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d100 - Brainfood for Burgeoning Blogs Recently, some impressive work Mapping the RPG blogosphere by elmcat had me thinking about the recent surge in new Blogs about these games. It is very exciting to see more and more people deciding to use these once more to capture their thoughts and ideas. Blogs are a bit less _ephemeral_ than some of the other spaces that we use to discuss these things (such as Social Media/Discord Communities) and so much is often lost or goes unacknowledged in those spaces. With a Blog Entry, it is somewhat more preserved for others to read, reference, and riff on. I began mine (with the usual fits and starts) way, way back in 2007 and it’s still going! In the early days, at the genesis of the OSR, blogs were wonderful for starting conversations and discussions between different authors. If someone posted something thought-provoking, innovative, or interesting, other bloggers could link to their post and contribute their own ideas and elaborations. From this, those wonderful communities you see in elmcat’s fascinating graph formed, and spider-webbed throughout the internet. So as a way to welcome all these new Bloggers, I put together a d100 Table of Topics to Blog About. Just as with the empty page of a brand-new blank notebook, it can sometimes be intimidating or difficult to know where to start. This list gives you something to roll or choose from should you find yourself without any inspiration about what to post. Many of these skew a bit toward Fantasy (which is generally more common) but feel free to re-skin them to apply to your situation and Setting! Should you end up deciding to tackle one of these, let me know! I’d love to read your results!

The osr blogosphere is going meta: a 1d100 random table of topics for osr blogs

d4 Caltrops: d100 - Brainfood for Burgeoning Blogs
blog.d4caltrops.com/2025/11/d100-brainfood-f...

#osr #blogging #ttrpg #blogospherefind

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A Rough Month in the Warhammer Cottage --- One of the example cottages from White Dwarf 130. It is well worth tracking down these old mags if you are just using pdfs like I once did. There is nothing like the original article for inspiration. "So you got it then," the older lad asked. He towered over me, rucksack slung over his shirted shoulder while his blazered buddy lingered alongside. These were older boys, from the Upper School and the speaker was the brother of one of my classmates. Normally, such lofty beings wouldn't have deemed to talk to an underling such as myself. Year 8s didn't exist to lofty highschoolers. Even when we walked carefully past their bedrooms when visiting our contemporaries' own rooms. They listened to music we didn't know, read Q magazine and talked to girls. Now one was addressing me directly and was pretty impatient about it too. The reason was simple. My mum was matron at the local hospital and had access to something pretty distant for a youth in the dawn of the '90s. A photocopier. It was September 1990 and we hadn't long been back at school. White Dwarf had just been published and everyone was talking about it. The Warhammer Cottage. The trouble was that the plans needed enlarging unless you fancied adding an additional 33% to the measurements which seemed too fiddly for most. Even the two Upper School boys I now stood in front of. I only knew the speaker. His name was Daniel and he was the brother of my classmate Moley. Daniel was an avid WFRPer, a system that I was then largely unfamiliar with, preferring to play endless games of Blood Bowl with his brother. My Dad had taught me to build the Warhammer Cottage the previous weekend, though instead of foamboard we had used plasticard. I'd learnt how to measure, cut and apply balsa wood, to cut out the tiles for the roof, to rough up the flat surfaces with Polyfilla and attempted to paint the thing with enamels, my father's preferred paint. This act had made me a god amongst boys when I'd taken it to school the following Monday and word quickly spread. It is hard to explain the impact of the Warhammer Cottage if you weren't there. It was the first time White Dwarf showed you how to do something (at least while I had been reading it) in a step by step fashion. These days we all know of the terrain guides that were published, the suggestions in later editions of WHFB and 40k and the Youtube videos of today. Making scenery has never been easier, even if most of it consists of identikit plastic sprues and lasercut kits. Not so in 1990. We were all fascinated by what we had seen and read and with a little luck, we even had all of the materials at home to begin work. --- You know, I can still feel the awe when looking at this page. The thrill is still there and the need to build my own version of this simple, little model. A great choice of build to inspire thousands of young gamers back in the day. Top work Dave and Phil! In my school bag were multiple copies of page 58 of White Dwarf 130, enlarged by 133%. This was the holy grail as we had been taught to lay the plan over foamboard and use pins to create holes. The magazine even included handy blue spots to guide our hands. These holes could then be joined up with a ruler and then cut out. Once the basic shape was there it was really easy to stick the embryonic building together with Copydex, PVA or Cowgum. Then an old box of Frosties could become the roof and matchsticks the woodwork. Sand or cat litter (unused I hope) would give texture and then it was a case of breaking out the Citadel Colour (RIP by the way 1986-2026) or Monster Paint Sets and bringing it to life. Daniel and his mate took his copy and swiftly departed. My relevance extinguished. A bit later, he would return the favour and hand me a battered paperback copy of WHRP, which I still own to this day. He'd upgraded to the hardback. The other copies went to eager friends, desperate to ape my build and produce something for their own games at home. I've never forgotten the excitement of those early builds. The Warhammer Cottage has stayed with me ever since. Perhaps only the Mighty Fortress or Warhammer Townscape hold similar significance. Both of those needed to be paid for mind you, the Warhammer Cottage gave us the opportunity to create something for our games without spending any real money. Always a boon for a '80s kid making his way through this new decade. I was too young to remember the 1970s but I'd completed the '80s and now the 1990s beckoned. Zzap64, the Amiga 500, Monkey Island, Resident Evil, Britpop was all ahead of us. They've all faded somewhat now, but the Warhammer Cottage has stayed with me. I've built many versions through the years, often from memory. I've used the plans with school children for the Great Fire of London, for DT club and so on. From me spread forth numerous Warhammer Cottages even if those doing the building might not have realised. --- My sorry collection of models. Unloved but not forgotten. After months lounging in my workshop it was time to bring them back to life. It had been a bittersweet moment and few months back when I received a few surviving models back. Mistreated and ill stored, they were in a sorry state but I was loathed to dispose of them. These were the Warhammer Cottage after all. The pinnacle of boyhood crafting, though sadly none of them were that old. The earliest build is the model front left with the grey roof. This was made from memory before I got my hands on another copy of WD130. The dimensions were slightly off, and the beam placement rather unusual but it is the Cottage through and through, though you can see that I got the window, door and chimney the wrong way around. Like that first model, this one was made from plasticard and cereal box cardbaord. I even took the trouble to glue sand to the walls to create texture and individually placed stones into Milliput to create the cobbles which surround it. The next model to be built was the postcard perfect example front right. Made from the plans in WD130 for this blog many moons ago. The building behind with the blue roof was also constructed shortly after and both cottages saw action at Foundry over the years. The larger one never got further than being undercoated in black. What is probably harder to see here is the dust, cobwebs, mould and damage that only having been dumped in a shed for some years could inflict. In cleaning the models up, further damage was dealt, especially on that grey roof. --- Another example piece from White Dwarf 130. This was the one that encouraged me to do different coloured titles. I seem to have gone a bit OTT with the look but I think it adds character. After interviewing Wayne last post, I've been thinking about that impossible dream... the spectacular gaming table and of his remarkable scenery. Surely I could do something similar? I've been busy restoring old figures and models from yesteryear so why not the classic Cottage? They would be the first step in creating a decent set up for the models I hope one day to have. Of course, I'm keen to explore this 'Citadelesque' aesthetic I've been waffling about in greater depth and any gaming table I produce would need to be in keeping with the source material. Like something from the back page of White Dwarf in our era or, dare I say it, the first few pages of WFB3. So I have been busy over the last few weeks repairing and restoring my surviving models and I feel like I have learnt a great deal, especially about drybrushing and colour harmony. The roofs are now secure, walls patched and woodwork joined. I've added new details, and save the grey-roofed model all of these pieces have been totally repainted. Shall we have a look? --- And here they are completed. After the refurbishment, MFM even said she'd have one on display in the lounge with her other ornaments - the ultimate praise any enthusiast can receive, surely!? I hope you like what you see. And that the models are worthy of gracing a gaming table that hopes to replicate Wayne's classic. Starting with the bottom left, you can see that the original Warhammer Cottage boasts a new colour scheme. I am not sure that the blue look works with a pure '80s approach. Searching the internet for other people's attempts (go on, try it is wonderful to see our enthusiasts' attempts) it seemed to me that blue was the go-to colour, perhaps because that ghastly GW house released about 15 years ago sported the same shade. Who knows! I switched that out and played around with some different looks to see what worked for me. So from the bottom left, the first cottage's roof was based in Terracotta and drybrushed with Bleached Bone. Getting the angle and amount of painted loaded on the brush took time to acquire so I repainted the basecoat more than once. I picked out the edges of the tiles with Skull White too. Bottom right looks a bit Lilliput Lane now but I'm rather taken by the hotch-potch of shades here. It has a fantasy look about it without being to over the top. This was achieved again with a terracotta base followed by a heavy Hobgoblin Orange drybrush and a tickle or two of Bleached Bone and White. I went back and mixed up various greys and browns and added plenty of water to them. I washed these tones over the bricks and tiles to create subtle differences in colour to try and stop the models looking to uniform. The 'Citadelesque' Warhammer World is a lived-in place, and its inhabitants know nothing of Chaos, or Ratman or the dark dangers of the warp. The people's lived are based on rural reality and I wanted that to show in the colour choices. The final one, back right, was actually the easiest. Ghoul Grey mixed with a little black, followed with a Bleached Bone drybrush and a tickle of Skull White. Roofs are everything on these models and it is worth the time investing in them. Let's have a closer look at each model. --- Up close and personal with the Warhammer Cottage. I kept the windows black. I've seen some with handpainted leaded glass which look fantastic. Something to try when I build new models from scratch. The walls are painted Skull White, washed over with Orc Brown and then repainted white. I blobbed on the paint in a fairly liberal way as the limewash often is on the old buildings of Essex where I live. The woodwork was just Chaos Black drybrushed over with white. This aged the wood more than using Bleached Bone and added to the tumbledown but someone-still -lives-here feel. I was hesitant about using washes but dotted a few green glazes here and there on this model along with adding the flock and foliage clumps around the base. Less is more with this, obviously. --- The window here has a sculpted rag curtain. This was just greenstuff painted brown. I added a little doormat back in the day, so I gave that detail some fresh paint. Just needs an empty milk bottle. This second model needed a roof replacement. I originally used the same technique on the roof as the previous model but the colours didn't gel. I went for slate grey instead like some of the other models in WD130. It is my preferred colour out of all of the examples I've tried out so far, but variety is the spice of life and all of that. I did little else to this model save a light white drybrush over the walls and the woodwork. Obviously, I added some fresh flock to the roof as well. --- You can see I've got a lot more adventurous with my colour choices now. The chimney pots are all made from the tubes that cover paint brushes when you buy them. I simply snipped them with a pair of kitchen scissors and painted them Terracotta, drybrushed them with Hobgoblin Orange and highlighted with Bleached Bone. I was in my stride by the time I started work on this third model. You'll see the original Warhammer Cottage is here and I just added an extension of my own devising. With hindsight, I should have made the roof slope down a little more but we can live with such imperfections. Perhaps the citizen of the Empire who built it was a shoddy builder? You might notice that I sculpted some greenstuff flagstones years ago and I kept them in place as a little bit of character detail. --- In my haste, I forgot to paint the edge of the plasticard black, sorry! Finally, the big boy is finished. I think it was well over ten years in the making. But the double extended Warhammer Cottage is as of today finished. I'm most pleased with this one as my skills at painting houses has improved considerably. I am also really pleased with the tones on the wooden extension. This was really simple to achieve too. Bestial Brown, drybrushed over with Orc Brown, then Bleached Bone and a tickle of Skull White. The metalwork on all of the doors was just Mithril Silver washed over with a dark brown wash. Looking back, I've had some wonderful evenings bringing these models back to life. I hope you like them as much as I do. I'm certainly keen to try some of the other articles that Dave Andrews and Phil Lewis put out around this time. I am sure that many of you will be familiar with those projects. I wonder how many of you dear readers created your own Warhhamer Cottages back in 1990. Anyone have any fond memories of their own endeavours? I plan plenty more scenery pieces (they are much easier to build and paint than tiny 28mm minis) so if you are an expert in these matters and see any glaring mistakes that will only dawn on me in the months to come, please let me know. Any old scenery tips gratefully received. Those of you who love WHFRP first edition should have got the little joke I had with the title too. Until we next meet, Orlygg

realmofchaos80s.blogspot.com/2026/03/a-rough-month-in...

#wargame #terrain #blogospherefind

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Idiosyncratic Knight NPCs This is inspired by Zelda-Style NPC Personalities. I am a big fan of using a variety of NPC generation tools in a single campaign to keep things fresh for myself and players. I am not using this generator for every knight in my setting, but sprinkling them in as seasoning. **Knight Behaviours (Flip a coin and roll a D6 and D8)** _**Heads: This knight will always...**_ (1. bow 2. fall in love 3. speak in the third person 4. offer aid 5. pray 6. drink from a wooden flask) _**when...**_ (1. meeting a stranger 2. challenged to a duel 3. threatened 4. asked for help 5. insulted 6. entering a settlement 7. slaying an enemy 8. the sun rises) **_Tails: This knight never..._** (1. removes their helmet 2. reveals their true name 3. speaks outside of riddles 4. kills 5. accepts coin 6. puts down their sword) **_..._** (1. until the enemy is slain 2. unless it is past dusk 3. other than on full moons 4. until the quest is completed 5. except when asked politely to 6. except during rain or snow 7. while watched by any flying creature 8. except on holy days) **Traits (Roll 1D10, write another based on prior prompts)** 1. Haughty 2. Beautiful 3. Woeful 4. Fearless 5. Vengeful 6. Peaceful 7. Ominous 8. Aged 9. Violent 10. Naive **The Knight Always Challenges****(Roll a D12)** 1. Foreign warriors 2. Anyone with a larger sword 3. Mages 4. Druids 5. Those perceived as disrespectful 6. Knights wearing a crest with a predatory animal 7. Warriors with a more beautiful horse 8. Warriors who do not bow first 9. Oath Breakers 10. Boastful knights 11. Thieves 12. Nobility **Garb and Armor (Roll a D20)** 1. Crimson 2. Blue 3. Green 4. Black 5. Yellow 6. Wintry 7. Tarnished armor 8. Ancient 9. Ragged 10. Cape is too long 11. Cape is too short 12. Woolen boots 13. Roman 14. Celtic patterns 15. Holy 16. Enchanted with minor magic 17. Unarmored 18. Fractured Armor 19. Jeweled 20. Shining

Tree Climber: Idiosyncratic Knight NPCs
tree-climber.blogspot.com/2026/02/idiosyncratic-kn...

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Campaign Wiki LinksToWisdom: HomePage

A classic page that somehow isn't as used as much anymore as before

Campaign Wiki LinksToWisdom: HomePage
https://campaignwiki.org/wiki/LinksToWisdom/HomePage

#ttrpg #dnd #osr

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TORMENTOR _We’ve all been there, Tony._ _(The Torment of St. Anthony, by Michelangelo.)_ Demons are a lot like humans, some of them are devious schemers… and some are just jerks. Tormentors are the second kind. _Medium outsider (demon)_ **No. Appearing:** 1d6+2 **Hit Dice:** 2d8 (9 hp); saves as a fighter. Tormentors are immune to poison and disease and resistant to fire. **Armor Class:** Medium (Otherworldly flesh + above average Dexterity) **Movement:** As a normal, unencumbered human **Demeanor:** Gleefully sadistic, boundlessly contemptuous of mortal authorities and institutions. Tormentors have no plan other than to move fast and break things. **Attack:** – Raking claws +1 (1d6 damage) x2. If both claw attacks hit the same target, they become grappled by the tormentor. OR – Gnashing jaws (2d4 damage). A tormentor can make 2 gnashing jaws attacks against a target it has grappled. **Special:** – _Fiery Death:_ When a tormentor’s hit points are reduced to 0, it explodes, dealing 3d6 damage to everything in a 5-foot radius, leaving behind a cloud of noxious smoke that fills a 10-ft x 10-ft x 10-ft cube. The cloud blocks line of sight and living creatures that start their turn inside it must succeed a Constitution saving throw or be unable to do anything but cough and choke on the fumes. A strong wind will disperse the cloud instantly; otherwise, it will dissipate in 1d4 rounds. **Demonic Detail (roll 1d6):** **1 – Wings:** The tormentor can fly as fast as they can walk. Flying tormentors like to drop grabbed targets from great heights. **2 – Spikes:** The tormentor is covered in long spines. A creature making a melee attack against a spiked tormentor takes 1d4 damage if they miss. As an action, a spiked tormentor can pluck off a spine and hurl it like a dart (+1 ranged attack, 30-foot range, 1d4 damage). **3 – Second Face:** The tormentor has another, complete face somewhere on their body. They cannot be surprised and they gain Advantage on saving throws to resist mind-affecting spells and effects. **4 – Club:** The tormentor wields a gnarled cudgel (replaces 1 claw attack, +1 to hit, 1d6 damage, when it deals max damage against a living creature, that creature must succeed a Constitution saving throw or be stunned until the start of the tormentor’s next turn). **5 – Taloned Feet:** The tormentor has clawed feet as strong and prehensile as their hands. They can move along vertical surfaces as fast as they can walk. Creatures grappled by a tormentor with taloned feet have disadvantage on ability checks to break free. **6 – Proboscis:** Instead of gnashing jaws, the tormentor has an extendable, blood-sucking proboscis (melee attack, 1d6 damage and target must succeed a Constitution saving throw or suffer Disadvantage on Strength-based rolls for a number of rounds equal to the damage inflicted). ### Share this: * Share on X (Opens in new window) X * Share on Facebook (Opens in new window) Facebook * Like Loading... ### _Related_

perilandplunder.wordpress.com/2026/01/19/tormentor/

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https://alexschroeder.ch/view/2026-01-19-grenzland

#blogospherefind #tilde #pubnix

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"The Haunting" Handouts "The Haunting" has been the introductory adventure for the Call of Cthulhu TTRPG for decades. Over that time multiple keepers have gone all-in to make it a more immersive experience for players. That includes MrKennyG41, who posted all of the handouts he collected and created to Google Drive.

propnomicon.blogspot.com/2026/01/the-haunting-han...

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Can we de-quantize D&D? | … did Heisenberg’s Hobgoblin just enter the chat? Asking for a friend: Does Everything have to be a Point Crawl? I put out this post that contain this statement: _“PS – While we are at it, we should probably acknowledge thatevery adventure format in TTRPGs/D&D is a point crawl. Dungeons are a point crawl if you consider the connective passages to also be ‘nodes’ in the point crawl. Hex Crawls are point crawls where every node has 6 exits that lead to another node (if you exclude any terminal edge hexes). So … everything is a ‘dungeon’ when navigation choice is (and/or encounters are)**quantized**.”_ Or, perhaps to invert it … the classic D&D **‘dungeon’** was so very successful because it quantized (i.e. things into discrete packets, pixels, no continuums) the physical gaming world, making the game more manageable for the GM. That is, location nodes with encounters are connected together by ‘corridors’ which are just connecting nodes. Perhaps random encounters are so loved because they break up the quantization? That successful quantized format of a classic D&D ‘dungeon’ was imposed on all D&D type adventure formats. Overland adventures were quantized into hexes containing encounters (AKA a Hex Crawl), and where each of these nodes have 6 exits leading to adjacent nodes. Again, this was done to make overland exploration quantized and so GM manageable. To me now, it seems somewhat ironic that the ‘point crawl’ format (as I believe was first proposed/popularized in Hill Cantons Blog) was seen as a novel format, whereas it really just distils down what a ‘dungeon’ always was. No shade being cast here, seeing to the core of something should be valued above all. So, perhaps a point crawl is just a minimalist dungeon where the connective tissue has been removed, so perhaps **_“everything is a dungeon”_** is the correct manta, because the dungeon came first?! _So why all the chiffchaff above?_ My original post mentioned above, just made me wonder – if you threw away the hex grid for overland exploration and did not formally assign encounters into fixed pixel-type hexes, would an overland adventure cease to be a point crawl (AKA a ‘dungeon’)? if you threw away the 5′ square grid and keyed fixed location encounters in a dungeon would it cease to be a ‘dungeon’? **That is, is it possible to de-quantize D &D type adventures (de-point crawl them) and still have a viable adventure format that a GM could run? ** My guess is no, otherwise it would have already been successfully done – right? Even so, I must confess, I really like the idea of a de-quantized D&D. **… so how could you do it?** **Problem** : If you throw away the grid, hex and keyed encounters, then what’s the glue that keeps the thing together? **Problem** : Many classic and modern adventures have a hook, some nice unique selling point, the thing the players came to do with their PCs (or rather the thing that interested the DM in the first place). If you remove fixed keyed encounters, how do you write an adventure that will suck the players in? I suspect (if it can be done) in TTRPGs you’d need a paradigm shift in how you play these D&D type games. Perhaps playing wholly procedural adventures (I’m assuming we are not interested in an A I managed/GM’ed world right?). Perhaps you might need quantum ogres, or perhaps better, **_Heisenberg’s Hobgoblins_** where the hobgoblins exists in every location in the dungeon at once, that is until you ‘collapse the wave function‘ and the hobgoblin is located by the PCs … Or, in a overland adventure, as you approach the dragon’s lair on the un-hexed map, the probability of encountering the dragon increases. But, there is a chance that the hill giants from across the valley are also passing through, or both. Or, does the GM need to start tracking the potential encounters as soon as the PCs get within a few hexes (cough cough) I mean a few kilometers of their respective lairs. We can go metric at the same time amiright? So far, none of this sounds fun. Well, a tiny bit fun. I suspect I’m so deep inside the ‘Point Crawl / Dungeon’ format well that I cannot think of a (good) way to break free of it. _Anyone out there thought about this already?_ _Can it be done?_ _Is this even worth pursuing? It ain’t broke …_ _Did I waste words on the obvious? _ **EDIT** – Depth crawls (as brought up by Evlyn Moreau on BlueSky) are interesting because each instance (each node) is often stand alone, so not linked to the other previously generated nodes. Is it really a point crawl is nothing is permanently connected? **EDIT 2** – My head hurts, and I perhaps open Pandora’s Box with this one. ANT theory was raised a few time on Reddit (Note to self: add to reading list). Anyway, I think Ktrey of the d4 clatrops Blog fame showed this to me from page 12 of Keep of the Borderlands (when D&D was still quite young): To me, this text seems to approach what might be considered to be ‘**Heisenberg’s Hobgoblin** ‘ where the monsters are not just fixed at their source location, but can exist anywhere near it, with a probability that decreases as you move away from the source location. I agree with Ktrey that his is a neat idea, but one seemingly abandoned long ago. Maybe it’s due a comeback! #PodcastTaughtMeWhat #pointcrawl #EverthingisaPointCrawl #EverthingisaDungeon ### Share this: * Share on Bluesky (Opens in new window) Bluesky * Share on Reddit (Opens in new window) Reddit * Share on Facebook (Opens in new window) Facebook * Like Loading... ### _Related_

goblinshenchman.wordpress.com/2026/01/20/can-we-de-qua...

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https://www.explorersdesign.com/dominant-mechanics/

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Mythic Bastionland: Overloading the Wilderness Roll Shipwright If you should apply anything from this article, you must, like me, apologize for adding cruft to Chris’s elegant design. Shame, shame! Apologies also if you read this and find that the best idea or resource was buried somewhere in the body of the blogpost. I kept it long so as to not deliver several small sandwiches but one OVERSIZED SCOOBY-SANDWICH that’s obviously inspired by Necropraxis’s Hazard System and the Overloaded Encounter Die. Also also, I’m not your mom, but you should run Mythic Bastionland as-written before this foundational level of tinkering. And with that, let’s tinker. As it stands, this is the table to roll on when roaming the Realm: ## Wilderness Roll When ending a Phase in **Wilderness** , roll: * 1- Encounter the next Omen from a **random Myth** in this Realm. * 2-3- Encounter the next Omen from the **nearest Myth**. * 4-6- Encounter the Hex’s **Landmark**. Otherwise **all clear**. First change: the company always encounters the hex’s Landmark regardless of the Wilderness Roll result. The Landmark is the static element beneath the shifting wilds and establishes the backdrop of the action. Dot one of each of these additional Landmarks on your map of the Realm while you’re at it. Now with that change, 4, 5, and 6 are “only” “empty” results. I put those in quotes because these results are when you’re meant to evoke flavor and themes, indulge the senses, and reinforce what they’ve learned (pg. 16). And also, we know that “empty” rooms in terms of classic dungeon crawling are never empty. They contain small details, flavor, and discoverables! So what if you want to tweak these empty results? Give the referee more tactile prompts for what happens next? Give the company something to react to instead of just saying “that was a nice piece of prose… so what’s the next bit of adventure?” The goal is twofold: introduce more definitive results to the wilderness roll and further obfuscate the Myths. These definitive results make it easier to referee as you just have to stick to the items you selected to have hygienic procedures. And obfuscating the Myths injects uncertainty and tension: “Is this part of the Bat myth the Seer told us about? Or something else? Let’s investigate…” Aye, therein lies more adventure and more paths to tread. The preparation is simple: to overload the wilderness roll, pick up to three items below and slot them in the three remaining sides of the d6 roll (4, 5, and 6): * SHIFT – _Encounter a change in weather._ * ECHO – _Encounter the Echo of a random Myth._ * DEPLETION – _Encounter the weariness of travel._ * SIGN – _Encounter the evidence of others._ * OBSTACLE – _Encounter a random obstacle._ * ENCOUNTER – _Encounter a random encounter._ * DENIZEN – _Encounter the next Omen from a random Denizen in this Realm._ Let’s detail these! ## SHIFT ### _Encounter a change in weather._ Roll d6 below: * 1- Windier * 2- Wetter * 3- Drier * 4- Hotter * 5- Colder * 6- Weather Event, roll d6 below Weather Event * 1- Frost * 2- Hail * 3- Downpour * 4- Thunderstorm * 5- Whirlwind * 6- Fog A short, nested weather table that strives for changing conditions that’re easy to describe. This way, the results can seem odd (“What? Frost in Harvest?!”) but aren’t due to GM fiat (“Nono, the frost is just flavor I wanted for this scene.”) This way you start with weather assumptions for the season and then conditions change as you travel, much as with real travel. But you may also have sudden shifts into disasters like torrential rains and winds. Stuff straight out of the fairy tales. ## ECHO ### _Encounter the Echo of a random Myth._ Roll a random Myth (d72), then roll d6 to see which omen this encounter relates to. The company encounters the impact of that omen long after its passing. If you roll a Myth current to the Realm, the encounter is evidence that Myth happened before. Because who said myths can’t be cyclical? Example: > The referee rolls 1 and 2 on a d6 and d12, getting the Wall Myth. Rolling a d6, they get the 2nd omen which reads: “ _Two giant magpies, stealing shiny things. They nest in the trees that root among the Wall’s oldest stones._ ” The ref describes a nest, now abandoned in a moss-covered boulders that look to have once been a part of a wall. The ref looks to roll up a quick shiny thing and flips to the next page to see “grief flute” as a object. “You see what looks like a rusted silver stick glinting up there too. It’s pretty high up. What do you do?” A lot of Echoes, like the Ruins landmark, point to the old happenings of the world. Just because the myths aren’t awake, doesn’t mean they leave without a trace. ## DEPLETION ### _Encounter the weariness of travel._ Roll d6 and apply the results to everyone in the Company: * 1- Worn Body: Lose 1 VIG. * 2- Worn Body: Lose 2 VIG. * 3- Dulled Edge: Lose 1 CLA. * 4- Dulled Edge: Lose 2 CLA. * 5- Weighed Down: Lose 1 SPI. * 6- Weighed Down: Lose 2 SPI. Because being out in wilderness or just travel more generally wears you down. Remember the last time you were at the airport? Did you feel like your own Vigour, Clarity, and Spirit were at their highest? Likewise, describe how the knights feel sore, or squint in the daylight, or get frustrated with their horses reins and other inconveniences. Even a slight stumble, slight backtracking, or a personal slight can bring their virtues down. ## SIGN ### _Encounter the evidence of others._ There are others in the world that leave their residue behind and this outcome imitates that. Signs can point to future encounters or just be some object or marking found in the wild, a non-sequitur. I’ve used the d100 table from Knave Second Edition and there are others out there. Knave 2nd Ed. It’s a mithral bestseller so you really should have it. ## OBSTACLE ### _Encounter a random travel obstacle._ This usually comes in the form of a quick save or luck roll to see how the knights fare against things like scarce food and hidden nests and interpreting the accent of a passersby giving directions. I’ve been using the Travel Challenge Generator from Savvy Donkey Press. Free resource that calls for STR, DEX, and WIL saves which makes me think it was developed for ItO or Cairn, so some mapping onto MB’s virtues is required. It even uses d72 to determine the obstacle! ## ENCOUNTER ### _Encounter a random encounter._ Roll 2d6 for the encounter and activity. Optionally, you can replace the Activity roll with the d72 State table in Mythic Bastionland (check the bottom of the Knight pages). This draws from Papers Pencils, where rolling a 12 is a Dragon (named and statted for you) and rolling a 2 is a wizard. But because this is Mythic Bastionland, replace ‘wizard’ with ‘seer’. Now, to fully expand and stat these entries: _To clarify, there is the number encountered and there is also a nested table in that entry. So when rolling d6 mythicals, you might roll a 5 for harpies and then roll again to see there’re 3 of them._ **2- ONE SEER** roll d72 in the book, accompanied by… * 1 a knight * 2-3 apprentice or d6 worshipers * 4-6 no one **3- d6 MYTHICALS** * 1 giants VIG 13, CLA 4, SPI 8, 5GD, tree (d8 hefty), stone (d6), treat as warband. * 2 centaurs VIG 14, CLA 15, SPI 12, 4GD, longbow (d8 long) * 3 oozes VIG 18, CLA 3, SPI 5, 2GD, weapon (d6), piercing attacks are impaired. * 4 dryads VIG 7, CLA 14, SPI 11, 2GD, A1 (barkskin) * 5 harpies VIG 9, CLA 13, SPI 7, 7GD, talons (d8) * 6 griffons VIG 12, CLA 8, SPI 8, 6GD, talons (2d6) **4- d6 BEASTMEN** * 1 ratmen VIG 11, CLA 11, SPI 9, 5GD, A1 (armor), dirk (d6) * 2 hogmen VIG 14, CLA 7, SPI 9, 3GD, A1 (helm), hammer (d8 long) * 3 toadmen VIG 7, CLA 14, SPI 15, 6GD, spear (d8 long) * 4 snakemen VIG 13, CLA 12, SPI 11, 5GD, A1 (shield), bite (d8), handaxe (d6), shield (d4) * 5 crowmen VIG 8, CLA 8, SPI 8, 7GD, shortbow (d6 long) * 6 goatmen VIG 9, CLA 12, SPI 14, 4GD, scimitar (d6 hefty) **5- ONE WARBAND (pg 11)** * 1 riders VIG 10, CLA 13, SPI 10, 3GD, javelins (d6), handaxe (d6), steed * 2-3 mercenaries VIG 13, CLA 10, SPI 10, 4GD, A3 (mail, helm, shield), spear (d8 hefty), shield (d4) * 4-6 skirmishers VIG 10, CLA 13, SPI 10, 2GD, shortbow (d6 long) **6- d3 KNIGHTS** roll d72 in the book. If you roll a knight in the company, it is instead a squire hoping to imitate that knight. 50% chance accompanied by d3 squires and attendants **7- d3 PEOPLE (pg 13)** * 1 rare (1-2 sage, 3-4 alchemist, 5-6 sellsword) * 2-3 uncommon (1-2 herbalist, 3-4 soldier-at-arms, 5-6 archer) * 4-6 common (1-2 servant, 3-4 guide, 5-6 sentry) **8- d3 HORSES** * 1 old, roll d12 for each Virtue, 6GD * 2-3 mature, roll d12+4 for each virtue, 4GD * 4-6 young, roll d12+2 for each virtue, 2GD **9- d6 GIANT BEASTS** * 1 bears VIG 14, CLA 9, SPI 11, 4GD, A1 (hide), claws (2d8) * 2-3 wolves VIG 13, CLA 13, SPI 13, 5GD, claws (2d6) * 4-6 rats VIG 8, CLA 9, SPI 7, 4GD, bite (d8) **10- d6 GIANT INSECTS** * 1 wasps VIG 6, CLA 9, SPI 9, 7GD, stinger (d8, self dies on a 1) * 2 beetles VIG 7, CLA 9, SPI 5, 3GD, A2 (carapace), claw (d6), slam (d8, then beetle loses 1 VIG) * 3 arachnids VIG 7, CLA 9, SPI 7, 3GD, slam (d6), stinger (d8 slow), webs * 4 grubs VIG 8, CLA 4, SPI 6, 2GD, slam (d6) * 5 crabs VIG 8, CLA 5, SPI 8, 5GD, A4 (carapace), claws (2d6) * 6 scorpions VIG 8, CLA 5, SPI 7, 6GD, A1 (carapace), claw (d6), stinger (d10 slow) **11- d6 GIANT REPTILES** * 1 tortoises VIG 15, CLA 10, SPI 10, 2GD, A3 (shell), slam (d8 slow) * 2-3 salamanders VIG 11, CLA 13, SPI 9, 4GD, claw (d8), fire breath (d6 blast slow) * 4-6 serpents VIG 12, CLA 12, SPI 9, 6GD, bite (d8, suffers d4 VIG lose) **12- ONE DRAGON** * 1 Ebon Fume VIG 17, CLA 16, SPI 17, 12GD, A4 (hide), bite (d10), claws (2d8), acid breath (2d12 blast slow). * 2 Mythlurian VIG 16, CLA 15, SPI 15, 6GD, A4 (hide), claws (4d6), thrash (d10 blast). * 3 Skaladak VIG 14, CLA 13, SPI 13, 7GD, A4 (hide), bite (d8), claws (2d8), frost breath (2d8 blast slow). * 4 Txyr the Old VIG 15, CLA 6, SPI 9, 8GD, A3 (hide), bite (d10), claws (2d6 slow), smoke breath (d6 blast slow), wingless. * 5 Uyril Unending VIG 15, CLA 14, SPI 14, 10GD, A4 (hide), bite (2d12), lightning breath (d12 blast). * 6 young hellkite VIG 9, CLA 10, SPI 10, 6GD, A4 (hide), bite (2d6), claws (2d6), spark breath (d8 blast slow). ## DENIZEN ### _Encounter the next Omen from a random Denizen in this Realm._ This is how to have a cast beyond the Myths. And conveniently, I’ve already created it for you. 🙂 ## Mythic Denizens: A Mythic Bastionland Supplement A world odd and wayward characters! An unofficial supplement for the RPG sensation Mythic Bastionland featuring a dozen Denizens to thicken the delightful and captivating tapestry of the Realm! Each Denizen offers a unique plot-thread to be woven into the greater story of the Knights’ quest! Play to find out using Mythic Denizens for Mythic Bastionland! For you rule-nerds out there,… by dreamingdragonslayer October 19, 2025October 19, 2025 And just so I’m not just straight _SHILLING_ , here’s the alternative for denizens of the Realm: ### _Encounter a random character seen before._ Then the referee maintains a list of recurring NPCs that travel the wilderness from holdings or past omens and myths. This can even be how NPCs from Myths are encountered after their Myth is resolved. Weaving the mythic tapestry invites callbacks to old threads and themes. I’m mixing metaphors a bit, but you get it. ## NOW LET’S APPLY! So maybe you want more exploration and so your Wilderness Roll might look like this: * 1- Encounter the next Omen from a random Myth in this Realm. * 2- Encounter the next Omen from the nearest Myth. * 3- Encounter the next Omen from the nearest Myth. * 4- Encounter a change in weather. * 5- Encounter the Echo of a random Myth. * 6- Encounter the evidence of others. Or maybe you want more encounters and you opt for: * 1- Encounter the next Omen from a random Myth in this Realm. * 2- Encounter the next Omen from the nearest Myth. * 3- Encounter the next Omen from the nearest Myth. * 4- Encounter a random obstacle. * 5- Encounter a random encounter. * 6- Encounter the next Omen from a random Denizen in this Realm. Or maybe some mix of the two? And who said you have to have the same wilderness roll every game? Switch it up between sessions or seasons or Realms. Be consistent, mind you, and never change it up during a session or fudge the roll! _Be hygienic with your procedures!_ It’s a build-your-own-sandwich, but please, please keep the base of the 1-3 results of the Wilderness Roll. Don’t mess with the meaty myth math, just the condiments and toppings. Enjoy! * * * ### Find more Mythic Bastionland greatness on the Syllabus! ### Looking to add recurring NPC plot threads? Check out Mythic Denizens! ### Share this: * Email a link to a friend (Opens in new window) Email * Share on X (Opens in new window) X * Share on Reddit (Opens in new window) Reddit * Share on Tumblr (Opens in new window) Tumblr * Share on Pinterest (Opens in new window) Pinterest * Share on Mastodon (Opens in new window) Mastodon * More * * Print (Opens in new window) Print * ### _Related_

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Wojtek Meczynski, “Home Alone,” Indonesia, Lembeh Strait. All images © the photographers, courtesy of the Underwater Photography Guide, shared with permission # Rare Glimpses of Diverse Marine Life Take the Stage in This Year’s Ocean Art Photography Contest January 24, 2026 NaturePhotography Jackie Andres * Share * Pin * Email __Bookmark Off the deep waters of Kumejima, Japan, Steven Kovacs captured an image that would be awarded Best in Show for the 2025 Ocean Art Photography Contest. Traveling to the Okinawa prefecture in the hopes of encountering a scarcely documented species of larval goosefish, Kovacs spent nearly two weeks blackwater diving before photographing the rare moment. “Unfortunately, this beautiful little fish turned out to be incredibly uncooperative and difficult to photograph,” Kovacs says. “After spending some time with it, I was very fortunate that, for one brief moment, it decided to yawn while facing the camera.” The resulting image is aptly titled “Tired fish.” Steven Kovacs, “Tired Fish,” Kumejima, Okinawa Prefecture, Japan This past year, the annual contest saw thousands of entries spanning more than 90 countries. From silky sharks in Cuba to small pipefish in Indonesia, each photograph highlights unique, fleeting underwater moments that often go unseen. Awardees took home more than $60,000 in prizes, including once-in-a-lifetime experiences such as diving excursions, cruises, and liveaboard trips. Take a plunge into the online gallery of winning images, highlighting 14 distinctive categories. Find more information and watch out for next year’s open call on the contest’s website. Kirsty Andrews, “Egg Eater,” Anilao, Philippines Paul Eijkemans, “Meet the Costasiellas!,” Indonesia, Bali, Tulamben, Melasti divesite Byron Conroy, “Last Light,” Jardines Del Reina marine Park in Cuba, Caribbean Paolo Bausani, “True Colors,” Giannutri Island, Mediterranean Sea, Italy Marco Lausdei, “Alien Invasion,” Maldives, Baa Atoll, Hanifaru bay Mehmet Gungen, “Caribbean Reef Shark Blur,” Bahamas, Grand Bahama Island, Dive site: Tiger Beach Daniel Sly, “Between the Polyps,” Indonesia, Lembeh Strait **Do stories and artists like this matter to you?** Become a Colossal Member now, and support independent arts publishing. * Hide advertising * Save your favorite articles * Get 15% off in the Colossal Shop * Receive members-only newsletter * Give 1% for art supplies in K-12 classrooms ### Join us today! $7/month $75/year Explore membership options Next article

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How to Jumpstart Your Creative Process with William S. Burroughs’ Cut-Up Technique The inner critic creates writer’s block and stifles adventurous writing, hems it in with safe clichés and overthinking. Every writer has to find his or her own way to get free of that sourpuss rationalist who insists on strangling each thought with logical analysis and fitting each idea into an oppressive predetermined scheme or ideology. […]

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PEOPLE TO KILL AND HOW THEY WILL KILL YOU (Bandits) The bandit is an underrated sort of monster, because it's a real monster. There are few fire-breathing dragons in our world. There are, howe...

PEOPLE TO KILL AND HOW THEY WILL KILL YOU (Bandits)
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City '26 Megapost Previously I provided details of a new world building/RPG design challenge for 2026 and promised to provide comprehensive details in a dedicated post. This is that post.: welcome to **City '26**! It’s also a “megapost” in that I’ll provide links to anyone else participating who wishes to share their blog: please provide details below or give me a shout on Reddit, discord or Instagram. Essentially the challenge is to build a city over the course of one year, each week detailing one ward. Peter Lattimore of _Garblag Games_ came up with this infographic while workshopping the idea on his server: --- Infographic of City26 Challenge by Peter Lattimore, text below ## The Classic Here’s the original version of the challenge, codified by Pete. Don’t feel constrained by genre: this could be a fictional contemporary city, a far-future utopia, a Dying Earth era Sorcerer King complex or the capital city of your fantasy’s medieval campaign world. Ideally this is a project you’ve been thinking about already or perhaps one you have already begun. Commit to adding one detail of the ward every day, using the following schedule or adapting it to your requirements. Text below by Pete. > **Monday** > > principal building/monument/feature defining area and overview of the ward- who lives and works here? Is it rich, poor or what? > > > > **Tuesday** > > Random encounter table for district (bonus: day/night encounters) > > ** > ** > > **Wednesday** > > goods and services (with prices?) available to PCs here > > ** > ** > > **Thursday** > > key faction or NPC controlling (or vying for control or just embodying) district/area etc > > ** > ** > > **Friday** > > Rival faction or NPC specific to district > > ** > ** > > **Saturday** > > hooks and plots within the district > > ** > ** > > **Sunday** > > Transportation and connections to other areas ### **PLEASE TRY NO AI!** You can follow along on the Garblag Games Server via this link ## Other Variants You don't have to follow the schedule above, the challenge is to commit to consistent worldbuilding and hopefully end up with something that can be explored in play. You could... * Treat this as a reiteration of Dungeon '23: exploring a huge ruined city, one room at a time * Do the legwork: follow Sam Sorenson's suggestion and detail how many HP each of its denizens possesses a la City State of the Invincible Overlord * Follow whatever model other city-based games (_Gangs of Titan City_ , _Spire_ , _Necromunda_) utilise and either expand or provide greater detail * Exercise your artistic talents and detail architecture, clothing, trade goods, weapons found in each district on a weekly basis I'm attempting to flesh out my existing _City of 100 Gods_ project, so plan to tailor the schedule to fit the flavour of that world specifically: I'm not committing myself to detail transport every week, for example. ## Participants in the Challenge Links to other City '26 participants will appear here at the participants' request! Please don't link your own approach to the challenge if you intend to use AI. ## Links City of 100 Gods Post https://aloneinthelabyrinth.blogspot.com/2025/12/city-of-100-gods-traders-wake.html Garblag Games Patreon (you can join for free, City '26 post will be publicly accessible I believe) https://www.patreon.com/cw/GarblagGames Pete's Discord https://discord.com/invite/DPgQjr7 Dungeon 23 https://seanmccoy.substack.com/p/dungeon23 In Praise of Legwork https://samsorensen.blot.im/in-praise-of-legwork

Alone in the Labyrinth: City '26 Megapost
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D6x6 Dungeon Gardens Click the button below to get your dungeon garden: D6x6 Dungeon Gardens Special thanks to Spwack for the generator generator here: https://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html 6 | This dungeon garden primarily grows ---|--- 1 | groves of terrestrial tube-worms which filter out the dust and chemical contaminants of the air. 2 | spiny, neutrally-buoyant cacti floating in an elastic web of vines under tension - slamming into creatures who blunder into that web incautiously. 3 | scraggly fruit-trees with roots and boughs that grow intertwined with each other and with the walls and roof of their home - their fruits thin and black and seedy. 4 | tremendous tubers that glow with a slimy coating of bioluminescent, symbiotic bacteria, their leaves broad and white and shiny. 5 | a plethora of predatory plants - pitchers and flytraps and so on. 6 | great warty red gourds with translucent flesh that flash in pin-points irregularly with absorbed neutrinos. D6 | This dungeon garden is tended ---|--- 1 | to by a crew of goblins whose botanical knowledge is inversely proportional to their enthusiasm about gardening. 2 | by an affable old otyugh who fertilizes it with collected waste. 3 | by an albino dryad with gouged-out eyes, hair thin like fungal hyphae. 4 | by a retired adventurer, still wise to the dungeon-ways - they will defend this sanctuary to the death. 5 | by a silent, faceless golem molded from blue-grey clay - a sword impaled transversely through its head. 6 | by a clutch of chattering skeletons who strip the flesh from intruders to feed their plants, then animate the bare bones to join their number. D6 | This dungeon garden is designed ---|--- 1 | in concentric circles, the inner circles lower & more lush and elaborate. 2 | to be the pleasure-retreat of some under-noble - at its center is that under-noble's cozy yet richly-appointed cottage. 3 | to lay along the serpentine path of an artificial stream, making up the serpent's flanks. 4 | in fields of orderly interlocking geometries - it is a farm as much as a garden. 5 | as a sort of living airlock between a more breathable cave system and one full of toxic, stale air. 6 | to appear as a natural oasis of underground flora rather than a tended space. D6 | In this dungeon garden you may encounter ---|--- 1 | a wayward giant shrew, snuffling about for a route up to the underlands closer to the sun. 2 | an ornery hermit full of cynical wisdom, who lives and rolls about in a big snail shell. 3 | swarms of pollinating bats that drink blood opportunistically. 4 | skittering alchemical drones, like dog-sized wingless mosquitoes made from filigree of copper tubing and bulbs of glass - sent out by their wizardly master to suck up ingredients. If obstructed in their mission they can spit streams of acid. 5 | a blind and furless great ape who lairs nearby and sneaks into the garden to pilfer fruit and suchlike high-value food items - the ape's got a hair-trigger temper, is strong enough to rip your arm clean out of its socket, and is infested with so many parasites that just touching it is enough to risk catching them. 6 | a pitflower cuckoo - a vegetable creature blooming with superstimuli to sound and smell, designed to broodily parasitize places such as this garden. D6 | This dungeon garden's boundary ---|--- 1 | is a fence of barb-cut bones. 2 | is a moat of briny hard water populated by oversized, predatory barnacles with barbed, flesh-ripping cirri. 3 | is a curled-up cave wall painted with a trompe l'oiel of verdant surface vegetation. 4 | is an ashlar wall with carefully-placed holes that produce a whistling song. 5 | is a crevasse of some lightless depth, criss-crossed by spindly stone bridges. 6 | is a coiled vermiform fossil. D6 | From this dungeon garden you might harvest ---|--- 1 | a strong, straight-growing stipewood that makes for good crutches, splints, and stakes. 2 | nuts that act like flashbangs when smashed. 3 | nodules that can be crushed to extract a musk that mimics the scent of a dragon. 4 | a drug that lets you astrally project your soul half the times you take it, and just gets you high enough to believe you did the other half. 5 | flowers that can be boiled into a tea that acts like a truth serum on those who drink it. 6 | vines that make for serviceable and elastic rope.

D6x6 Dungeon Gardens (Archons March On)

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d100 - So You've Spent Too Long At Sea... Just as there is a **Mythic Underworld** and **Mythic Wilds** , why not also cultivate **Mythic Oceans**? Perhaps when one spends a bit too long aship, or adrift and lost, the Sea begins to _change them_. Should you find yourself in need of some rather Misfortunate Fates to befall those Adventurers who have spent far too long afloat and away from safer shores, here is a table with a Hundred Ideas. These might also serve as suitable Callous Curses from fickle Kelp Dryads, territorial Sea Hags/Whitecap Wizards, or even something spouted by swindled Cyclopes. They could also be useful as novel Nautical Drawbacks for certain Sea-Themed Magical Items. For other tables with this sort of Ill-Fated Foreground Growth please see: * So You Didn’t Make It Out Of The Dungeon... * So You Didn’t Make it Out Of The Wilds... * So You’ve Been Brought Back from the Dead...

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d20 Personal Dungeon Stakes At Hilander's suggestion, here are examples of a great cheap trick to make normal D&D events feel more connected to the characters while still being very play-focused. "You are the ex-wife of the master of the nearest dungeon" are very efficient words. In our tradition, we tend to plug rootless PCs into adventure situations. But it really adds a lot imo to change "a sword" to "your rightful sword" and "an apocalypse" to "your apocalypse" See also Louis's magnum opus. **d20** 1. you are the local dungeon master's ex-wife 2. you are the confessor or loyal of one particular humanoid on the dungeon's random encounter table 3. your cousin is a bandit on the overland encounter table 4. Your son is an evil knight 5. your father was justly usurped from the throne of this land 6. you legally own the ruin the dungeon is built under 7. the immortal lich is your ancestor, and she really wants you to make something of yourself 8. You and the local cat burglar are rivals with overwhelming sexual tension 9. The master of the dungeon learned it all from you 10. You opened the forbidden scroll that caused this whole mess 11. Your sister opened the forbidden scroll that caused this whole mess 12. Legally, it's your responsibility to protect these people 13. You own a house within half a mile of where all this is going down, and you have good memories there. 14. The magic sword in the dungeon is your family's sword 15. Everyone in the evil zone wants you to be someone you're not, and they're threatening a nice old man who likes you for you 16. A specific lieutenant of the dungeon master killed your sister 17. 1-in-6 random encounters are actually demons in disguise, sent to punish you for how you live your life. 18. Your crush admires the evil dungeon people because they're attacking a third party who traumatized your crush with villainy 19. Your mentor is being judged by a council of snobbish wizards based on what you do, and if you fail she's out of a job and really sad. 20. the master of the dungeon is dating your ex-wife.

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News: OSRIC 3.0 Player Guide Released **OSRIC 3.0 Player Guide** PDF has just been released for free on DriveThruRPG. Offset print and print-on-demand will be available next year, as well as GM Guide, adventures, and a host of other material. OSRIC, Old School Reference and Index Compilation, was the first retroclone of Advanced Dungeons & Dragons. Released almost 20 years ago, it led the charge during early days of OSR, providing means to legally publish content compatible with AD&D. OSRIC 3.0 brings a host of improvements, focusing on providing more explanations and examples of play, replacing dense blocks of text with more accessible layout, discards OGL, and brings the rules even closer to AD&D, just to name a few. Learn more about OSRIC 3.0 on BackerKit. #News #OSRIC #OSR _Subscribe to get the latest post in your inbox. No spam._ * * * ## Comments

OSRIC 3.0 Player Guide released
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D6x6 Benighted Bridge Trolls Click the button below to get your bridge troll: D6x6 Benighted Bridge Trolls Special thanks to Spwack for the generator generator here: https://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html D6| This bridge troll is ---|--- 1| a wrathful guardian deity turned bitter and mean from people's preference for luxury and commerce over the true way. 2| a rogue psychopomp, meant to guard the boundary between life and death, but now obsessed with a more prosaic liminality. 3| an exiled runt of Jotunheim, using the bridge to shelter from the petrifying sun. 4| the spirit of the bridge itself, made carnal by the blood spilled upon it. 5| a wandering monster who settled down when it found its niche. 6| a displaced god of the land - its temple put to the torch, its priesthood routed - it's become twisted and petty from the disrespect. D6| This bridge troll has ---|--- 1| the head of a goat, with a spooled grey beard and great long horns which bend the troll into a stooped, genuflecting posture with their weight. 2| a ponderous head like a prize-winning gourd left to rot, the flesh saggy and be-sored - its body inhumanly muscled, the cords slithering under the skin and over the bones like a mass of worms. 3| a grossly overgrown and knobby skeleton, their warped bones pressing osteoderms through their thin, cracked flesh. 4| the bluish, bloated flesh of a drowned corpse, teeth and jaws fused and frozen into a bone-cracking grin, and a monkish pate of long and greasy black hair. 5| the warty, sagging bulk of a squatting toad, combined with the warty, betusked bulk of a warthog. 6| spidery long-lean limbs, a drum-taunt protruding gut, and beady-black, squinting eyes. D6| A fellow-traveller in ousting this bridge troll is ---|--- 1| an elderly knight in rusty, dented armour, wanting to pay a last visit to distant relatives. 2| a furious peasant fed-up with all taxes and tolls. 3| a chubby, incompetent sheriff on a last-chance mission from their lord to save their position. 4| an albino wizard sheltering in a toppled litter, their servants fled from or slain by the bridge troll. 5| a troll-crossed lover wishing to pursue a courtship across its span. 6| a smuggler & bandit posing as a legit merchant with an urgent delivery to make. D6| The bridge this bridge troll trolls ---|--- 1| was shaped from the roots of the clonal colony of an ancient tree - it is older than the nations of any who now walk across it. 2| is a solid structure of greasy black stone, quite unlike any other formations in the area - attempts to scrutinize it scientifically or magically return only a sense of telluric malevolence. 3| is a ramshackle construction, standing as much atop the ruin of past breakage as on sound engineering principles. 4| is an elaborate rope-way which allows many passengers and cargo-danglies to pass at once. 5| is made of slabs of concrete of some forgotten recipe, a span of brutal simplicty. 6| is a quavering thing of bone-white bricks joined with cracked and chalky mortar, all stained with the leavings of rain. D6| This bridge this bridge troll trolls spans ---|--- 1| a crevasse which gapes into unspeakable depths, and slavers out a cold and stinking mist. 2| a broad and green-black river, its steady surface belying the treacherous and currentous depths beneath. 3| a narrow stretch of rapids in the depths of a razor-edged valley. 4| the foamy spread between an isle and the mainland. 5| a sulphurous crag with a bubbling, incandescent runnel of lava crossing its bottom. 6| a glimmering, one-way rift into another plane of existence. D6| This bridge troll demands the toll ---|--- 1| of a delicious man-thing - however its eyes aren't so good, so it'll probably accept a shaved sheep or somesuch too. 2| of a song it's never heard before - though those of poor quality enrage it. 3| of a riddle it can't answer - and it's grown quite good at riddling. 4| of a fistful of pretty, shiny things - and its fist is quite large. 5| of a sundered weapon taken from one of its enemies. 6| of a demonstrably magic something-or-other, which it will promptly attempt to destroy - it hates magic.

archonsmarchon.blogspot.com/2025/10/d6x6-benighted-b...

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magic Scabbards You need scabbards and not just cheap ones **d12 Scabbard type ** 1 Knife 2-4 Dagger 5-7 Shortsword 8-11 Sword, half for less common types 12 Two-handed sword use a d6 for more bronze age or d8 for iron age **d12 Minor Magic Scabbards ** 1 Sharpens and cleans the blade held inside 1in6 cleans the wielder also when the sword is returned 2 Blade kept inside burns with +d4 fire damage as a torch for the first round drawn 3 Heals 1hp 3x per day, automatically activates to halt bleeding if unconscious 4 Feather fall 3x per day 5 Protection +1 as per a ring 6 Guards from non-magic unarmed attacks of mortal humans and animals, -1 per dice 7 Guards from edged non-magic weapon damage, -1 damage per dice 8 Sword stored inside is immune to rust, heat or cold inside the scabbard or for 10 minutes outside 9 Detect Traps once per day, range 1 for 10 minutes when weapon drawn 10 Detect Enemies once per day, range 1 for 10 minutes when the weapon is drawn 11 Night Vision for 10 minutes when drawn 12 Sings an inspiring battle hym when drawn, making the user immune to fear and lights up like a lamp for a total of ten minutes per day when drawn, making stealth tricky Some special scabards will have 2 or 3 of these effects **d12 Major Magic Scabbards ** 1 Heals d4hp 3x per day 1in6 heals 2d4hp 2 Protection from non-magic missile weapons 1in6 +2AC vs all missiles 3 Blade kept in here for one hour is so sharp has +3 damage the first blow, 1in6 requires only ten minutes to sharpen 4 Firetongue Scabbard the weapon when drawn burns for +d4 damage and lights as a torch when drawn, 1in6 casts burning hands 3x a day 5 Scabbard of Might +2 Strength 1in6 can throw d6 half bricks as easily as a normal stone 6 Invisible Scabbard more common on shortswords and daggers but while blade inside the weapon and scabbard are invisible, 1in6 cast invisibility x1 per day 7 Quickdraw Scabbard allows the weapon to instantly teleport into the hand which might help surprise or respond to surprise on better terms. 1in6 also cast dimension door 2x a week 8 Haste Scabbard wielder is affected as a haste spell, the first round the weapon is drawn once in any ten-minute period. 1in6 cast haste once per week 9 Earth Scabbard +2AC & Save vs earth elemental creatures or spells, -1 damage per dice from such creatures, spells, stone weapons, rocks or falling onto earth or stone damage 1in6 protect vs petrification 10 Fire Scabbard +2AC & Save vs fire elemental creatures or spells, -1 damage per dice from such creatures, spells, burning weapons or fire damage 1in6 immune to non-magic fire 11 Sea Scabbard +2AC & Save vs water elemental creatures or spells, -1 damage per dice from such creatures, spells, ice or cold damage 1in6 breath water 12 Sky Scabbard +2AC & Save vs air elemental creatures or spells, -1 damage per dice from such creatures, spells, wind or lightning damage 1in6 featherfall Some special scabbards will have extra fx on a d6 **d12 Cursed Scabbards ** 1 Vampires Scabard every time you draw a blade, it must take at least 1hp blood, +1 on the first enemy, but if no enemy is cut within ten minutes, it takes 1hp of blood from the wielder 2 Berserker Scabbard makes the wearer immune to fear, but when a weapon is wielded, they become berserk and will fight until nobody is standing 3 Fear Scabbard provides +1 AC but in any combat, the wielder must save vs fear or flee for a d4 rounds. The wielder also must save vs fear if any attempt to remove the scabbard is made 4 Fire Scabbard provides +1 save vs fire but if a weapon is drawn, the wielder bursts into flame for a d4 damage per round while holding their weapon 5 Sticky Scabbard provides wielder with immunity to bleeding which seems good but any weapon drawn from it takes ten minutes to remove from your hand which can be inconveniant. A friend, a bottle of vinegar and a brush can half the time to remove the weapon. The scabbard sticks to the wearer also 6 Swift Scabbard seems to make swords draw as fast as a skilled quickdraw expert but if they ever roll a 1 to hit they decapitate themself and the scabbard and the sword becomes a cursed evil magic sword (+1 for evil weilders -2 non evil, one save to be able to give up the weapon otherwise, need remove curse) 7 Scabbard of Wonder looks fabulous with silver skull designs; any sword in it seems to be cleaned and improved and lighter if stored in it. Destroys any sword placed in it and replaces with an illusion that seems believable until you hit someone with it, then the wielder can save otherwise, they are convinced the phantom sword is better and committed to its use. When they save succeed, the illusion ends. Others, seeing the illusion, pointing it out won't be believed once weilder failed to resist a save 8 Scabbard of Burning seems to make the wielder stronger +1 but if they draw a weapon from it it explodes as a 12d6 fireball targeted on the wielder 9 Scabbard of the owl, gives you night vision but every time you draw a weapon you save or be turned into an owl. Possibly for the rest of your life 10 Ice Scabbard - while worn take half damage from cold, when a weapon is drawn save or frozen into a solid block of magic heat resistant ice 11 Scabbard of Wounding causes +1 damage on a weapon, when you put it back in the scabbard, you run yourself through for double damage by "accident" 12 Sword or Harm gives the wearer +3HP but but wearer needs to save vs illusions to see how much damage they really have taken, while wearing all wounds seem just scratches Cursed item benefits are obvious and impressive

elfmaidsandoctopi.blogspot.com/2025/10/magic-scabbards....

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How minimalist can D&D characters be? As I've said before, this is the amount of information I'd like D&D characters to have — and that would have to be enough in actual play for something like 80% of the rolls, to minimize the time spent doing math and checking the book: Nice, huh? Class, level, abilities, a couple of magic items or spells, and you're good to go. Most PCs have a little more than a dozen pieces of information (Name, Alignment, Level, Class, 6 abilities, AC, HP, weapons, and armor), plus spells for some. Realistically, however, even the lightest versions of D&D need more information than that. For example, can you recall each saving throw from memory? Unlikely, but this is easily solved by reducing all of them to a single saving throw (say, roll 1d20 + level, target 20, or 16, etc.). What about THAC0? Same thing. I'm happy with leaving the attack bonus equal to level for fighters, half level for everyone else, which is a huge simplification from D&D. But that's two extra bits of information. And usually, you need ranged and melee values, which rely on more information than just level (so you need to add strength modifier). And ability scores? You have the six of them, but you need modifiers. You could commit the modifiers to memory, but you use them often enough that is is easier if you write them down. Well, maybe not all of them; since you already have AC, HP, and languages, you can ignore Dex, Con and Int modifiers most of the time (which is, by itself, an interesting idea - why keep these modifiers in the character sheet?). But you need Charisma mods for reaction, at least in theory, and Wisdom for saves. Strength modifiers are needed to attack and damage - and in AD&D, this can mean two additional numbers. Notice these stats lack weapon damage too, something you'll use all the time. Notice tat at the very least we could ignore all "+0" modifiers so we'd only need to add two or three digits, not six new ones. We do not have much equipment here either; it is likely that a real PC has at least half a dozen items or more, not only weapons and armor. I'm counting "sword +2" as a single piece of information, not two. [On a side note, maybe in a low magic D&D setting, "sword +1" could be a personal trait for a warrior instead of a magic weapon. This could incorporate your strength bonus and make "weapon specialization" a lot easier.] So maybe we'd have a minimum of 30 pieces of information for each PC... but there is more! Spellcasters have spells, which is straightforward enough (if not for the fact that they could in theory pick new ones every day, and clerics have access to their whole list - notice that the cleric here has no spells memorized). Thieves have skills - again, a bit hard to memorize, but can be easily replaced by rolling 1d20 and adding level (once you get some customization, more information is needed). Fighters have their weapons specializations and extra attacks - and they need this stuff. And that is assuming each PC can only have one class. In the end, **we could have more than 100 pieces of information**. Look at this AD&D sheet: Of course, much of it is redundant, or rarely used, but it still muddles the sheet. _Sigh_. In the end, this post ended up doing the opposite of what I intended when I wrote its title... The answer, I think is that D&D characters _could_ be a lot more minimalist than they are, but it is not an easy task. We could start by cutting all ability scores in half (only one number, no modifier), reducing all saves to one single save, and streamlining all skills... but I've been to this road before. There is no end to this, other than ending with something that doesn't resemble D&D anymore. Maybe this much complexity is fine if I let the players handle it. I guess I have no easy answers today.

methodsetmadness.blogspot.com/2025/10/how-minimalist-c...

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Friday Encounter: Fallen Star This encounter definitely isn't for everyone, and that's okay. It introduces elements of science fiction into the campaign, which might work in a setting that trends more gonzo or isn't afraid to mix genres, but would probably be about as jarring as a brick to the face in a campaign with a more mythic or purely fantastic tone. But the beauty of D&D, as I've outlined before, is that it can do both - and my recent discussions on sci-fi put it in my head. This isn't an encounter I would use in my typical campaigns, but maybe it would work for you. This encounter is best used in the wilderness, but it could also work on the road or in a more settled area. It probably has the most potential if used in a low-tech setting - most medieval fantasy settings would qualify, but in a campaign that already trends toward science fiction, it could be used on an underdeveloped backwater planet. The idea is to put advanced technology into the hands of the PCs, and explore how that impacts the world around them. The PCs should ideally hear rumors of a comet sighted in the vicinity - a bright light in the night sky that went shrieking toward the ground, after which a great tremor was felt through the earth. Or the PCs might observe such a phenomenon themselves and decide to investigate. Either way, if the PCs decide to investigate the site where the "star" was said to have fallen, they will discover a strange mass of smoking twisted metal, about the size of a large carriage, lying in a crater. It appears to be a machine of some sort, but using mechanisms and components beyond anything they've seen before. There is a door on the machine - it is bent and warped, but a DC 10 Athletics check can be used to force the door open; this check can be made with Advantage if a PC has a crowbar or another object that could be used to wedge it open. If the door is opened, the PCs will discover a compartment inside where two skeletons of an unknown humanoid race are seated before an array of lights and switches, dressed in strange and tattered attire. Further investigation will yield documents in an indecipherable language. Using _comprehend language_ will determine that these are orders from the "Ashtar Galactic Command" to patrol the "Omicron-92 Sector" to protect against "piracy and incursions from the Lidarian Federation;" if the players press further, make up more contextless sci-fi sounding jargon as needed. Furthermore, each of the skeletons is carrying a holster at their hip containing a pistol-like device; another such device, like an oddly-shaped arquebus, is located in a cache behind them. The "falling star" was in fact an alien spaceship that crash-landed on the campaign world - and left its advanced technology behind. The pistols are **laser pistols** , and the other gun is a **laser rifle** (see the _Dungeon Master's Guide_ section on firearms). You can also throw in other advanced technological devices for the PCs to plunder if you wish. These don't have to be anything fancy - for example, a device that can create a flame at the press of the button without the need for fuel (ie, a lighter) would be an incredible treasure in a world where fires are lit by flint and steel. In a typical medieval fantasy world, these weapons will be more powerful than most mundane weapons available - but on the flip side, no one will be familiar with what they are or how to use them, and the PCs must discover their properties through trial and error. They will also likely be quite valuable if the PCs can find the right buyer - a feudal lord or bandit chief with access to such power would be nearly uncontested. However, that same value could easily paint a target on the PCs if knowledge spreads that they are carrying such items. For a variation on this encounter, perhaps the PCs aren't the first to get to the crash site. Maybe the ship has landed near a town, and the people have already salvaged its technology - if so, the party might hear rumors of people armed with powerful "magical" devices that they guard fiercely. Or the devices might already be in the hands of entities hostile to the party. Either way, it's unlikely that they'd give such things back without a fight. And if you _really_ want to shake the campaign up, perhaps the ship's employers might come back looking for it...

tales-of-the-lunar-lands.blogspot.com/2025/10/friday-encounter...

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Dungeons & Dragons is more than a game, leisure expert says For most people, Dungeons & Dragons (D&D) is simply a niche fantasy table-top game. But around tables cluttered with dice, maps and character sheets, players are doing far more than playing. They're engaging in leisure. Serious leisure, to be exact. Sociologists define serious leisure as a hobby that demands skill, commitment and personal fulfillment, and FIU's Emily Messina says D&D fits the bill perfectly.

Dungeons & Dragons is more than a game, leisure expert says https://share.google/Vj0t8ORDG8USptiE1

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Lessons From Running a Hybrid Megagame | Son of Sun Tzu blog All of my thoughts all at once

https://blog.sonofsuntzu.org.uk/posts/hybrid-lessons/

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Diplomacy in FKR and open-strategy matrix games Using language and persuation instead of rules and dice

https://dozensanddragons.neocities.org/82

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