Tuesday, August 4, 2026

The Temple of the Pass - A beneficial shortcut...

During the last open table session. the party traversed two "shortcuts" through the labyrinthine Badlands, with the hopes of cutting time off their journey. I'm still writing complete sentences for the first complex, but the second is ready for a quick share.

The first one, of course, was full of hazards - territorial water sprites - that did not want explorers in their caverns. The party was able to respectfully negotiate passage, thus avoiding a running battle and fusillades of ice shards. Color the GM disappointed, but a good solution is always to be respected.

And, since not every location should be filled with danger, even out in the uncharted lands, the second cavern network and shortcut was populated by a few interesting, and potentially beneficial, inhabitants. 

via Dyson

So welcome to the Temple of the Pass, a small complex that grants the party access to lands beyond, as well as gives them a respite, some small boons, and a bit of a augury for the journey ahead. 

Home to an imprisoned and de-powered genie, it still resonates with magical power. The genie is accompanied by a hermit capable of divining the future through the tellings of the standing stones. And the weird guards? Well, I'm not sure how insect-god guardians got crossed up with a forgotten fire god. Perhaps it was a divine work exchange program. 

 Anyway, sharing it as a location to drop into a hexcrawl or point crawl if a shortcut through barrier geography might be needed. Enjoy.

Sunday, August 2, 2026

They Met in a Tavern 32: Through the Passes

Looking across the Badlands: 

  • Chris: Thorn, dwarf Wizard
  • Dan: Kiara, elf Ras Godai
  • Roger: Drom, dwarf Desert Rider
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Callista: Erol, elf Priest

And, once again, someone found a halfling while shaking out their boots:

  • Madaket: Bomb Murfin, halfling Wizard

cropped from original

(Madaket is a friend of Callie's who heard about this silly game-thing and has been trying to join for a session. No, she has never played a TTRPG before. As I've posited before, first-timers are among my favorite players. As we will see.)

So the party, having vacated the strange metal ship and its guardian spider, reviews the gifted map and gets their bearings (it is at this moment that out gamemaster realizes he left tonight's session planning on the printer at home. No worries, he can remember parts of it, and has random lists for the rest...)

Finding some more carved and stacked stones indicating a shrine or protective stele along the buried roadway, the party proceeded (after Zet took a rubbing, of course). Igra the kobold read more poetry.

Cresting a dune, cries for help were heard issuing from a talus field. Kiara chose to investigate. And was surprised by a serpent that manifested from the rock.

not unlike this

Kiara suffered a bite, and unfortunately was envenomed, failing her roll. She felt the light fading...

Others joined to aid, and the tricky thing was dispatched. Just another of the Badland's native critters... Kiara was stabilized and lashed to a horse.

source

Some minor treasure was found, and the party moved on. They soon found some ruins around a subterranean complex. Debris and relics indicated that it had been a couriers' waypoint at one time. The party explored a few rooms, then retreated, more interested in finding the "shortcut" caverns described by the spider.

A series of cliff-face catacombs were spotted, and since night was falling, the party left their exploration for later.

Sunday, July 26, 2026

Matt Finch's "World of Jordoba" Comes to Backerkit

It's crowdfunding season (not that it ever ends...), and I'm not sure how many rulebooks, supplements, and adventures I currently have hanging out there. My debit card will let me know, I'm sure...

But here's one more I'm tracking...

,

Matt Finch is well-known and regarded through OSR-land. As co-author of OSRIC and author of Swords & Wizardry, he brought a couple of the early retro-clones into the scene. Plenty of us have pored over his "Old-School Primer" essay, whose adages (e.g. "Rulings, not Rules") for RPG play have been dissected and argued over since its original publication. And many swear by the ideas and inspiration held within his Tome of Adventure Design editions and its companion volumes. 

So, for those of you who'd like to add another volume to the Matt Finch/Mythmere games shelf in your library, Matt will be releasing his "World of Jordoba" setting via Backerkit in August. 

The prototype Jordoba campaign was one of the first "actual plays" that I watched, way back in 2018. Matt ran a grotty crew of adventurers through the ancient ruins underlying the city, as well as the surrounding desolate lands. The campaign world was influenced by Mediterranean cultures and geography, with much of the city campaign including forays into the buried ancient metropolis and catacombs underlying the current city. Accordingly, the setting had a substantial history of past cultures, lost objects of power, and holy retribution and destruction. The PCs explored the undercity and its weirdness to recover loot and knowledge, as well as hopefully thwart the plots of various baddies residing therein.

The live play often acted as my soundtrack while running from job sites to lab to gym or home. And no Roll20 here. All adventuring play was done with minis, handmade terrain, and a small camera pushed along the hallways of the dungeon. The viewers and players were seeing the same perspective view, and there were plenty of moments of real tension as the PC-eye view of the camera turned a corner to discover a potential encounter. 

The playlist of the original campaign can be found here, replete with some excellent old-school strategy, PC deaths and near-deaths, and the general shenanigans expected from a handful of chaotic players and their equally chaotic PCs. I highly recommend it.

Wednesday, July 15, 2026

They Met in a Tavern 31: Regarding A Further Brief Survey of the Spiders of the Badlands

We take a break from the World Cup to adventure:

  • Chris: Thorn, dwarf Wizard
  • Dan: Kiara, elf Ras Godai
  • Roger: Drom, dwarf Desert Rider
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Callista: Erol, elf Priest
  • Dave: Darkmist, elf Thief
  • Andrea: Gabor, goblin Priest

The party awakens from a restful night around the odd metallic, humming obelisk.

Did it keep you awake, too?

Breakfast, and time to get on the road. Drom led the way. Around a few bends, he heard a barking dog. Some cautious slinking about, as PCs are wont to do. A ring of standing stones surrounding a cold fire is found, as well as a cliffside opening to a possible shrine. Zet looked at the runes, determining that they symbolized safe travel. They are cautiously greeted by a one-eyed old woman in tattered robes and her massive dog of undetermined genealogy. She introduced herself as Sesuna, a hermit meditating at the old shrine. The dog was Dawit. "He helps provide for me. We don't need much."

The party asked what or who she might have seen? Serpentfolk to hide from. Other parties, possibly seeking the cities or other treasures within the badlands. No. No odd spiders.

Sesuna showed the party a statue to the shrine's patron, Zulona, a lost god of travel and good water. Likely established long ago when caravans and other wayfarers were more common. Kiara offered some coin for a blessing. Sesuna shook her head, and pointed to her empty socket. "I need an 'eye' to see for you." Some puzzlement, and a gem was procured from one of the loot piles. Sesuna placed it in the socket, and the gem vanished. But now the party won't roll "lost" rolls for three days. Anything we can thank you with? If you come back this way, bring me the names of any lost gods you may find. They need to be named and remembered.

Off they went.

Hurried footsteps approached from behind, revealing Igra, one of the two kobold guides. They had been ambushed by the spellcasting spiders, and Rogs' luck had run out. Igra had returned to the party. Might be a better way to riches than mining, anyway. Besides, he'd always wanted to be a poet...

"Behind Me dips Eternity
Before Me Immortality
Myself the Term between
Death but the Drift of Eastern Gray,
Dissolving into Dawn away,
Before the West begin..." - kobold poetry 

Saturday, June 27, 2026

They Met in a Tavern 30: Spiders and Kobolds and Wolves, Oh My!

Well, look who showed up...

  • Roger: Drom, dwarf Desert Rider
  • Rick: Bjorr, 1/2 orc Paladin
  • Chris: Thorn, dwarf Wizard
  • Dan: Kiara, elf Ras Godai
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Adam: Ad Ratter, halfling Wizard

Drom has returned from his sojourn, or pouting...

Don't listen to them sweetie, you're lovely.

That's Trixie, by the way. Continuing with the excellent mount names.

Ok, to begin. Ad Ratter was discovered among the baggage, or curled up in someone's bedroll. Sort of like shaking out your shoes in the morning to check for scorpions. There might be a halfling. He was abandoned by his peers while exploring the Badlands. What do you expect for a CON 3 halfling?

The party mounted up and headed onward, checking out the canyons and ridges. An obelisk was spotted, and investigated. The tall obelisk was of a bluish metal, and warm to the touch. It was covered with odd runes. Zet was called up to translate. He pulled out a crumbling book and gingerly turned pages. The runes were a challenge, at best he could sense it was a border marker or milepost. He made notes and the party moved on. 

Bjorr and Drom noted what appeared to be old wagon tracks worn into the stone of the canyon floor. Perhaps this was an old thoroughfare to the old cities.

ruts

Later, Kiara and Ad heard a rumbling in the distance. Then at less of a distance. Everyone rushed to get themselves and their mounts to higher ground. Their suspicions confirmed, a flash flood ripped through where they had recently stood.