The Bragazzi crime family runs the Backstage, an illegal casino and mushroom-juicing drug laboratory hidden behind an opera-costume shop. Steal their stuff.
This fourteen page adventure presents about twenty locations in an illicit gambling establishment. It wants to be a heist movie. It doesn’t provide you the tools needed to be a heist movie. It’s also clearly 5e.
I’ve got a lot of issues. And ten also this adventure is a mess. It’s going for some Oshean 11 vibes. It doesn’t know how to pull that off. It’s got a couple of tone issues. It’s trying to get fancy with the formatting and not pulling it off. And it is not OSE.
Let us start with this statement from the adventure “This module attempts to be system-agnostic. Where relevant, combat statistics are offered for” Someone clearly has written a blog post recently about how 5e and OSE are the same power level because I’ve seen a recent trend of adventures being listed as 5e and OSE and generic/universal all in the same breathe. I guess, yes, it’s generic/universal in the same way that every adventure is generic/universal if you just ignore the stats and skill checks. There’s a reference to both a 5e monster and an OSR monster (fighter 4 or Tough Boss MM25.) In other places we get things like “Safe: Locked with an arcane lock to increase lockpicking difficulty [+10].” I guess that 5e? I’m not morally opposed to a fantasy gambling location that is roughly universal and stats thrown in as examples, but the skill check thing throws it off every time. Also, one of the guards is invisible, and drinks a potion every hour to stay invisible. This says something about the game world and is perhaps the most jarring. You can reskin cat-people to be humans but something like the prevalence of magic, and relying on it for a core part of the adventure, just throws things off. (To be clear, there are no cat people in this adventure, or any other ren-faire tropes.)
The core conceit here is a heist. It’s in the title. One of the hooks involves getting a bank teller out who is currently being coerced by the mob, by punching him in the face, to give the gang the security features of the bank. You’re told, by your patron “The rescue can’t involve any bodies and can’t involve any Bragazzi seeing anything suspicious. His escape must appear to be a series of plausible coincidences.” This is one of the hooks. Another hook is just a straight up robbery. The heist, the plausible deniability, these imply some things that the adventure should have that it just lacks. You want to case the place, right? The classic heist involves a casing. Scoping it out and then coming up with a wacky plan to execute that will inevitably go wrong, as these things do in D&D. The guards are noted on the map, which is good. A few have a routine (with two dudes taking leaks with a frequency that makes my BPH look like a dream.) This is about the extent of the support you get here. Working against this is the current goings-on in the gambling den. The teller is actively getting the shit beaten out of him. The NPC’s, the notable other gamblers, are, I guess, just always there, in your case and during your heist. There is a degree of randomness as well, for people present in hallways, that works against a heist. Sure, things can go wrong. “Oh no, I wasn’t expecting the wine delivery!” but there needs to be some degree of consistency that the degree of randomness in the people present in locations, randomly, works against. This makes the adventure much less of a heist and much more of the usual “lets just try something and start hacking when things go wrong” sort of loosy goosy approach that most adventure raids have. There too much in the writing that frames it as HAPPENING RIGHT NOW instead of COULD HAPPEN DURING THE HEIST. And the entire premise of the “coincidences”, I think, works against the level range here. It would require a lot of skills and magic items and spells that just are not going to be present at low levels.
Tonally this is off also, in places. I’m not thrilled that the old ‘italians are mobsters” thing is relied upon. There’s no reason for that in a generically fantasy rpg. Pulp Fiction was fine without relying on these tropes. Further, there is, I think, generally a more light-hearted tone to a heist. And that is pretty consistent throughout this. After all, these are gamblers, right? As far as things go, screwing the tax man is a time honored tradition. But then, in the drug den upstairs, we get the gang doing some weird vivisection/bleeding of people to drain juice from them as a drug. This is probably a bridge too far. We have crossed the boundary from simple gambling and drug dealing to torture. We’re not even soylent greening here, more to the point of Thorns prediction about being raised as cattle. We are now in the “muder every last one of them” category, even in my skewed murder hobo vision of D&D. It’s not that either tone is wrong, but it’s the mixing of them. You CAN discover something more evil afoot in an adventure, but then you have to be prepared for the consequences. And they here for a zany madcap ending in which you free them and they run around every which direction in some kind of 1930’s madcap comedy manner. You can manage finding the EVIL HORRIBLE THING in the pickpockets house, but then the adventure needs to support that. And this doesn’t.
There’s a page or so up front that tells you how to read the formatting being used. Nothing too special here or weird; bolding, room names, etc. I would note though that if you need a page to describe your formatting them its probably not intuitive formatting. In practice, though, I think the formatting has issues. It’s hard to see room breaks, or sub-area breaks, and things tend to seem to run together. I think some line breaks are really what’s needed here in order to provide some additional separation between different sub-areas of room and concepts. The bolding tends to run together otherwise and the sub-areas get lost.
I don’t think it’s a heist, as least not with the content provided. The tone stuff, with the mushroom, seems off to me and not supported either.
This is free at DriveThru. The preview is the entire thing. I would maybe look at page seven of the preview for an idea of the jumble.
https://www.drivethrurpg.com/en/product/571925/the-backstage-heist?1892600
Welcome to Day 12 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Loss (Prompt) + Associates (Weekly Modifier) + Full of Woe (Weekly Modifier) + Horror (Genre)
Here is today’s NPC.
Wiktoria Nejman (Fantasy Name Generator used for the name: Polish name generator)
When people call Wiktoria “Madame Nejman,” she quickly corrects them, reminding them that the title belonged to her mother. After her mother’s death, she never turns on the neon Psychic sign in the front window. Still, every morning, she unlocks the parlor door, opens the little box on the entrance table, and receives her mother’s associates.
Her friends call often, asking when she’s going back to school. Even those who grew up in the neighborhood ask why she still wears black. They don’t understand that her mother’s death was a profound loss—one that left her full of woe and burdened with a gift she never asked for.
Her mother’s “associates” are all around her. That’s what her mother used to call them. They are the spirits of the departed, wandering into the parlor seeking to reach their loved ones, eager to share a secret they never meant to take to the grave, or simply wanting to gossip about the goings-on in the realms of the living and the dead. Wiktoria tries to fulfill their requests and deliver their messages to grieving families. Occasionally, the living come knocking, asking to contact someone specific. She explains that it doesn’t work that way, but when these associates do appear, she does her best to help both the living and the dead.
At the end of the day, she locks the parlor door and often pauses to stare at the contents of the little box. Her mother’s glass eye stares back at her. With her dying breath, her mother asked Wiktoria to pluck out her own eye and replace it with the glass one. Wiktoria is not yet ready to take that step.
Maybe tomorrow, she thinks. With that thought, she closes the lid of the little box.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
The post Video of the Day – The Whoniverse Show, 2026 appeared first on Blogtor Who.
The Doctor’s sonic screwdriver is getting yet another makeover this year. This time, though, it’s the toy versions from Character Options that are getting revamped with the latest techniques. The sonic screwdrivers used by Peter Davison and Paul McGann, as well as the laser screwdriver used by John Simm’s Master, are all getting re-releases. The new versions bring the toys into line with more recent toys. They use the same electroplated finish as the Fourteenth’s and Fifteenth’s for a more metallic look. They’ll also now feature multiple sound effects, each with its own distinct activation sequence.
The Fifth Doctor Sonic Screwdriver is out on the 12th of August and you can pre-order now from both The Who Shop or Forbidden Planet. The Who Shop also has the Eighth Doctor Sonic Screwdriver up for pre-order for when it arrives in September. Finally for right now, the Master’s Laser Screwdriver will be out in late October and, again, can be pre-ordered from the Who Shop.
There’s no official word yet on whether these upgrades will roll out across the rest of the line, but it seems incredibly likely. Considering the current timetable of releases, though, if you want Tom Baker’s, for instance, it probably won’t be until next year that you’ll be able to lay your hands on one.
The Fifth Doctor Sonic Screwdriver (c) Character Options Fifth Doctor Sonic Screwdriver
This limited-edition role play toy release features an electroplated steel-like finish with an added white band on the handle. It includes 4 unique sound effects, each with its own trigger sequence.
This set is a real opportunity to add something truly special to your Doctor Who Collection. It will surprise and delight fans and collectors alike with its detail and uniqueness.
The post Revamped Doctor Who Sonic Screwdriver Toys appeared first on Blogtor Who.
Itty Bitty Amigurumi by Zac Doar features "50 Quick, Cute, and Completely No-Sew Crochet Patterns!" Take a peek inside, and enter to win your own copy of this adorable new book collection below! Disclaimer: I was given a copy of this book for review; all opinions are my own. This post includes affiliate links. The Itty […]
The post Itty Bitty Amigurumi - Review and Giveaway appeared first on moogly. Please visit www.mooglyblog.com for this post.
2Welcome to Day 11 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Tact (Prompt) + Associates (Weekly Modifier) + Full of Grace (Weekly Modifier) + Fantasy (Genre)
Here is today’s NPC.
Sylvar Ulawynn (Fantasy Name Generators used for the names: Elf name generator and Forest name generator)
The Wild Timberlands were once part of the vast Forest Holdings of the Elven Empire. Following the ancient wars, the arrival of humans, and the elven retreat beyond the Cloud Crags, all that remains in these woods are the ruins of a forgotten past. One of the most sought-after sites is the Shrine at the Pool of the Moon Goddess.
Deep within the trees, Sylvar Ulawynn—an elven priest of poetry, the woods, and the moon—keeps the shrine safe from wandering evils and ambitious raiders seeking to plunder its secrets and treasure.
Sylvar is a pale elf of ageless appearance with a wild mane of red hair, dressed in homespun robes and simple jewelry. Unarmed, he greets all who approach the silvery pool with openness and utmost tact, regardless of their hostility.
Those attuned to magic can easily perceive the blessings of the spirits he venerates; if asked, he simply states he is full of the grace of the goddess and her spirits. Sylvar is open and generous with his guidance for those who seek it. While he will never raise a hand against those who arrive with ill intent, he calmly reminds them that he has many allies and associates within the Wild Timberlands who are more than willing to defend him.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
The post Video of the Day – Doctor Who: Confidential, 2006 appeared first on Blogtor Who.
For centuries the Tomb of the Lich Queen has lain hidden within a vast wasteland of cliffs, canyons and chasms. Now it has been found, and its legendary lost treasures have drawn adventurers from across the realms. Can you navigate deadly traps, fearsome guardians, and age-old puzzles to claim the prize?
This twelve page “death-trap” dungeon features eight rooms with a lich at the end. It’s just the usual low-effort dungeon, not particularly challenging, over hyped, and undelivered on. There are Grimtooth overtones, if Grimtooth was a pussy.
It’s eight linear rooms. Do you want a dungeon with eight linear rooms? At level twelve? There’s a map, but I’m not sure why one was even included. You go the only way you can go. In through one door and out through another. Is that a level twelve adventure? Is that worth $6.50?
The marketing blurb says we have a legendary tomb and adventurers from across the realm. I love luv LUV Gone FIshin because of this! A steady stream of others fumbling about, royal currying favor and mud farmers full of pox and starving children desperate for coin. That’s fun! None of that happens here, of course. That would be fun. And imaginative.
After several pages of backstory that are meaningless to the adventure you’re dumped in medias res in front of a door. Or, as the adventure puts it “You have penetrated the pyramid and braved its outer defenses defeating ancient guardians and have finally found the sarcophagus of the Lich Queen “ Fortunately, you are still at full strength in every way. Anyway, “Suddenly gouts of green poisonous gas erupt behind you filling the passage, you have no choice but to hurry into the chamber.” We can see here several classic themes of bad adventure writing. There’s the use of second person writing throughout. This is the “you/your” phrasing. This is not appropriate. It is either a crutch for weak writing, which should be improved, or an attempt at immersive dramatic writing, which should not be done this way, if at all. Gouts of green poison gas! Oh no! The entire party is immune to poison, why would we flee? For some reason there’s this idea that you have to force the party. They are there to adventure. You don’t need to force them anywhere. Suddenly, being forced, doors slamming shut … you’re not writing a movie here. You’re providing a backdrop in which the players, through the party, along with DM are given a place to engage in play. They are, together, creating a narrative, in real time. DONT FUCKING FORCE IT! Shipwrecking the party may be ok for the first level one in a new campaign on an island. It’s not ok later on when the party has the means and desire to make decisions. That’s the fun. Making the decisions. “Beyond the moon door you see” I don’t have eyes you insensitive clod!
Rooms here average about a column or so each. This is for fairly basic rooms. Read-aloud over explains “Adorned with frescoes capturing the highlights of the Lich Queens depraved rule. There are scenes of her subjects bowing before her. Depictions of her pacts.” Frescoes, if we must, and then when the party examines them we can respond with detail from the DM an then the party will ask follow up questions and take actions and the DM will respond. This is the core RPG loop. Over-explaning in the read-aloud shows a basic lack of understanding for what an RPG game is.
Writing is padded out “There appears to be no exit from this room.” Uh huh. Appears is almost never a word to use in adventure writing. It is or it isn’t, from the parties perspective. And from the DMs perspective they have perfect knows. Everything the party has ever experienced in a game “appears to be …” Stating this is just padding. There is little to no theming here.
From the interactivity standpoint we have this fine gem “If the players are having an easy go of it, throw some more Salamanders/Mephits or the Dragon at them.” The height of adventure writing. Lazy adventure writing. What’s the point here? It’s the designers job to write interesting encounters. That’s what we’re paying for. Or, you know, I guess just don’t.
The adventure is marketed as a death-trap dungeon. “ Bring 3 characters. You’ll need them.” The first room is a 1d6 pit trap with 1d6 damage from spikes at the bottom. There’s a gel cube in the bottom. I’m not sure this is a death trap. Much is made of the room slightly sloping down toward the pit and maneuvering in the dark toward the pit because of the slope. This sounds oddly specific for an eventuality that is unlikely? Room two is the classic rolling bounder trap in a hallway, with a pit to jump in to avoid it, with a 1d6 damage spike in it also. Again, not sure this is a death trap. And so it goes. Eventually there’s an efreet and maybe a dragon, along with two stone golems and a lich at the end. No one has any treasure, just the staff of power/wizardry at the end. Also, one room is empty/a recovery room. This isn’t even grimtooth levels of traps. A level nine, not to mention a level twelve, is going to have extensive magics available. I’m not sure a level twelve party would even encounter ANY of these rooms.
There is a secret door in a pit, which I always love. This is the non-obvious/’of course that’s where it is’ thing that is always a delight to see executed in adventures..
It’s just another low-effort dungeon. You have to really work these things. Every adventure ever in the history of the world is now available for a DM to run. When you’re producing something one must ask if this is possibly the best thing ever? If it’s not then what’s the point? You gotta pour yourself in to these to make them stand out.
This is $6.50 at DriveThru. There is no preview. You need to offer a preview so a potential buyer can see a few rooms before they spend money on a purchase.
https://www.drivethrurpg.com/en/product/574184/tomb-of-the-lich-queen?1892600
Of course, this can be seen as a feature not a bug. Proponents point out the abstraction allows the player and DM to interpret what happens in the fiction, making this an unexpectedly more narrative sort of mechanical feature.
That's all sort of interesting, but a problem (for me at least) is that their progression is uniform based on class, and every member of the same class has the same distribution of saving throw aptitudes. So, while you're free to interpret success (or failure) any way you like, whatever situational explanation you give doesn't really build or develop the fictional world. As written, every cleric's better saving throw than other classes against Death Magic is just a mechanic.
I think it's more interesting to view them as telling us something about the world, while leaving room for situational factors. The fact that every member of a class is more resistant to certain dangers than others can tell us something about the training, aptitudes, of characteristics of people in that class.
Compared to the normal individual (0 level Fighter in AD&D parlance), we could conclude that:
Clerics have divine favor bolstering their spiritual and mental fortitude. This particularly protects them from effects that would destroy or disrupt the body. Their biggest advantage is against Poison & Death Magic, but they have consistently good defense against all sorts of dangers.
Fighters have their martial spirit increasing their fortitude and perhaps giving them a "sixth sense" for danger. At first level, they are neophytes and haven't cultivated this to a great degree, but by the time they max out, they have the best saves on average.
Magic-Users possess an innate arcane aura that strengthens slowly as they develop their skills. It makes them particularly resilient in the face of spells and spell-like effects cast from common magical implements like wands and staves. Interestingly, they are also somewhat protected against the magical breath of dragons. Their aura adds little to protect them from poison, though.
Thieves rely on luck to get by. In the beginning it mostly protects them against things that would bind, hinder, or directly impair them being who they are. Unfortunately, they tend to wear their luck out and they max out their saves worse off than the other classes.
Certainly, these aren't the only implied class abilities you could take from these, but I wanted to come up with an explanation that didn't implicate ability scores, and I haven't really seen another approach that does that.
Welcome to Day 10 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Secret (Prompt) + Associates (Weekly Modifier) + Fair of Face (Weekly Modifier) + Superhero (Genre)
Here is today’s NPC.
The Fantastic Enchanter (Fantasy Name Generator used for the name: Superhero name generator)
Whoever this individual is, they never call themselves the “Fantastic Enchanter”, that moniker was bestowed upon them by the heroes and villains of the city. Their true identity remains a closely guarded secret.
No one communicates with the Enchanter directly. All interactions are handled through their proxies, and these associates share one striking trait: they are always exceptionally beautiful. With chiseled features, impeccable physiques, and fair faces, it seems the Enchanter recruits, or controls, only the most physically attractive citizens.
Whether this control stems from magic, a superpower, or conventional blackmail, these associates carry out the Enchanter’s bidding without question. There is little they will not orchestrate. They can find a missing person, deliver illicit goods, negotiate a truce in an underworld feud, or conduct high-level espionage. Whenever you find yourself surrounded by beautiful people, you can never be entirely sure if the Fantastic Enchanter has their eyes on you.
Financial compensation is rarely requested for these services—instead, the Enchanter trades in favors, debts, and information. Superheroes remain highly suspicious of this shadow broker, yet they frequently rely on them for critical intel or to arrange neutral meetings. Villains and criminal syndicates distrust them just as much but cannot deny the results the Enchanter delivers. Ultimately, their vast network of connections and influence makes the Fantastic Enchanter an indispensable resource to both sides of the law.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
The post Video of the Day – The Sarah Jane Adventures, 2011 appeared first on Blogtor Who.
Welcome to Day 9 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Privilege (Prompt) + Intellect (Weekly Modifier) + Blessed (Weekly Modifier) + Post-Apocalyptic (Genre)
Here is today’s NPC.
Haellen, better known as Fortune (Fantasy Name Generator used for the names: Apocalypse/Mutant nickname generator, Futuristic name generator, and post-apocalyptic town name generator)
In the post-apocalyptic settlement of Kilead, there lives a young woman known as Fortune. Before her birth, the town was little more than a desperate huddle of survivors, fighting raiders and each other to scrape by. Born to a wanderer, the mutant infant was left to die in the dirt, until a kindly woman took her in and named her Haellen.
Haellen’s mutations initially seemed like a death sentence. Unable to walk and bearing an unnaturally large head, she was viewed with suspicion; on more than one occasion, her adoptive mother had to fight off neighbors to keep the child safe. But the girl’s fate shifted when, at barely two years old, she began to speak. Though physically dependent on others, her words had a soothing, often otherworldly effect. Soon, the toddler was mediating disputes and guiding the survivors toward cooperation, fundamentally changing the town’s destiny.
Under her immense intellect, Kilead slowly transformed into a thriving settlement, trading with other enclaves, fortifying its walls, and tilling the surrounding fields. The residents no longer saw her as a curse, but as a profound blessing, eventually renaming her Fortune. They now shower her with privileges and fiercely protect her.
Today, Fortune holds a widespread reputation as a seer and leader; rumors even claim her voice can pacify feral mutants and wild beasts. While she directs her people and they tend to her physical needs, her influence has drawn outside attention. As she has grown into a young woman, rival tribal chiefs and leaders have vied for her favor, with some attempting to arrange political marriages. Thus far, anyone who meets with her face-to-face is swiftly convinced to abandon such plans. However, a lingering dread hangs over Kilead: the fear that eventually, a ruthless warlord will decide to stop negotiating and try to take their Fortune by force.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
The post Video of the Day – Half the Picture, 2026 appeared first on Blogtor Who.