Monday, May 18, 2026

They Met at a Tavern 27: Hangin' With the Horde

Who's riding along with the wagon train tonight:

  • Rick: Bjorr, 1/2 orc Paladin
  • Dan: Kiara, elf Ras Godai
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Chris: Thorn, dwarf Wizard
  • Wayne: Pharan, dwarf Sea Wolf
Drom was off on a dwarven pout after being teased too much about his camel.

Anyway... The party had conferred with Tuva, the horde's "librarian" regarding possible references to the lost cities of the north. Since it would take the sage time to sort through his "bookmobile" for relevant texts, it was time to chill.

"I know it's around here somewhere..."

The horde had set up camp near some sacred hills in order to inter some honored dead in their fashion. And, among other rituals to honor the moment, a number of sporting and other competitions were held. The party joined in, of course. Bjorr in horsemanship, Pharan, Zanegar, and Kiara in wrestling, and Thorn in lore and tales. All managed to win or tie their respective contests, and came out with a few extra coin to immediately spend...

Prepping for the games

While they were resting after their bouts, they saw a distinguished pair walking among the populace, greeting people. Their importance was hinted at by the substantial guard. He appeared to have been a worthy rider at one time, but who had gone soft with the mantle of leadership. She was a severe beauty, marred only by a healed broken nose. They introduced themselves as Khan Astulfus and Khana Belavrida. As the leaders of the Dekan Khanate, it was their duty to welcome the invited travelers and know their business. 

The party shared their quest. The Khan was pleased that they had made contact with the librarian, as their literacy was a point of pride. After all, he had gifted three of his most treasured books as part of the bride-price when he wed his lovely wife. Likewise, he mentioned their "memory folk" who memorized lore and history for recall. 

Time to do some shopping. Kiara sussed out a pair of dwarves she had seen driving a wagon with a smoking forge. Thori and Nori were tinkerers and craftsmen (craftsdwarves) proud of their skills. They took a look at Kiara's razor chain and wrinkled their noses. That chain is substandard. Give us some coin and we'll smooth those links out. How you use it without getting bound up we'll never know...

Saturday, May 9, 2026

Getting Rid of Pests at The Shrine of Qriarae

A second recent campaign encounter scenario, prettied up for public consumption.  A few weeks ago, the party was seeking out a relic for the merchant clan they were trying to get back on the good side with.

I'd scribbled this shrine up previously, and modded it on the fly as the repository of said item. The party managed to subdue the bandits, and take care of the beetles before either caused more harm. Priest Erol got an advantage bonus on a spell as a reward, as well as the party finding the relic.

Hi!

The beetles were bespoke for the scenario, with a particularly hazardous ability due to their powerful pincer jaws. Fortunately (?), none of the beetles rolled well, so we didn't have any debilitating injuries... 

I refined the scenario a bit to make it usable at the table, with general ShadowDark stats and mechanics. The beetles have a bit of a timer component, with new hatchlings, as well as "Mama" finally breaking into the shrine proper. 

 Not much else to say on it - so will just share The Shrine of Qriarae with the world.

Tomorrow, the party gets nomadic.

Wednesday, May 6, 2026

They Met at a Tavern 26: Miles Covered

Tonight's Cast of Characters:

  • Rick: Bjorr, 1/2 orc Paladin
  • Dan: Kiara, elf Ras Godai
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Roger: Drom, dwarf Desert Rider
  • Dave: Darkmist, elf Thief

(Thorn was sleeping one off, and Erol was out doing elf meditation things)

The party convened in Bettiholme, meeting Darkmist at the Lazy King. Some discussion, and an expedition north to the lost cities was chosen. A coastal trading ship with a sufficient hold for their mounts was hired. 

But first, we need to figure out where we are in the world. I'd scribbled up three "world" maps with large lakes/inland seas and other features. The party picked this one as their world.
The height of colored pencil technology

Bettiholme is on the southeast coastline of the large water body, by the smaller of the two rivers. 

The ship sailed, and things were all peachy until a wake was seen following. Spotted by Kiara, who was ill on the rail. 

Boo!

The serpent, possibly drawn by the scent of livestock on the ship, bore down, slamming into the hull multiple times. Chaotic action, as the party attempted to negotiate/intimidate the offloading of a cow on board to satiate the beast, while simultaneously hucking javelins and arrows at it. Fortunately, the serpent was dissuaded from continuing its attack by attrition of injuries, and the ship limped to harbor (cow still on board).

The port was a city located at the delta of the larger river. Named... Sulfurtown. For its mines. OK. The party disembarked as the ship put in for repairs. Time to go intelligence gathering on the lost cities. 

Drom sought out the library, where he was shown a fragmentary map of the city, and some old tomes describing its extent. The city was said to be dominated by a large causeway lined with markets and craft-halls, leading to the great temple, a pyramid at the city's heart. Drom is all about those ziggurats. 

Darkmist and Bjorr paid a visit to the local Temple of Ord, and while making some offerings, overheard that the lost city had generated energy for its many workshops and wonders from a volcano. Unfortunately, the city was lost when the volcano erupted, drowning it in lava.

Tuesday, May 5, 2026

Logging another Dyson joint - the Sunken Ruins

More slow progress transcribing and prettifying various maps and notes. In this case, a small stronghold ruins that the party discovered while tracking some stolen horses.

source

Just another case of some unclaimed real estate becoming occupied. Although the party successfully assaulted the crumbling fortifications, the leader of the defenders sensed that they were in pursuit of the horses, and released them in exchange for no more deaths.

Many of the occupants and items were lined out in my rough table notes, and I expanded their story a bit for the final document.

This usable space was scribbled on...

source

...and occupied by an extended family of zealous serpent-folk, with a leader convinced that he is a new prophet to their god. 

I AM YOUR PROPHET

Anyhow, the leader chose discretion over valor, allowing the PCs to retrieve their horses before more blood was shed. I'll post a full session writeup soon.

So check out who's squatting in Grimlil's Sunken Hold... (all ShadowDarked up).

Note: A couple of new spells were cribbed from “Forbidden Priest Spells for ShadowDark RPG” by C. Sella. Of course, now I can't find the original link to attribute the writer. I'm sharing the document here, but if anyone can point me to the original source, I'll update. 


Friday, April 24, 2026

"Maps" Blogwagon: Maps with Perspective...

Oop, gotta see what Prismatic Wasteland's been thinking about. Ah, "The Map is Not the Territory But It is the Topic"

Ooo... maps... always a favorite...

So, long ago on Ye Olde Blogge, I posted up what could be some appropriate content for this wagonload of bloggage. From the pages of a fortuitous Ebay find, I talked a bit about maps and illustrations of places that No Longer Exist, either by the actions of humans or nature...

There is something about having a couple of old topographic maps that memorialize a mountain that occasionally, and violently, reforms itself. Most recently, at a moment that we just happened to be able to witness it. 

Something that went from this:

Topo maps from Here

to this:


And as I mused before - What happens when our Party of Heroes(tm), bearing an old, faded map, crest the horizon, expecting to find Proportional Peak, on top of which the Gem of Plot Advancement resides...

... only to find the smoking Crater of Catastrophe. 

bummer.

Does an inaccurate or out-of-date piece of information (map) misinform or mislead the players/PCs to a dead end or hazard? Is the error of the map by ill-informed cartography or perhaps by ill intent? Did the GPS just lead you to drive into a pond?

Like rumors, perhaps maps should be suspect. Perhaps vague, if not downright misleading/incorrect. Maps that are an amalgamation of versions by wildly variable cartographers. A hodge-podge of landmarks, contradictory names, and scale errors. Omissions or obfuscations for personal or political purposes.

Do we really want to trust the scribblings and 'X' on this map? Where is it really going to lead us? 

Monday, April 20, 2026

They Met at a Tavern 25: It's Beetle-riffic!

The Unusual Band of Suspects:

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

The party returned to town, dirty and bloody from their excursion into the Sealed Tower(tm). Recovered loot is converted to booze/carousing, and all repeating PCs bump to 3rd level (I'm not keeping close track of xp, more vibe-advancement). The paladin had been off doing paladin things, and the desert rider returned from a fruitless ziggurat search.

slightly clearer map

Erol noted side-eyes from the citizenry, before being told by a priest of Madeera that the Terragnis sect was generally blamed for the city's misfortunes after the demonic betrayal of Brother Taran Trudheon. She pointed to an overgrown vacant lot - the site of the former Temple of St. Terragnis. The party's ability to enter the tower was a mystery - perhaps the seals were weakening, or the party had some unknown attribute that allowed them entrance. Either way, a mystery to solve.

Some business was conducted, and Bjorr traded his dragon's egg for some mithril chainmail. It was decided to see if the merchants of House Zulad may have any clues or tasks suitable to the party. The unnamed family representative (he of the Rasam's Shop incident) met the party and (random roll on Unlikely Treasures) said that, yes, there was an item of some value that the family would like. The "Scroll of Esoteric Artwork" - a device that would aid in the identification of alchemical and magi-tech items. Something to give them an edge in the relic market. Especially since Rasam was... indisposed. It's in a jade scroll tube. Oh, and we'll put in a good word for you, help clear up that whole Rasam association.

Where was it? Word had it that it was in some old shrine or barrow (because my players lllooovvee barrows). 

And off they went.

Sunday, April 19, 2026

Revenant Resurrection

To recount from before...

So, your colleague got themselves dead. Not a problem, you've got the coin to donate for a resurrection. Problem is, there's no local temple with a priest powerful enough to raise the dead. And the body is getting a bit ripe.

What about that necromancer? You know, the woman with the unsettling stare and jars of preserved body parts? I'm sure she can do the job. Can't hurt to ask.

“Oh, certainly!” the necromancer says, her eyes scanning your deceased comrade. “Just like those god-fearing clerics do it, just without the pesky religious bits!” She meticulously checks the dead's eyes and wounds. She pokes at fingers and toes with needles seeking galvanic reactions. She accepts the payment.

“Oh, yes, just like the clerics!” She shoos you off, and giggling, retreats with your friend's body into a chamber filled with stinking reagents, clinking glassware, and rattling retorts.

In a week, your comrade is back.

In a manner of speaking.

Source

Revenant Resurrection*

You've been resurrected, untimely ripped from the afterlife via a necromancer's dark magics and possibly alchemical reanimations. You were not called back through the holy powers of a cleric and their congress with the divine. So you may not have gotten back with all of your soul.

You are not quite undead, but you have undead qualities.

The Positive:

  • Undead resistances against mental spells and powers.
  • You may subsist on half rations.

The Negative:

  • Reduce your CON by 1d3 with each revivication. No more revivication at CON <= 3. 
  • Having cheated death by these cheaty methods, you lose all divine connection. If you were a priest/cleric/divine class, choose new class (at Level -1).
  • That said, no healing by divine methods. Natural healing or potions only.

Them's the breaks.

Oh, and extra rolls on the Reincarnation Side Effect Tables (One, and/or Two).

*This resurrection effect isn't dependent on any specific spell or other methodology, more a thought experiment (and possible flavor) for a PC brought back to life by means other than the divine. Enjoy. 

***

Oh, and Samuel Taylor of 3x5arcana.com made a call-out to my "Build-A-Bear" concept for monster generation in reference to their own 3x5 card-based simplified version. Thanks!

Friday, April 17, 2026

D66 Items Found in the Sewers

So, I'm working on a funnel adventure for Shadowdark. Might as well post up part of the work in progress. The most important part of said adventure - the D66 random items to find while slogging through the slop...

source

I mean, these are 0-level rat-stickers and clog-clearers. There have to be some perks of the job...

No. No, there are really no perks to these jobs... 

source

Anyhow, without further ado, a lovely list of valuable and useful items floating among the other floaters...



Wednesday, April 1, 2026

They Met at a Tavern 24: When the DM Mentions Something in Passing, Part II...

Better get this written down before I forget details of the chaos...

The Miscreants:

  • Wayne: Pharan, human Sea Wolf
  • Chris: Roult, human Basilisk Warrior
  • Dan: Kiara, elf Ras Godai
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Callista: Erol, elf Priest
  • Mike: Merrick, human Bard
  • Mark (first timer): Irir, elf Thief

First of all, bumped a couple of the Repeat Offenders to 3rd level, since they keep showing up.

The returning crew from last week was heading back to Bettiholm, when they chanced upon a couple of adventurers (Merrick and Irir). The pair looked shady, so were welcomed to join the crew. The group then caught up with a small caravan carrying a mixed selection of supplied and curiosities for delivery to town. Some haggling went on, but the party was unsuccessful. 

The caravan parked outside of town at the caravanserai, and the party headed in to catch up with gem dealer Delmar. Perhaps to find a more reputable broker, since they suspected that Kashmi Rasam had double-crossed his buyer, and they didn't care to be associated with that. In the meantime, they had to dodge "Chicken Day" where the mayor was handing out food donations to the downtrodden of the city. Of which there were plenty. It's a good thing that the caravan included chickens among its cargos.

Somewhere in this, the DM produced a rough map of town and pointed out some features that the party had visited, as well as other landmarks:

Cat not included 

The Sealed Tower (upper RH corner) drew them like moths to flame... Well, it was sealed by multiple methods after Bad Things Happened, of course. Perhaps it's associated with the city's curse and loss of significance. What would have instigated it (question to players) - diabolic dealings and summoning. Always a classic. 

The party ventured to meet the mayor (Fabio Hegewald) as he was washing his hands after a day of handing out foodstuffs and (eeww!) touching the citizens. The mayor and advisor indicated that the sealing occurred after a priest of Terragnis had violated his vows and called up demons in a gamble for power. Can we get into the tower? No, its been sealed, although there might be alternate paths. Have other adventurers explored it? Yes, and they never returned (dramatic music). 

Well, ok - let's get some rest, resupply, and look at things in the morning (i.e. no carousing). Of course, they were met at their inn by representatives of House Zulad, the Dissatisfied Customer from the prior relic sale. Of course, they wouldn't have known of the double-cross, but their reputation was now suspect. And yes, we caught Rasam on his way out of town with a number of items, including the inner workings of the Orb. Of course, it wouldn't do to just kill him, as he has knowledge and talent (big reveal)...

Monday, March 30, 2026

RPG Blog Carnival: Small Souls in a Big World! - 3DIE6 RPG

 

Happy Spring. And this month's RPG Blog Carnival transitions from the Very Big, to the Very Small, thanks to Errant Thinking.

Back in '21 or so, I pledged to a little game produced by Deeply Dapper Games as part of that year's Zinequest: 3DIE6.


And playing as a tiny ant-thing is about as small as you'll get in an RPG. Because, as far as I know, no one has developed "Tardigrade, the RPG" yet.

First of all, the game, as you might have intuited, is a d6 system. In 3DIE6 (and its sister games), the three d6's are either combined into a 3d6 additive roll (skill tests) or as three individual dice with individual values (combat) - these being "attack," "defense," and "effect."

But first, the setting. 3DIE6 takes place within "The Shimmer," a subterranean labyrinth of fungus-illuminated tunnels and warrens. Your PC is one of the Roan, an insect that may be a bit human, or alien. We're not sure... 

It's a dangerous and deadly land for a tiny arthropod such as yourself. So much so, that it's good to bring along a friend. Or two. Not as companions, but in your own head. Because each Roan is actually three personalities, selected from the six base archetypes of the game: Brutal, Clever, Nimble, Precise, Resilient, and Vicious. The archetypes are designed not to be across the board equivalent to our familiar basic PC classes, but to overlap or be more setting-specific in our ant-world. And as archetypes, each has its strengths and limitations. 

an example character

So what's up with the three-in-one character? Each Roan is inhabited by three selected archetypes, and may switch in three situations: after a rest (referred to as cocooning), the primary or active personality is killed, or under duress during an encounter (although with penalties for the latter two cases). The idea was born from the system/game originally being designed as a solo system, so an individual player could have access to a "party" of different skills. Regardless, it's also useful for one-on-one play, or a limited party of just a couple of players. Think of it as resource management including the three PCs in your body...

The setting, The Shimmer, has a number of post-apocalyptic undertones. The Queen is fading in virility and power, which allows the Roan to break from their natural hive-mind and explore, seeking resources and propping up their decaying City and Queen. Or striking out on their own.

As a subterranean world, there are plenty of foes: rogue Roan, fungal beings, giant boring worms, spider things, and probably real ants. Combat with the d6 system is fast and fatal.

The zine includes setting background, character creation, the d6 mechanics, a handful of statted foes, and a brief "Tunnel Master" section with some game advice and lightweight random tables for plot, tunnel generating, and loot.

In addition to the 46 page zine version, a 135-page expanded core rulebook is also available. A Second Edition is pending on Kickstarter.






Monday, March 23, 2026

They Met at a Tavern 23: Breaking out the Temple of Dynss, once again.

Who graced the table at the brewery?

  • Wayne: Pharan, human Sea Wolf
  • Chris: Galen, human Priest
  • Dan: Kiara, elf Ras Godai
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Roger: Drom, dwarf Desert Rider
  • Wilson: Gim, dwarf Fighter

Full house. Let's do it. 

The party departed from Zelkor's Ferry to the nearest city of note. What's the town? Let's ask the players for help. 

We have a medium-sized city that is well-established, but fallen on hard times, and a shadow of its former glory. It is run by a council of merchants, with a figurehead of a mayor. The city looks backwards, and makes a good trade in relics. That said, one of its notable landmarks is the old trading hall, once an impressive edifice, but now threadbare. The city is called Bettiholme. 

The party disembarked from their packet-ship, and paid a treasure toll to the harbormaster. Gim, an itinerant dwarf, was met. Fending off a band of enterprising urchins, they reached the shop of Delmar Hevrolug, brother to Kalgor Hevrolug of Zelkor's ferry. After some bitching about the state of his business, Delmar agreed to find a buyer for the party's magic orb

The party was directed to the shop of Kashmi Rasam, an artificer and dealer in artifacts. They managed to avoid serious mishaps and petty crime as they were slowed by a small street carnival, with snake charmers, jugglers, and acrobats. As city guards rushed in to apprehend pickpocket jugglers, spilling snake handler baskets, the party made a quick departure...

Rasam was quite enthralled by the find of the orb, pressing the party for information. The orb was demonstrated, although Kashmi warned that it may only have a limited number of uses left. Best not to show it off. He agreed to act as broker and find a buyer.

But first, we carouse. The party was recommended a modest dwarf-operated inn in the neighborhood. None of that weak halfling beer there. Only one PC woke up in the gutter. 

Friday, March 6, 2026

They Met at a Tavern 22: Breaking and Entering the Crypt of King Solimas (plus mini-review)

 

  • Seana: Tarl, human Fighter
  • Chris: Roult, human Basilisk Warrior
  • Callista: Erol, elf Priest
  • Dan: Budris, human Bard
  • Wayne: Pharan, human Sea Wolf
  • Roger: Drom, dwarf Desert Rider

So the band decided which way to go - west into the hinerlands, or east across the water to hock the magic orb. Barrows are always a fun attraction. And our high-rolling priest is back. Necromancer Solace knew of a clump of them about a day away, and provided a map. Budris sought out some lore, finding that some barrows were known to contain "interesting" fungus.

Drom got his camel out of the stable, and led the rest of the boot leather band westward. Eward, mute stablehand, was excited to have been able to care for, and pet, a camel. 

Humping across the grasslands, a herd of loose horses were spotted. Some scouting, and it was found that they were domestic, likely escaped. Some herding and horse-handling attempts later, and everyone had a ride, although Budris and Roult needed quite a bit of help, as their horsemanship was pitiful. 

Onward, and camping. The party awoke to find themselves among several burrows (not barrows, nor burros). Chris (as player) recalled another unfortunate camping experience... Several giant soldier ants emerged, but chose to simply block the burrow entrances as the party immediately decamped. 

Good morning!

Ok. Barrows.

I have a handful of barrow maps, with associated random tables. But I also had "The Crypt of King Solimas" burning a hole in my adventures folder. So be it.

The party found a barrow with a bronze-coated slab, rather than the boring old stone. Must be important... 

Sunday, February 22, 2026

RPG Blog Carnival: "Dragons, Gods and other Powerful Beings" - Angels and Demons

 

Damn, been a bit since the Carnival caught my eye/awareness. This month, hosted by Sea of Stars. OK. Let's play. 

Thesis statement: Demons are Tools. Angels are Weapons...

A note: I'll be leaning hard on other researchers and presenters for this one, as I'm not a smart man. As anyone who's read my blog can attest. 

To start at the end: A bit of a review from my recently-completed OSE campaign. As in many campaigns, the acts and deeds of the PCs affect the world. And draw the attention of powerful entities, whether a mortal faction, or the immortals who watch the world. And certainly, the PCs got the attention of Khador, a goddess of law, as they strove against the minions of her Chaos-borne sibling. But Khador was only glimpsed in visions, perhaps as a dream channeled through a relic sword, or after the final battle, as she shed her raiment and strode towards the dawn, a rejuvenated goddess of Spring... 

But who really shook the PCs? This thing.

source

Yeah, it's an avatar for the Lawful side of things.

The demon bound by the Sea Dwarves? Not so much. Mostly just pay for the work to get done to spec and on time. As long as you can handle it throwing shade. "WHAT DO YOU WANT!?!? I WAS NAPPING!" "Don't you people write anything down?"

This guy

Saturday, February 21, 2026

They Met at a Tavern 21: The Bloodsoaked Gem Caverns That Weren't (plus mini-review)

Who's hanging at Bristleback's Inn?

  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Chris: Roult, human Basilisk Warrior
  • Rick: Bjorn, 1/2 orc Paladin
  • Tony: Holmarn, human Fighter
  • Wayne: Pharan, human Sea Wolf

Note: Wayne is better known as Fulvus, halfling terror, from my OSE campaign. Tony asked to watch, as he needed to be somewhere, then said, "give me a character."

The ferry/packet arrived. Certain hooded individuals met with Hebetha Solace, carrying off a certain package. A couple of new adventurers stepped off the boat. Holmarn, newly arrived in town, was on the hunt for portable wealth, preferably gems. He checked in with Kalgor the gemcutter in his shop for possible leads. Kalgor greeted him and, after conferring with "Olaf," an apparently invisible friend. After some back and forth, Kalgor sketched out a map to an abandoned mine that was worth a look.

They stopped at the trading post for supplies. Rasmus, in addition to normal tack, had also recently traded for a prism and some vials of acid. The party bought a vial. 

Off they went. 

While trekking to the "X" on the map, the party encountered a like-numbered group of beastmen. Bjorn, as is his way, greeted them with his cask of ale (I really need to enforce slots better. Is it one or two? Anyway...). The leader hesitated, but a drinking horn was produced. Some language difficulties overcome, the party asked about the local terrain and what the beastmen were up to. "Well, we hunt, maybe we take things from settlers." "Do you attack caravans?" "No - Too many spears. Like you guys. Too many spears. Oh, here's a silk robe and slippers we "found" in exchange for the ale."

source

The two groups parted ways, and the party found their way to the mine, Some poking around, and they found a winch/elevator to get them into the works. The rope held, and into the caverns they went. 

Thursday, February 12, 2026

D66 MORE Side-Effects of Reincarnation

Nope, couldn't let a dead dog lie...

Came up with more ideas at supper, and one list became two. This one has fewer positive side effects, more on the negative or 'color' side of the tally. Because there are prices to be paid for coming back from the Other Side. It shouldn't be a blessing.

source


So have D66 More Side-Effects of Reincarnation. Beware of lightning.

(If both tables are used, for each effect: 50/50 for Table 1 or 2, then roll effect.)

Wednesday, February 11, 2026

D66 Side Effects of Reincarnation...

So, your colleague got themselves dead. Not a problem, you've got the coin to donate for a resurrection. Problem is, there's no local temple with a priest powerful enough to raise the dead.

But what about that necromancer? You know, the odd lady with the unsettling stare and jars of preserved body parts? I'm sure she can do the job.

Oh, certainly! She says, eyes scanning your deceased comrade. Just like those god-fearing clerics do it, just without the pesky religious bits. She accepts the payment. Oh, yes, just like the clerics! She shoos you off and retreats with your friend's body into a chamber filled with stinking reagents, clinking glassware, and half-formed summoning circles.


source

Well, a week later, ol' Jimbo is back on his feet. Over a drink he recounts, with shaking hands, what he saw in the afterlife... 

***

Hey Sven, you notice anything different about Jimbo? 

Well, he's completely bald now. 

No, I meant the circling buzzards.

OH...

***

I originally started with the idea of a revenant-type reincarnated PC, with a touch of undeath about them. Then, of course it expanded into a D66 table for side effects of necromancy.

But nah. Anyone who's been pulled back across the veil is going to be Changed By The Experience...

D66 Side Effects of Reincarnation

Saturday, February 7, 2026

"All in the Family" or, The Family that Prays Together, Stays Together...

... or something like that.

Here we have a family interred within their family tomb, which is also a shrine to their god, as well as a gateway for an avatar of that god to treat with them, other faithful followers, as well as those who may seek conversion and the gifts that act bears...


It took me a while to come up with what "lived" in the pool, until the phrase 'flayed god' came to me. Leaning heavily on the imagery of Xipe Totec, I went with it.

The OG Flayed God

Anyway, I'm not sure how this one turned out. It was an interesting presentation and content challenge. The adventure-bits themselves are basically one page, with lore, monster and spell descriptions, and other material taking up four pages... The spell Fear doesn't show up in B/X-OSE, with its first appearance in AD&D as a mage/illusionist spell. Likewise, Shadowdark has neither Fear or Remove/Cause Fear in its original edition. So those spells are included, and modified to fit the systems. I got lazy and didn't convert the family members and avatar to SD, but I think they are straightforward enough to run on the fly. Also, this can be approached as a delve, or potentially access to a resource, depending on how it plays out. 

Anyway, you can check in on the Viermetz family and their fleshless proselytizing here

Going to step into the Crumbling Keep of Khashmur with some other yahoos on Monday evening. Watch our hapless adventures here.


Wednesday, February 4, 2026

They Met at a Tavern 21: When the DM Mentions Something in Passing...

What did I get myself into tonight, and with whom?

  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Roger: Brom, dwarf Desert Rider
  • Chris: Roult, human Basilisk Warrior
  • Callista: Erol, elf Priest
  • Daniel: Hawk, human Ranger
  • Rick: Bjorr, 1/2 orc Paladin 

Note: Callista is Chris' granddaughter, who had never rolled dice before this session. This will become important later.

Well, the party docked at Zelkor's Ferry, arriving due to some unfortunate events in the last town across the water.

This, coincidentally (or not) was where a prior party arrived a couple of sessions ago... Note: None of the players (except the Shorter Half) were involved in that session, so it's untrodden territory.

ANYWAY, the DM (who had a trio of available scenarios lined up) mentioned that the party meets some other patched-up adventurers going the other way with a couple of chests of loot. They mention that they got it off some pirates, but you don't need to worry about them. Just the undead dragon.

So much for delving some pre-selected tomb or abandoned mine...

The paladin beelined to the inn to purchase a cask of ale to fortify himself for the adventure. It was determined to be evening anyhow, so everyone eventually followed. They got a bit of background from the militia sergeant and a rough map the adventurers had left. The desert rider asked the priest if undead dragons could still speak and throw spells (WIS roll, dirty 20) - we decided that Erol did well in her Undead Studies classes and suspected that, depending on the cause of undeath, that the dragon was unlikely to still speak. 

Things in the inn took a turn when the local blacksmith showed up to play (poorly) her bagpipes. As well as a certain coolness that came over the crowd when another local appeared, Hebetha Solace. Erol's neck hairs stood up a bit as the woman approached the table. I understand you are seeking looking to hunt down the undead dragon. I have associates who are in need of the head. I'll pay you good coin if you are able to retrieve it.  

More coin? We're in.

Oh, and she dropped off a pair of Hugo's Healing Potions (tm) as a down payment. 

In the morning, the band set off in a somewhat patched-up small sailing boat, captained by the sea wolf, with assistance by the ranger (sailor background). The desert rider hung over the rail, and tried to keep land in sight. 

A shark followed the ship, possibly lured by the desert rider's "chumming."

Tuesday, January 27, 2026

They Met at a Tavern 20: Ignoring the NFC Championship Game

Besides running Shadowdark, I'll get further onto BXBlackrazor's pariah list by ducking out of various Seahawks viewing opportunities to run another one-shot. 

Because The Ridgecrest doesn't sport a TV. 

Anyway. Off we go:

  • Chris: Thorn, Dwarf Wizard
  • Seana: Katwaen, Dwarf Sea Wolf
  • Michael: Rango, Dwarf Knight of St. Ydris
  • Patrick: Nix, Kobold Thief
  • Daniel: Maven, Elf Witch

Three dwarves, two miscellaneous others. Dwarf-themed misadventure, it is.

I've always wanted to see how Dwarves With Worms runs at the table. PCs bumped to 3rd level, plus some random magical items, just in case.

Rango's "cousin" Ugraen had headed out with some followers to reconsecrate or expand some old temple. Trouble is, he'd gotten excommunicated from the local temple for some questionable practices and beliefs. Anyway, better go check up on him.

The party found the complex, showing signs of recent excavation and expansion. Upon entering, the dwarves were disappointed to see shoddy excavation and stonework. I mean, humans could do this...

Listening at a door, they heard nothing. Deciding to explore in the opposite direction, they spiked the door and headed deeper into the complex.  

Well, that noise called up something:

arrrrr.....

A trio of vacant-eyed dwarves accosted them. The party sussed that they weren't quite undead, as something seemed to writhe under their flesh. 

Many poor rolls occurred. Finally, the wizard was able to web them up for easy disposal. Upon slaying them, large worms burst from their bodies, and swarmed the party, intent upon infecting them. Much worm stomping and stabbing, and possibly one Knight of St. Ydris screaming like a little girl. The wizard quaffed their sole potion of healing

Fortunately, around the corner, the explorers found a stash of ale, which went a long way to cure shaken nerves.

Onward!

Sunday, January 18, 2026

Bollixing Up the "Shrine of the Mother" by Tim Shorts

So Tim posted up this excellent little scenario on his Patreon. It includes a small hexcrawl, a novice deathcult, and halflings. Always good. I ganked the map of the "Shrine of Dedragoria" for a quick bar writeup:

work in progress

The map is a good space, essentially a five-room dungeon. A place to hide the McGuffin, a side passage, something causing some structural damage. I can work with this.

Stuck with the shrine idea, because it fits. And shrines need a relic. Preferably hidden away. So our heroes get assigned a simple snatch-and-grab by my campaign's favorite thieves' guild boss, Solange Fiorentino. 

Nothing to it.

Without further ado: The Shrine of Dhena

(Note: I realized that Tim used a map from a previously-posted set of small adventure/encounter area maps. Which are also part of my languishing Project Transcribe(tm). Curses.) 

Added for no reason whatsoever.

Update: Tim also uses this map for his "Unbalance the Scales" adventure. Here's his walkthrough of the adventure.


Saturday, January 17, 2026

Foxtail Grotto, revised

After last week's shenanigans, I gave Foxtail Grotto a revision to (hopefully) improve usability and play. I revised descriptions to clarify placement of encounters, and added a small introduction on playing out the discovery of the pirate cove. Monster stats have been updated and consolidated at the end of the scenario, more consistent with my current format. I also bumped the format to two column, which I've been using and seems to read better. 

New and Improved!

And apropos of nothing, found this while image searching:

source

Finally, some validation! I always knew that princess was up to something sketchy.... We knew all along the dragon was unfairly incriminated!




Tuesday, January 13, 2026

They Met at a Tavern 19: Visiting Foxtail Grotto

Set up at the brewery on Sunday night, and found a full table. Excellent. I had a few choices in my folder, but with a table of meat, er, PCs, it was time to take on Foxtail Grotto

The cast: 

  • Freya, Seawolf
  • Durl Snuggs, Priest
  • (forgot name), Bard
  • Eswald, Seer
  • Rand, Fighter
  • Gilden, Wizard
  • Holbarn, Fighter

We started at a small coastal settlement that had been plagued by pirates. The garrison's sergeant didn't have the resources or talent to root them out. But look! A seawolf and a handful of "talent." The party was equipped with a small sailing ship and basic supplies, given a map, and enough rumors to point them in the right direction. A day or so of sailing along the coast and poking around in coves, and they were rewarded with signs of activity, such as harvesting of timber for ship repairs.

Carefully navigating shoals, and they found the pirates' ship, the Meteor (mis-heard as 'meatier'). But it was in sad shape, holed on a rock. The party carefully navigated toward the ship to investigate, and got themselves hung up on the doomed ship's rigging. While clearing the snarl, one of the gaff hooks was snapped off, and a rotting, undead shark made its appearance.

duh-DUHN...duh-DUHN

It got turned away, and in spite of the hazard, three of the PCs hopped over to investigate the damaged ship. It was found to have been stripped of loot, and they were able to return to their ship without incident.

Wednesday, January 7, 2026

D66 Winter Carousing Happenings, Part II

As a follow-up to my last D66 Winter Carousings list, I recognized that Solstice/Generic Midwinter Holiday/New Years is a field ripe for harvest (bad analogy) and ginned up a second D66 list, complete with more frigid happenings, mishaps, and boons.

Hey, watch where you're driving!

So put on some thick socks, warm that mulled wine, and beware snowdrifts speaking Finnish:

Download me here!