gate. Any trace of triumph vanished. Mood soured. Aggravated. And worst of all, hungry.
Hobbs returned the next morning expecting to find the location, but didn't. Hobbs is thief of the city, not one for exploring wilderness. His confidence in his abilities was unjustified.
With this act, the underground complex came into existence. It now exists in Hobbs's mind as he obsessed where it is. Before to long others discovered it. Today the underground has consumed the lives of small animals, a woman gathering herbs, and an unarmed elf who believed he'd found an undiscovered place he could loot.
It waits to be told what to be.
Sunday, January 12, 2025
A Walk-Thru of Unnatural Selection
Sunday, December 22, 2024
#19 Winter's Tax
The party is split. Not of their own doing, but split none the less. Last session found the spellcasters Bloggah and Dremont in an undisclosed destination. Within the ancient cavern they fought an old-time roper. I haven't used one of those in decades. The roper used Bloggah as a rag doll for a bit. Dremont tried to cast a few spells, but finally used his hammer and smashed his was to victory. Just in time to save his limp, little buddy from the grave reapers.
On the other intellectually challenged side of the party was Tarin and Columbo. These meatheads were bushwhacked by cultists of a rival demon. Yes, Columbo pledged an allegiance to a demon Ostun. Demons are not known for playing well with others. The cultists harassed with arrows and swords, but it was a well placed fireball that did them in. Columbo likes to carry flasks of oil on his person. Well those caught fire also. Tarin peed on him to reduce the damage. Yes, he peed on him. I think Columbo liked it. Then Tarin went down. Cultist whittled his snizzle. Columbo managed to endure all the damage and push back the remaining cultists.
The spellcaster escaped with the help of 8' tall dwarf. One of those original dwarves. Jimmie, a name he took from a fallen adventurer who wasn't using it anymore. Jimmie showed them the way out, but asked they help him cross over into their world. They pink swore. Then found themselves in the Komor Forest in an area they knew.
The bloodied and burned meatheads tucked their tails and are returning to Scorn. Columbo has an idea for a torch condom he plans to sell to the world.
If this amuses you please join us because we have a great time. While we may be old men we still laugh like a bunch of middle-school kids jacked up on too much sugar and caffeine.
Join us on Mondays 7pm EST and have some fun. Extra XP to those who heckle Joe.
Sunday, December 1, 2024
City of Scorn
Tuesday, August 13, 2024
Far Away Land 2nd Edition Kickstarter is Amazing
Fay Away Land RPG Ed. 2 is now Kickstarting! It funded quick and has 22 days remaining as of this post. It is a unique setting and RPG that reeks of fun.
Dirk Stanley released the first edition 10 years ago and I remember playing it and having a blast. The artwork you'll find reflects the whimsical nature of Far Away Land. While I am a veteran of RPGs this game made me feel like a kid again exploring places and fighting monsters where I had no idea what to expect. It's got gonzo elements from everywhere.
Far Away Land has already zoomed past two of the stretch goals.
The first is png files of the monsters so you can print them out and show them to your players. I guarantee you'll get a laugh and the players will wonder what the heck it can do.
The second stretch goal is one of my favorites, hex map icons! These are fricking cool! No, I mean cool, cool. Colorful and quirky, and over 400 different elements. Whoever makes maps with these its going to look fantastic.
The third stretch goal is absolute candy. A digital generator for monsters, PCs, settlements and more things to come. He's just shy of this goal and I have no doubt Dirk will crush it before it's over.
If you need more convincing, Dirk has a Facebook group dedicated to Far Away Land so you can see all of what he has to offer.
Please check out Far Away Land, you won't regret it. Unless you don't like having fun. If you do back on of the best gaming creators we have.
Saturday, July 20, 2024
Session Zero
I'm starting a new ShadowDark Campaign. Four players. Roll 20. Mondays 7pm to 10pm. And for the first time, for me, livestreaming the games on YouTube. Something I, and the others, swore never to do. But here we are.
Session Zero(s)
Each time I start a new campaign I like running one-on-one sessions for each player coming into the the game. I feel this is the best way to get players invested into a campaign world by allowing them to create relationships independently from the party. They can carry these into the game and their significance lasts as long as the player wishes it to last. Here is a quick list of things I try to address during a session zero.
- This time around players rolled up their characters independently. Expect Joe. I have to keep an eye on Joe.
- I have a handful of house rules and go over them and answer any questions.
- We discuss the particulars of the character. Sometimes (rarely) do they have goals or traits that would drive them. Old school players tend to go light on this because the character could die before Charisma is rolled.
- I usually do short write ups about their character and how he or she fits into the campaign world. This includes what knowledge the character would possess going in. A guide. A short one. One of the frustrations I always had as a player is going into a campaign world then doing something my character would have known not to do. Well. Maybe.
- I introduce NPCs through a role-play. Who knows the character. Friend and foe. Possibly and employer. Family. A pet. Whatever jives with the character.
- The latter half of the session is used to go exploring. A short adventure. I use this time to work out kinks in the character and to explore the system of combat and how house rules come into play. This is not going to be a deadly adventure (but damn near).
- My session zero can creep into two sessions. I think two sessions are the best. I think a lot of character building can happen in those sessions.
- Then the characters come together. With them they carry their own experiences, friends, enemies and knowledge separate from the group. I believe this adds a nice dynamic to play.
Saturday, March 2, 2024
ShadowDark Magic Items
The next campaign I run will use the ShadowDark RPG. I'm not sure when that'll be (I'm hoping a little later this year), but ShadowDark is my choice. I've only experienced it with one-shots. I want to kick the tires on a campaign.
ShadowDark is a grim, gritty, and other words that begin with g system. It is geared for low-level play, only going to 10th level in the rulebook. There are several low-level magic items included. Some familiar, some not so much. I needed to play around with creating a few of my own. Here is a quartet of magic items I offered on my Patreon. The PDF is free to grab. Some folks prefer the actual item can join and get some cool stuff in the mail.
These magic items are very specific to my setting, but adjusting them to your setting would only take a little elbow grease. I just thought to myself younger people have no idea what elbow grease means.
A trio of artists with their fanatic black and white artwork made these cards possible. Carlos Castillho did two of the pieces, Daniel Whitehall, and William McAusland. I used the format of ShadowDark and I like the section dedicated to the history of the item. It helps ground the item within a setting.
I hope this finds everyone well and gaming. Enjoy.
Saturday, February 24, 2024
Fun Facts About Medieval Stairways
I'm always writing adventures of some sort and I like to explore the intricate details of 'things' in an attempt to ground the adventure with these details. My Pintrest has a section dedicated to the anatomy and or terminology of things. Tonight, I was checking for names of stair parts. I went down a shallow rabbit hole and thought I'd share some of the things I thought were interesting. I have no idea if these are fact or fiction.
- Stairs were build in tight, steep spirals when castles were fortifications, before they became noble homes.
- Stairs were built clockwise. To give the defenders an advantage. They assumed the majority of soldiers would be right-handed. Some militaries required their men to fight ambidextrous. I've never read this before, but I think it could make an interesting nuisance.
- The above fact is disputed (but still cool) and some say stairways were built clockwise so folks could run their hand on the righthand wall for balance. To compensate for the too-much-grog-walk?
- Some argue that the newel staircases are so small with no handrails that there was no room for swinging weapons (although it would be a hell of place for a dagger fight) and both combatants would fall to their deaths. A step does1d6 damage.
- One other point, I think the best one, if the attackers are already inside running up the stairs, the fight is lost. The attackers are now mopping up and looking for loot.
- Steps were built uneven. This gave defenders 'homefield' advantage as they were accustom to the idiosyncrasies of the steps and could take advantage of the situation when an attacker tripped on the uneven step. Also known as a trip step.
Friday, December 29, 2023
Resurrecting My Channel With ShadowDark
Click the picture above to check it out or the video below. I'm hoping a revival of my channel helps spark my creativity again. That field has been fallow for too long.