Friday, October 31, 2025

They Met at a Tavern 17: Visiting the Zombraire's Estate

Happy Halloween!

It's been about three years since I ran The Zombraire's Estate, so time to dust it off again, this time for a Shadowdark crew....

  • Brandon: Halfling Bard
  • Matt: Dwarf Priest
  • McKenna: Human Fighter
  • Mike: Human Witch
  • Jema: Elf Knight of St. Ydris (late arrival, see below)

We Rolled For Hats and got moving. I kept to the stock game plan from the module, and had the players hired to root out and purge the old manor of its curse... 

The initial four PCs approached the manor. Spotting the skeletons arrayed by the front gate, the dwarven priest approached to give a blessing to the dead. The dead woke up and were having none of that. Stabbing and smashing and failed Turn Undead rolls commenced (even with a luck point - Madeera was not answering calls today).

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The party then circled around the compound, finding the Wrenwald family crypts. As they waffled about checking them out, Luacia the Dryad's raven found them and asked for assistance. The raven recognized the witch with their mouse familiar as a kindred soul. The mouse was sent with the raven to assess the dryad, returning to confirm their veracity. Luacia explained the blight from manor's curse and begged the PCs to help. They agreed. She healed the priest in thanks. Her bless attempt failed though, a sign of her fading powers.

Entering the compound, the fighter checked out one of the animal pens, finding the zombie chickens... After poking a stick at them, she decided that checking for eggs in the coop wouldn't be a good idea. 

The witch found the poisoned well, and recovered a magic short sword from the doomed adventurer. The bard took the sword for later use. 

More poking around and avoiding the other animal pens and zombie gardeners. This party was way too cautious...

Thursday, October 30, 2025

D66 Double Feature: Magic Weapons and Shields

Hiedy ho, neighbor!

Time to post up something not play report-affiliated. Not that everyone doesn't find my reports of hapless gamerunning as totally gripping reads.

Posted up 10-ish magic weapons a bit ago, so of course we need to expand that list to d66. And while we're at it, why not d66 magic shields to go along with them. 

Each has a standard bonus, plus one additional quality. Some may be one-time use, some daily, some permanent. All in the name of not just another boring +1 sword in the loot pile. Hopefully they can liven up a treasure find and the resulting play. I know that Slick's level-draining scimitar has made several monsters very sad. 

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So have a pair of lists to mix and match into your adventures:

Magic Weapons Here

Magic Shields Here

Anyway, on to finalize, perhaps, some details for this weekend's final !?! session of our little campaign that began around three years ago... 

Expect shenanigans, and hopefully a few surprises...

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Sunday, October 26, 2025

They Met at a Tavern 16: Into the Caluromys Chambers

Who showed up and had to try to hear me over baseball playoffs?

  • Jema: Half-orc Desert Rider
  • Brandon: Halfling Wizard
  • Gurleen:  Elf Fighter
  • Seana: Elf Thief

Using something I've had knocking around for five years or so... Looking at the printout I have in my adventures folder, I can tell I've at least prepped it for play (notes on hp, treasures, etc.) but I couldn't find a writeup or other play notes so... I guess this is a first playthrough?

Started the four miscreants at the entrance. Made a call that the wizard had some knowledge of the place and its prior worshipers. 

They immediately came upon the first serpent-folk guard and his watch-lizard. The pair were put down with a brief fight. Finding the first Possimium statue, the fighter prudently added a few coins to its alms bowl, preventing its trap function. 

The quartet worked their way through the corridors, backtracking if they though it was wise to check another passageway or route deeper into the complex. Finding a sarcophagus with its attendant bust of the interred hero, they respectfully left it alone. Finding the second Possimium statue, a few more coins were left, for good measure.

Sunday, October 19, 2025

Yet Another Mass Combat Hack - Using "Field Combat Rules for Shadowdark" in OSE

OK, for those who have been tuning in to the channel, we had a knock down drag out battle a couple of weeks ago in the campaign world.

There was strategizing. And cookies.

But prior to that, I needed to come up with a mass combat system for the session, something light enough that it didn't bog down our usual chaos. Plus I'd never run mass combat before. A couple of our crew have wargame and other miniatures battle experience, so I didn't want to look like a total noob. 

So what to do?

Well, of course obsessively look for the "perfect" system through all the mass combat rules I've acquired. And then homebrew off the favorite. As you do.

So, this exercise wasn't completely cut from whole cloth. After looking at how I had already inventoried my spreadsheets of potential forces of allies and foes, I needed to find something that worked off a similar structure as to what I already had in mind and had modeled a bit in my prep.

So of the sheaf of options, I chose "Field Combat Rules for Shadowdark" by Connor Ludovissy for my starting point. The system starts with the extrapolation of an individual NPC combatant to a "unit" of similar capability. While Connor's assumption is five combatants per unit, my combatant number ("company") was more nebulous, in that it could represent a larger group of militia archers or a small group of elite knights.

For example, here is a unit of what may be considered militia from the original rules:

"2. Fighter Unit

  • Men and women with basic training and sharp weapons.
  • HP 24, AC 12, ATK 1, 1d8 damage, close
  • When half of unit is lost, DC 12 WIS or flees."

Very simple stats, and easily ported over to our B/X-OSE environment. In fact, I just kept the SD morale roles to simplify the number of dice on the table.

But the simple combat rules really stood out, especially since they give the option to give bonuses to units when PCs incorporate themselves into the unit, both for damage and morale. Field Combat Rules 4 and 5 line out most of this:

"4. Player characters may fight as individuals using their unmodified statblocks. However, characters with allies of a similar type may also form units, and their stats can be abstracted (adding additional damage and HP as indicated).

5. Any unit that is forced to flee leaves the battlefield and does not enter combat again. A friendly unit accompanied closely by a player character has advantage on WIS checks against fleeing from battle."

I modded it slightly: "Party members can either attack an individual target or add their damage to a unit & +2 morale." I figured that the miscreants would want to go stab the various big-bads directly, or step back and fire spells. Which they did.   

Here's a couple of final example stat blocks, with a couple of  different "Companies":

Opposing forces (mutant foot, cavalry, and chimera) had similar stats.  Certain groups, like the undead soldiers and zealots, were exempt from morale effects.

As noted, I kept a similar number of hit points per company as Connor had in his units. Damage was based on an assumed HD average for the group: 1HD: d6, 2HD: d8, 3+HD: d10. Damage was also modified to reflect "averaging" effects of various attack abilities and bonuses, so we weren't getting bogged down if a mutant had an extra claw attack, or some chimera had poison or not. I can see adding a single extra "ability" for a group of combatants without too much complexity, such as a secondary damage or effect on a foe. I wouldn't go further than that in the spirit of keeping the combat light and fast. Connor recommends changing damage as the unit takes losses, so I would probably add a rule about dropping the damage die by one once the unit take half damage to represent their decreased effectiveness.

For our battle, groups of allied combatants were split out and printed onto individual sheets, so each player had their own batch of mercs and mooks to manage, between two and five groups. Likewise, they were in charge of moving the company's meeple, calling actions, and noting if the PC was in the group or separate. Late-arriving or reserve combatant units (such as the Khanate cavalry or the mutant chimera) were added to the field based on timer rolls.

I ran the opposing forces, both individual high-level NPCs/monsters, as well as the various combat units. For this battle, this involved rolling/selecting actions for about a dozen combat units and four NPCs/monsters. Although two NPCs got taken out in the first couple of rounds, simplifying my tasks...

Initiative was by side, the usual Dueling D6 of Doom per B/X-OSE (Connor also reverts to side-based initiative in his rules). 

Overall, as an experimental method, I think it works well. I would need to refine it in the future, particularly with respect to PC values added to combatant units. I wasn't sure how to manage some bonuses, so we mostly just stuck with normal PC combat bonuses, although I may choose to stick to unmodified PC damage in the future (e.g. 1d8 vs 1d8+2 STR +1 magic). Something to refine. Otherwise, we didn't bog down or have too much ambiguity on what was happening, and the battle was regarded as fun. Which is what counts.

Connor's rules are seven pages in length (including cover). There is space left on a few pages for notetaking or homebrewing rules. The rules include unit examples, an example combat, and rules for training forces. I would highly recommend it for mass combat scenarios, as it can be readily modified for a rules-light combat, whether the opposing forces are a handful of skirmishers, or of multiple unit types and capabilities. Since the individual combat units are essentially NPCs, I wouldn't have any hesitation in dropping this into a one-shot or for people not familiar with mass combat. I would still use a battle map of some sort, as physically moving units and being able to visualize positions is helpful for immersion.

Other rules considered/read during the process:

Saturday, October 18, 2025

They Met at a Tavern 15: A Visit to Zorus Island

Who subjected themselves to my GM skills:

  • Michael (repeat offender): Goblin mage
  • Seana : Elf thief
  • Matthew: Elf Priest

Usual Meetup Malady. Full table that dissolves to a couple of folks. Fine (shuffles away planned scenario). That's why I carry a sheaf of adventures. 

With a small party, I decided to try out a Zorus Island scenario. I mean, it's only been seven years since I wrote them. No need to rush into playtesting.


The three got word from the local harbor master that a resupply boat fled after encountering "zombies" at the dock, followed by a hastily-scribbled note by carrier pigeon from the island's small watchtower.

And since the party was capable and/or expendable, they were given a boat and tasked with finding the truth of the goings-on. They circumnavigated the island, before deciding to start at the dock. Scattered supplies were left on the dock, with no one around. Poking around the buildings, they found a corpse infested with a black, dusty growth.

They quickly returned to the spilled supplies, finding linens and making up ad hoc facemasks.

Saturday, October 11, 2025

D66 Goods That Caravan is Hauling (x2!)

So, as things go in a campaign, the players occasionally encounter a caravan.

Not that Caravan...

...that caravan.

And, of course, we have the running gag of "something that fell off the wagon" recovered by either the PCs or the local Halfling Mafia. So what did they find?

So here are two D66 lists of potential cargo to pick and choose from, with items both mundane and exotic. 

List the First

List the Second

OK, maybe that Caravan...


Friday, October 10, 2025

Campaign Journal: Forces Clash

Who hears the drums of war?

  • Jax: Barbarian
  • Fred: Thief 1
  • Slick: Thief 2
  • Rondel: Elf

It has been a week since Acroria burned. The anchor lens is active, helping communication up and down the Western lands, as well as creating a deterrent to the Chaos forces pressing into the settled areas. Chirath's embattled forces are mopping up both Acroria's strike south and outbursts of Chaos that penetrated past the barrier.

Scattered forces gather at Gaerborin: local militias, Victor Matui with his knights and mercenaries, other adventuring parties and their forces, and the naga Adra with her hobgoblins and outlaws. Umm, let's keep her out of sight, ok? Maybe as a reserve... Oh yeah, and a bunch of dead dudes.

Knowing that the twisted dragon heralded from the west, Slick and Rondel flew invisible scouting missions west, looking for troops. Sure enough, two columns of mutant soldiery were spotted. Time to dig in. 

The party arrayed their forces west of the tower. Rondel found a massmorph scroll in his collection, and hid the undead troops as a copse of trees. Two hurriedly-constructed trebuchets were wheeled out. The mutants and their leaders formed up, charging across the plain. Slick was able to kill one leader, causing some to hesitate and pull back. Rondel took out the second, as the dead clattered into the mutant flank.

Archers fired, knights charged. All very cinematic. From the south, Chaos knights plunged across a river, intending to catch the allies' flank. A company of mercenary foot, supported by Adra and her forces, halted their charge.

get 'em, boys!

Tuesday, October 7, 2025

D66 Reasons Why The Party Had to Leave Town Quickly

A common question I ask at the beginning of one-shots to get people into role-playing their characters is, "How did you get into trouble in the last town?" Because adventurers are always on their best behavior within city limits...

Or sometimes not

Anyhow, sometimes there is a need to rapidly vacate the premises, due to shenanigans, a misunderstanding, or elements easily pinned onto itinerant adventurers. Here are a few:

DOWNLOAD me here

And per my prior entry on creating - yes, I am on task, as it were, transcribing notes from scribbled-upon maps to editable and expandable form. The pile was thicker than I thought, but progress is being made, and little adventures will begin to trickle out soon...


Thursday, October 2, 2025

They Met at A Tavern 14: Return to The Serpent Cult

First of all, it's been about 2 1/2 years since I ran this adventure. I'd dovetailed it into my growing (inadvertent) campaign world, and recalled that we'd had a good time taking down the cult. So why not Shadowdark it up?

The Meetup crew:

  • Adam - Rugrord, half-orc priest
  • Tyler - Marthal, elf wizard
  • Jimmy - Ren Halder, human bard
  • Seana - Khori, dwarf fighter

I used the module setting this time, with the party arriving at the settlement of Haven by boat. As per the last time, though, it was a port of surreptitious cargo comings and goings, with the "Solinsky brothers" exchanging coin for no questions. Khori ("drifter" background) had passed through before so knew where the tavern was. 

Approaching the tavern, they see Pip, an entrepreneurial elf, selling very large eggs from a handcart, which he claimed to have found along the shore. 250 coins? Too rich for our taste. Rugrord (hi WIS, low INT cleric) is certain of giant chickens. Entering the tavern, the party got rumors from the barkeep, and pointed toward the town's Elder for a potential job. Marthal left immediately, leaving the others to finish their drinks...

Elder Oddmar told of the town's issues - missing boats, cultists, and oh yeah, the eggs. The herbalist Helga may help as a guide, if needed. She was agreeable, as long as they kept an eye out for spiders.

Off they went.

The party headed south out of town, following the coastline. No eggs. But they did find a wrecked fishing boat, possibly one of the errant ships.

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They were inspecting it, finding claw and corrosion damage, when they were confronted by five cultists.