Tuesday, September 8, 2026

They Met in a Tavern 35: New Players Enter the Game

No, not necessarily at the table. Tonight: 

  • Dan: Kiara, elf Ras Godai
  • Rick: Bjorr, 1/2 orc Paladin
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Dave: Darkmist, elf Thief
  • Andrea: Gabor, goblin Priest
  • Chris: Thorn, Dwarf Wizard
  • Gordon: Gnashkrud, Half-orc Priest 

Gordon's been at the table before, but has been running and playing in other campaigns that conflicted with stopping by lately. So again, not the player I'm referring too... 

Anyhow. The party spent the night at Saint Gyles' pyramid. Being good houseguests, they helped with a little light housekeeping (disposing of serpent-folk bodies) prior to departing. They rode eastward, to the sound of grinding stones, as the ghost resealed his crypt.

The party rode on, discovering a cairn carved with old runes and a depiction of a deity - a woman with raven feathers, geometric symbols, and a measuring staff. Zet peered at it and declared her to be Gyslana, an old goddess associated with portals and gates. Sometimes travelers and road-builders also prayed to her.

The meditations on the goddess were abruptly ruined by a pair of ghasts and several ghouls. Most of the party fought off the choking stench, and Gnashkrud effected a turn undead. Most undead fled, a couple rolled Nat 1s and exploded, and one very angry ghast remained to proceed to take revenge on the priest. Ghast-stomping happened. With the presence of the Gyslana shrine, the party theorized the undead to be a party of unlucky surveyors.

Did they come from a grave or barrow? Can we raid it? Well, of course you can. This is why I always keep a few extra barrows on hand. 

Light was cast, and down they went. Darkmist checked a door - no traps. No, trapped. A burning hands rune singed off their eyebrows. Some minor grave goods, a healing potion, and a piece of meteor were found. A second door was not trapped, but the chamber had already been cleared but for some pocket change. The main chamber of the barrow appeared to be where the original foes hung out. A final door at the end of the chamber was cracked open, revealing a grumpy Wight. 

rawr

Bjorr charged it and... got his sword stuck in the door. The wight attacked back, causing harm and drain to the paladin. Thorn webbed up both of them, allowing the party to dispatch the wight without any more bad touch. 

More loot (primarily decorative weapons and armor) were claimed, and on they went. 

Saturday, August 29, 2026

They Met in a Tavern 34: Drom Misses Out on a Ziggurat

At the end of last session, we found our heroes in search of a pyramid. The heroes in question:

  • Dan: Kiara, elf Ras Godai
  • Rick: Bjorr, 1/2 orc Paladin
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Dave: Darkmist, elf Thief
  • Andrea: Gabor, goblin Priest
  • Bob: Opchel, human Thief

The party, led by a captive serpent-folk, headed west. Obstacles and hazards were managed. Snakes killed, a salt pan crossed, Kiara getting snared by, then escaping from, vampire bushes

The party spotted the pyramid, and wisely scouted. An entrance was spotted approximately halfway up the north side, marked by debris and a trail.

source

The party watched for patrols, and agreed to wait the night, and assault in the morning. My dice failed me, and the night was quiet.

Spotting sentries at the entrance, the party was able to climb the pyramid from a blind side, with the sneaky bastard-types creeping ahead to attempt to eliminate the guards. A couple of good rolls, and the guards were sniped before they could warn their colleagues...

The party assembled at the entrance, firing up a light spell. Nat 20 got them bonus time.

Into the dark, when rock slabs came from a side shaft. Party members dodged and scooted. More serpentfolk chattering up above, as another slab was launched down the sloping shaft, but got hung up on debris near the bottom. The party fired up the shaft, eventually neutralizing the rock-throwers. Their chamber was found to be a tomb, and the slabs sarcophagus lids. The place had been desecrated and looted, with minor treasure left in the corners...

Tuesday, August 25, 2026

They Met at a Hilton ... or... Dragonflight Con Wrap-up

Greetings, neighbors.

Completed another Dragonflight game con, with varying amounts of success. No Con Crud(tm) at least.

Ran a total of six games, of which brief wrap-ups follow (No one wants to hear my knock-down-drag-out descriptions...) Also, went through former con reports and one-shots to eliminate a few adventures and get new stuff to the table as much as possible.

Day 1: Friday, August 20

Morning Session: B/X-OSE "Foxtail Grotto"

Full table for this one, including at least 3-4 familiar faces. So I knew what type of chaos I was in for. Naturally, we set the scenario with determining why the party had to leave town quickly (Illegal performance-enhancing herbs for those who are curious). Set them up to help the local constabulary hunt down the pirates, and provided them with a local coastal patrol boat. 

They found the grotto without too much problem, then the surviving, raving, pirate. The claims of giant creatures were ignored. The party found the secret back entrance to the pirate HQ, and got to looting. They were set upon by undead pirates of various flavors, and took some wounds, but not without any losses. Loot was gained. A thief failed a check, and got singed by a fire-trapped chest. As they wrapped up looting, something was heard outside. Probably nothing. The party exited through both the main and secret entrances, hoping to get a drop on the threat. 

Oops

Well, that was only moderately telegraphed... Damnit. The dwarf charged in and got a good blow, but also took poison damage from the dragon's miasma of leaking breath. Fire and missiles from all directions, as the dragon laid about, knocking PCs back and being a threat. Finally, it was re-deaded. Unfortunately, at the cost of the dwarf.

His fault for melee-ing within the radius of the poison cloud, while everyone else had the sense to stay back...

The party began to load loot on their longboat, when the dwarf shows back up. Undead and all. Giving his player a chance to keep on keeping on. Damnit. More stabbing, and he's back to being dead. He's buried and marked with a very large "emotional support rock." Everyone else departs, victorious.

I've run this one a few times now, and between random events and player choices, it always has a few surprises.

Afternoon Session: Shadowdark Funnel Playtest "Sewer Patrol" 

Five players joined with their sheafs of 1-4hp mooks. Without other employment options, they hired on with the Sewer Patrol, keeping the City's sanitation infrastructure safe.

Scenario 1: Killing Rats. The hapless heroes went on search for a minor plague of rats that had been infesting the sewers. After some sidetracks and threats (And a couple of personnel replacements), they found the rats under the control of some madman with a ceramic rat's head mask. They charged while being swamped by rats (Game quote, "Are you trying to crowd surf the rats?"). A couple of lucky shots, and the "master" was slain, allowing them to take the mask and control the rats long enough to finish off the swarm. 

Rattus Maskus

Tuesday, August 11, 2026

They Met in a Tavern 33: Into the Cold Desert

Who's looking out into the cold, arid geography from the Temple of the Pass?

  • Chris: Thorn, dwarf Wizard
  • Dan: Kiara, elf Ras Godai
  • Rick: Bjorr, 1/2 orc Paladin
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Dave: Darkmist, elf Thief
  • Michael: Lubach, 1/2 orc Basilisk Warrior
  • Bob: Opchel, human Thief

Michael has joined on and off to one-shots in the past, so is familiar with my flavor of chaos. Bob was a first timer at my table, and to Shadowdark, and picked a PC off the pile.

The party looked out over the rocky outcrops, scrub, and sand. The cold, arid wind blew sand into their faces. The basilisk warrior wondered what the problem was.

Before departing, water skins were filled, and Sigwald was questioned regarding possible old streambeds. Sigwald pointed northwest, as he'd found some while exploring.

Off they went.

Riding northwesterly, the party left the Badlands behind, entering more distinctly open desert. Cresting a rise into the sand, they found a basin filled with sand fused into shattered green glass. They cautiously investigated. Darkmist had heard of a similar glass before, and understood it to be created from great heat and energies. He wrapped some up for later study or trade. In the meantime, Zanegar became nauseous, and appeared to be suffering a slight sunburn. Better move on.

shiny!

As the party traveled on, they were ambushed by a serpent-folk patrol from their foxholes (snakeholes?). A couple of PCs took arrow damage before the party was able to identify the threat. Some strong initiative rolls, and a Nat20 spell roll by Thorn, and the survivors of the initial clash were webbed.  Most serpent-folk refused to surrender to the "monkeys" although two were swayed... They were protecting their territories from the trespassing monkeys, who had become more numerous recently. Although they weren't familiar with any lost cities, they were sure it was also part of their territory.

These two serpent-folk were secured, while the party recovered some supplies and a "nice sword." Zanegar, recovering from her nausea, was gifted it.

The surviving serpent-folk were employed to guide the party away from other patrols and hazards. This worked fairly well until a pair of hazards found them, slaying Opchel's horse Buttercup, and nearly Opchel, himself.

Saturday, August 8, 2026

Eadulf Ridge - A Not-So-Beneficial Shortcut

Ok, Part II of the "shortcuts" from last session. This is another one of those little projects that has been sitting on my 'Writing things' folder for an interminable period of time. So I pulled it out in its exceptionally rough form for the game, since a finished product wasn't necessary, just notes and a theme. 

Here, instead of a couple of friendly inhabitants, we have some grumpy water-sprites, dead-set on keeping explorers' grubby feet out of their water. 

source

A good layout, with two possible routes, as well as the interconnecting stream. In its final form, I completed the original play-space concept, with dead or trapped smugglers and the batch of cranky sprites. The detailing on the behavior and intelligence of the sprites was developed during the play session itself (especially their intelligence and language). 

So yes, a good place to send players seeking a shortcut, and unaware of the new tenants...

Watch Your Step

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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. 

Saturday, June 13, 2026

They Met in a Tavern 29: Misadventures in Freya's Shrine

Welcome back to another installment of Fun In the Badlands. This week we had a full table:

  • 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
  • Dave: Darkmist, elf Thief
  • Andrea: Gabor, goblin Priest

Going from zero to two on priests. So much for my "waves of undead" plans... :p

EDIT: Oops, forgot to add the player/PC polling. Why do you seek the lost city?

  • Drom (previously) - Magics to bring water back to his people
  • Bjorr - Grand adventure and finding secrets lost
  • Thorn - The rumored lost magics
  • Kiara - Possible allies for her community
  • Zanegar - Adventure, possible northwest passage?
  • Erol - Places of religious significance
  • Darkmist - Drawn by rumors of seven cities of gold
  • Gabor - Adventure and relics

Everyone (except Drom) had reconvened at camp, and were getting saddled up and ready to go. Speaking of which, what are your horse's names and dispositions (dispositions per Cursed Scroll 2)?


Bjorr has the advantage of the paladin's mount (Reliable or Lovely disposition only). Everyone else was on their own, and clearly most are not horse people. No comment on the names.

Onward, into the breaks of the Badlands. 

Thursday, June 11, 2026

D66 Badlands Hex Features, and Randomness Thoughts

So, in respect of Prismatic's Blogwagon topic, I suppose I should actually write a bit more on process and methods, rather than just spamming them with random tables. Not that there isn't another random table residing directly below... 

I'm a middling GM and writer, at best. Most of my scenarios and creativity are pretty bog-standard as far as RPG content goes. I crib from better creators wherever possible, and chink up the cracks in material content with my ideas where necessary.

So, I'm not going to come up with any groundbreaking theory or mechanics, just what works for me, and maybe help a dear reader or two.

First of all, for any session or scenario, there is little need to build out bespoke random table contents. With fifty years of publications and web content, there's likely a random table that fits your needs. 

Even the infamous ones...

Plenty of TTRPG books include monsters encountered by terrain type. Sort by HD or whatever criteria, and accost your players' PCs at your leisure.

And, the tables don't have to be fancy. Even for a campaign-level setting, there will be the things encountered more regularly, and a few rarities that may only hit the die rolls a few times. Call them the residents vs the exotics, perhaps. The tribes of orcs vs the one dragon. Grade on a curve - 2d6, 3d6, etc. Again, smarter people than me have expounded on this.

"But what if I want to random some stuff up, Mr. Leicester?" I hear you say. Well then, go for it... with the only real caveat of, "make them make sense."

Looking at my last blog entry, there is The Randomness of the die rolls, with the list of qualities or attributes for each creature. Then, the "heavy lifting" of creating some logic for making that particular arrangement fit into your setting. Particularly for a sandbox-type scenario, where the exploration and encounters themselves inform the larger play (we'll also be delving into this based on our last campaign session...)

And it might not work. Sometimes the dice aren't always right. Regardless, making something out of a bunch of random rolls, be it filling a dungeon, or creating a critter, is still good practice, and an opportunity to keep the brain flexible. 

And I'm sure that I have at least one failed experiment that showed up elsewhere...

Tuesday, June 9, 2026

“The Badlands Twists Its Creatures” - Utilizing the Shadowdark Monster Generator

“The Badlands twists its creatures.” This was a rumor (and/or warning) passed on to the Sunday night PCs a few sessions back, perhaps from the nomads. 

Probably just an old wives' tale. Nothing to be concerned about.

Spoilers for my players, so be on your best behavior. 🙄

Second installment in my June Randomness Wagoning... 

Now, my prior campaign players/PCs were no stranger to the mutants engineered by the vivimancers in the mountains. As I mentioned way back when, Jon Becker's "Comes Chaos" and Steven Cook's "Chaos Hordes" were used for all my mutation needs. 

Particular player "favorites" were the Damned Horses, and that one naked guy running through the battlefield who no one wanted to get near. Cowards.

source

But now we find ourselves in a new campaign, and a need for new randomized random monsters. In the flavor of Shadowdark.

So cracking open the rulebook, we find ourselves on Pages 190 ("Monster Generator") and 191 ("Make It Weird"). 

The critters were generated with four d20 rolls to get the basic build, and then d3 mutations to spice it up. My initial rolled results are below, followed by some quick thoughts, and the final creation. For the Party Level, I'm assuming Level 3 PCs.

Secondly, they are moving into the "badlands," which I have described as an arid region characterized by canyons, ridges, and natural labyrinths. Creations will be suited to such an environment.

source

I rolled/created mostly honest, with one exception...

D66 Lost Cities

First of all, Prismatic Wasteland's current Blogwagon topic is "Randomness" - which means I'm posting sumthin' random...

According to the randomly assigned posting window, I have until the 12th, so there will be a couple more posts to follow this...

Secondly of all, during our Sunday night game, I posited the question of,  "Why do you seek the lost city of X" to my players. Drom, the dwarf desert rider (currently MIA) has his personal quest, so I wanted to poll the rest of the party on what they may hope to find. I'll post their answers in my game report, later.

Anyway, the question came up of "How do we know if we found the correct Lost City?" After all, the lands of the Cold Desert could just be lousy with them.

source

"Damnit, Bjorr! This is the THIRD lost city we've found, and STILL not the one we're looking for!"

Anyway, have four d66 columns of fun, with names, reasons for abandonment, current occupants, and reasons to visit!

Download to Discover What Was Lost

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Qua'um's Gauntlets of Arcane Redirection - a Shadowdark Magic Item

These came to me in a dream.

I need more drugs, or fewer...

Qua'um's Gauntlets of Arcane Redirection

source

A pair of mail gauntlets, crafted of mithril and embellished with arcane symbols of star-metal. Wearable by arcane spell-casters. The gauntlets will be found with a severed finger stuck into one of the glove's fingers.

The gauntlets were developed as a defensive item against spells targeted at their wearer. 

On a successful spellcasting roll at same Tier as the cast spell, the targeted spellcaster may “catch” the spell and either redirect it or recraft the arcane energies to a known spell of the same Tier for immediate casting. Re-crafted spells require a second successful spell roll. Spells may only be crafted to Tiers accessible to the caster.

If the wearer fails their defensive spellcasting roll, the spell takes normal effect. Additionally, the wearer (d6):

  1. Flees, 1d4 rounds
  2. Is paralyzed, 1d4 rounds
  3. Loses one random memorized spell for the day
  4. Is stunned, disadvantage on action rolls, 1d4 rounds
  5. Is blinded, 1d4 rounds
  6. Casts their next spell at disadvantage

In the case of a critical failure: The wearer loses a finger. At five critical failures, the gauntlets vanish.


Metal, dude.


Friday, May 29, 2026

They Met at a Tavern 28: Side Explorations

Memorial Day Weekend, so the party was mostly partying, except:

  • Dan: Kiara, elf Ras Godai
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Chris: Thorn, dwarf Wizard

Side-questing, it is...

The trio (and NPC Zet The Conspiracy Goblin) decided to scout the edges of the badlands, hoping to find evidence of paths through the tortuous landscape:

something like this

They were moving along through the canyons and washes without too much difficulty when they crossed paths with a large number of humanoid tracks heading deeper into the badlands. Past experience called these out as serpentfolk. The trio decided to track the band for a while, to see if they could get a sense of their destination. Kiara was able to scout ahead, and the ID of the group was confirmed with a pair of dead serpentfolk, who had apparently succumbed to wounds. After a few hours, the party caught up with a warband of approximately 20 serpentfolk and a handful of pack-lizards. Since there were many more of them than there were of the party, the three chose discretion over stupidity.

Oh, they picked up a shortbow and a few arrows off one of the corpses, since none of the three had a missile weapon, and they intended to do a little hunting.

Backtracking the warband's path, they eventually found a small redoubt built into a cliff-face near the edge of the badlands after spotting a column of greasy smoke. They cautiously approached and were hailed by a guard. Upon closer inspection, they saw the source of the smoke, a pile of burned bodies, as well as several fresh graves.

The place looked like it had just survived a small siege.

some Dyson joint

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)...