Tabletop Gaming Feeds

Renegade Game Studios Names Dhaunae De Vir Director of Roleplaying Game Brand

Gamer Goggles - Mon, 06/29/2026 - 23:27
Veteran World of Darkness publisher and former White Wolf business development lead joins Renegade to help steward its rapidly expanding RPG portfolio ?Renegade Game Studios is an award-winning publisher of tabletop games and roleplaying games, known for brands including Heroscape, Axis & Allies, Vampire: The Masquerade, G.I. JOE, Transformers, and Power Rangers. Most recently, Renegade launched the Dungeon Crawler Carl Roleplaying Game, which became the most-funded game in BackerKit history.De Vir brings more than fifteen years of experience in roleplaying game publishing, licensing, and business development, with deep roots in the hobby.Early in her career, De Vir founded Biblioteca Oscura, the Spanish-language licensed publisher for various World of Darkness lines. Under her leadership, the company published more than 35 titles and ran a V20 crowdfunding campaign that became the fifth most-funded crowdfunding project in Spain across all categories. She also distributed the Vampire: The Masquerade 20th Anniversary Deluxe books across Europe after founding the V20 Europe initiative, and produced a 1,200-person Vampire: The Masquerade event in Madrid.Recently, De Vir has held business development and partnerships management roles at Paradox Interactive and White Wolf where she led the international expansion of World of Darkness roleplaying games across languages, territories, and licensing partners. She also co-created and spearheaded the Storytellers Vault, a community content platform that opened new ways for fans to create, share, and publish material for World of Darkness. She is also an advocate for the ethical use of AI through the AI Ethics Alliance, which she founded in Brussels. Through this alliance, she works to shape responsible AI practices by connecting education, governance, and cross-sector collaboration, with a focus on helping organizations and communities understand and adopt AI in ways that are ethical, inclusive, and socially beneficial.“Dhaunae has spent her career building real, lasting communities and partnerships.” said Scott Gaeta, President & Publisher at Renegade Game Studios. “Our RPG business has rapidly expanded, and Dhaunae is exactly the kind of leader we need to help steward that growth while strengthening the relationships that make these games thrive.”“I am thrilled to join Renegade as Director, RPG Brand,” said De Vir. “I have spent much of my career working with roleplaying communities, licensed worlds, and passionate fanbases, so this role feels like a natural next step. Renegade has shown real care for the brands it publishes, and I am excited to help grow these lines while honoring what makes them meaningful to players.”De Vir’s arrival comes as Renegade continues to grow its RPG division. With upcoming 2nd Editions of its Hasbro RPG line just announced, the EXODUS RPG in partnership with Wizards of the Coast and based on the upcoming video game from Archetype Entertainment, and as it prepares to release the Dungeon Crawler Carl RPG based on Matt Dinniman’s smash hit LitRPG series of the same name.Fans should also look for an announcement very soon about a new franchise joining the Renegade RPG line-up.
Categories: Tabletop Gaming Blogs

Northern Marches Livestream

Bat in the Attic - Sun, 06/28/2026 - 01:43

My friend Joe the Lawyer and I are having a live discussion about the Northern Marches, along with other OSR and RPG topics, tomorrow, Sunday at 5 pm Eastern Daylight Time.

I hope you will join us. Feel free to ask Joe and me questions during the livestream. If you are unable to make it, post your questions in the comments on the post or video, and I will try to answer them.

Into the Majestic Fantasy Realms the Northern Marches



Categories: Tabletop Gaming Blogs

Wonderous & Dangerous Consortiums & Xendria World/Lore Book

Bat in the Attic - Wed, 06/24/2026 - 02:31

 I have known Agile Monk for a long time, and we have talked a lot over the years about my work and the OSR in general. Recently, he and his team at Fantasy Companion Workshops launched a crowdfunding campaign to fund two books designed as expert-level gaming resources. The Kickstarter is due to end in two days, on June 25th at 4 pm Eastern Daylight Time.

Wonderous & Dangerous Consortiums & Xendria World/Lore Book Kickstarter

The first book, Wondrous and Dangerous Consortiums, focuses on worldbuilding and helps the referee design organizations, societies, clubs, guilds, and similar groups for their campaigns.

The second book is Xendria, a fantasy setting designed by the FCW team. The book is system-agnostic, but includes adventures and support material for Castles & Crusades, ShadowDark, D&D 5e, and Nimble 2e.

I hope you take a look at what Agile Monk and the Fantasy Companion Workshops team are doing and consider supporting their efforts to bring these projects to life for the rest of us to use and enjoy.


Wonderous & Dangerous Consortiums & Xendria World/Lore Book Kickstarter

Categories: Tabletop Gaming Blogs

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - d100 Random Martian Dungeons & Wilderness tables

Swords & Stitchery - Tue, 06/23/2026 - 20:09
 To truly capture the planetary romance aesthetic, a Martian megadungeon shouldn't look like a standard fantasy stone cellar. It needs towering, oxidized metal struts, glowing chemical vats, ancient stasis chambers, and subterranean canal networks. This picks right up from Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Gen Con is Rapidly Approaching

Gamer Goggles - Tue, 06/23/2026 - 03:08

It doesn’t matter if this is your first Gen Con, your last, or if you’re a veteran; there is something here for you. Lisa and I are well-seasoned veterans of not just Gen Con but many conventions, thanks to our volunteer and judging experience. I have been attending Gen Con since 2002, and Lisa hasn’t missed since 2018. Which has positioned us to be your travel advisors, well, not really, but we can certainly share a lot of information from packing to the return trip home that we have learned over the last twenty years.

One of the first things I would say you might want to look at is your budget. This is something I learned the hard way. I used to travel blindly (not just to Gen Con) with extra Magic the Gathering cards to pay for my way and hopefully not have any out of pocket expenses – that I didn’t have money for. I was foolish. I hope I can give you a lot of wisdom with this. I have learned to look at conventions the same way I was taught to look at survival – food, water, and shelter. If you take those three things to heart, your Gen Con experience will be much more enjoyable. Of the three, water and food are the two easiest to take care of, especially if you drive to the show as we do. Even if you are flying, you can pack enough snacks and protein that you can survive. Shelter is a big expense and could be difficult to obtain. With that said, I have never used the room draw, and we usually manage to stay out by the airport or within twenty minutes.

If you take water with you, it will help you save money and it will make you feel much better mentally and will help with those aches and pains. Dehydration is probably a gamer’s biggest demon; it sneaks up on you, fogs your brain, makes you ache, changes your blood flow, and much more. I try to drink 20 oz. or more of water every hour when I am as active as I am at a convention. The fact is, Gen Con is as much work as it is a vacation for me. It is often hot, I drink, and I am physically. All of which help set me up to be dehydrated. So please, pack yourself one water bottle or refill one at the water stations that are all over the convention center. This also saves you space – one water bottle over a case is a lot less to pack. Bonus Drip Drop hydration packets go a long way to keep you hydrated and alert

Food is a much bigger monster to tackle because there is so much to consider. It comes down to what you are interested in: food trucks, local restaurants, or cooking in the room. I will speak a lot more on food in the future, but we think that balance is a good thing. Lisa and I really try to maintain a budget when we travel. One of the best ways we do that is with what we eat. For us, the first thing we look for is a Hotel with breakfast, preferably a hot one. I can’t tell you how important this meal is for me at a convention. If I don’t eat a good breakfast, I get tired fast. We almost always complement our hotel breakfast with a protein shake. If you can’t get a hotel with breakfast, make sure you get a microwave. You can always hit a grocery store and cook your own eggs – just make sure you pack the needed utensils. If you’re staying downtown, there is a Whole Foods a couple of blocks from the Indiana Convention Center. After that, we pack our lunches – we almost never pay for our lunch. In most of our travels, we ate out of cans, usually tuna or salmon and canned vegetables, but we are evolving, and now we do prepare everything from meat and cheese boards to chicken pesto salads. It doesn’t stop there, we reward ourselves every night with dinner. We only eat out two times over our six days at Gen Con. On the other nights, I cook us a relaxing meal in the room. This year or hotel menu is going to include Mediterranean power bowls, black bean and and corn quesadillas, and a stir fry. I know those aren’t all easy to do in a microwave, and I am not only going to use a microwave this year. I got an induction burner for Father’s Day this year, and it’s a perfect hotel cooker. There are a million things you can cook in your room if you are responsible with your time, like chilis and stews. If any of you want tips or ideas for your hotel room meals – just ask. The only thing I didn’t touch on is snacks. We pack protein bars, Epic bars, a high-protein trail mix with nuts and dried fruit, and usually some pork rinds.

It doesn’t matter if you are walking to your hotel, driving, or getting a cab, it’s important that you learn the area. I highly suggest you get a local map of the downtown area. I don’t trust GPS in the city of Indiana. I can’t tell you how many appointments I missed because my GPS couldn’t find me. If you are walking, know how much time it takes to walk from A to b and plan for extra time just in case something goes wrong. If you are traveling at night, pay attention, and if possible, use the buddy system.

When packing, before you leave for Indy, consider your comfort. A good pair of shoes is a key to success. I buy fresh socks and underwear for every show I attend. I bring a rice pack and a heating pad. If you are flying and need a special pillow, then by all means bring it, these things make your mental health well healthy. Whenever I travel, I take two extra pairs of socks and underwear, a t shirt for everyday, at least one button down shirt, and one extra pair of pants. Beyond that, I bring along all of the standard hygiene stuff. Please, make sure you shower. You may not always be alone in the space that you call yours. Besides, I find that a nice shower to end the day is often relaxing. With that said, if you are worried about germs, I find the restrooms outside of the convention center to be less crowded and therefore more likely to have less germs.

Up to this point everything has been about what to pack, but once you arrive at Gen Con, I suggest you explore. Every year I arrive on Wednesday and walk my trail. That is, I take may schedule and walk it from each event, and interview that is on my schedule so I have an idea of where I need to be. This does two things for me: one, it allows me to take in some of the surroundings before I really start, for example, I may stumble across a tournament area that I was thinking was elsewhere. Two, it allows me to scout, take notes, and pictures of things I may want to do. In other words, explore, stop and listen to one of the performers, check out some miniature terrain, participate in paint and take, and parous Authors Alley. Gen Con is so big, and it is really easy to put the blinders on. I know from experience it is really easy to miss something I wish I had seen – I do it almost every year.

A trip to Gen Con wouldn’t be complete without a trip to the Vendors Hall. Here is what every attendee should know. One, they no longer allow carts/dollies in the hall except for special needs. Two, use the map to scout your targets before the show and plan you entry points. If you come in the wrong door, it can add five or even ten minutes to your trip. Three, respect the space of others. I shouldn’t have to say this, but every year I see something happen, like cutting people off, or not paying attention, and knocking something out of a booth. Remember, everyone is there to have fun.

If you are going to try and see the entire exhibitors hall there are a few things that I think should never be over looked. Entrepreneurs Avenue is where the newest game companies can be found. And if you move through it on Sunday, you might just stumble across that crazy deal. While moving through and playing the demos, don’t forget about the coupon book – some really good deals. Keep in mind the hall is broken down into blocks like the family fun zone and the RPG aisle. If you play every demo and check out every booth, you can make the exhibitors hall a four-day trek.

I hope this brings some basic principles, like food, shelter, and water, to the forefront of not just your Gen Con travels but all of your travels. If I have given you ideas about food for your trips, I would love to hear about them. Again, if you want some ideas about lunches and/or hotel dinners, just reach out.

Matt Lemke

Categories: Tabletop Gaming Blogs

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires - Converting The Techno PC Class To ACKS II

Swords & Stitchery - Mon, 06/22/2026 - 22:18
 To inject the Arduinian "Techno" class into the mechanically precise framework of ACKS II, we must translate a character who relies on high-tech gadgets, firearms, and cybernetics into the game's 4-point Class Construction system.  This blog post picks right up from Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of DaveNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

[Parsulan] Banners

Sorcerer's Skull - Mon, 06/22/2026 - 11:00

 Working on my upcoming Parsulan campaign, in Greyhawkian fashion, I've done some flags/banners for some of the nations I've written up. These mostly done with Armoria, which is a great program but limited in terms of its assets and functionality.

The Lightbearer Republic
Kamazot
Durendine Confederation
Mayura

The Black Scorpion 1957 film Atomic Horror Adapted To The Barrows & Borderland Rpg

Swords & Stitchery - Sun, 06/21/2026 - 23:55
 Adapting Edward Ludwig’s 1957 atomic-horror classic The Black Scorpion for Barrows & Borderlands means merging 1950s creature-feature panic with a dark, radioactive fantasy frontier.Rather than treating the monsters as generic giant bugs, we preserve the film’s unique surreal atmosphere—inspired by Willis O'Brien's jerky, nightmare-inducing stop-motion animation—and weave them into the Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - How ACKS II market rules handle selling forbidden or ancient technology in a standard planetary romance city-state, including...

Swords & Stitchery - Sat, 06/20/2026 - 19:13
 In ACKS II, commerce isn’t just a background transaction; it is a mechanical pillar driven by the Market Class of a settlement. When your players roll into a high-tech, insular Sword and Planet city-state (a Jeddakate) looking to liquidate ancient artifacts, high-grade radium, or forbidden bio-serums, the transaction is governed by supply, legality, and the reach of the local ruler's secretNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Setting Survey 1

Doomslakers! - Sat, 06/20/2026 - 10:40

It's hard to write a good setting. I'm working on Dead Wizards and when I hit a struggle point, I like to grab books off my shelf and take a peek at how other people handle setting.

Random pulls...


Fever Swamp
 by Luke Gearing and Melsonian Arts Council is a thin little hardback that reminds me of a kid's book in how it feels to hold. I remember assuming this was a Troika! book since it was Melsonian, but no... this is OSR. And nowhere in the book does it ever explain what it is. There's no "use this with x game" statement. No... the inside covers are tables and the book just kicks off and never stops until it runs out of pages.

Only because I know OSR shit and I know D&D do I know this is that kind of book. I see little short stat lines for monsters with AC, HD, ATK, etc. There are two new character classes and their HD, XP, and saves are based on other classes. They mention Specialist as one. The game this is probably originally written for is Lamentations of the Flame Princess, which has the Specialist instead of the Thief.

Anyway, the setting is presented in little bursts and in tables and hex descriptions. It is a hex crawl kind of thing. There are not walls of text explaining the history of the region. Little bit here, little bit there, mostly delivered through tables and hex descriptions.

Takeaway: Getting straight to the meat of it is pretty nice. 

Yoon-Suin by Noisms is a table-heavy setting. Most of the setting is implied through copious amounts of writing written from the perspectives of people in the world. And the rest is mostly random tables. But it's a lot. The book kicks off with The Journal of Laxmi Guptra Dahl, a 28 page affair written in first person as the author explored the region. Now... I'm not a fan of prose-heavy RPG books. The reason I haven't knocked myself out trying to collect all the D&D Gazetteer series is because they're just too god damn heavy handed on the writing (we went from the minimalist X1 setting info to the maximalist Gaz series!).


But Yoon-Suin is very special. I'll happily take notes from how it is arranged. Mainly the way it uses random tables to do most of the work... an approach I took with GOZR.

Takeaway: Random tables build setting more evocatively than descriptions, in my opinion.


Anomalous Subsurface Environment ASEI by Patrick Wetmore is a self-described "gonzo" adventure location set in a kind of future post-apocalypse with all the trappings of Mad Max meets Waterdeep. This sucker is at once weird and sci-fantasy and also OSR as all hell. It's set up and presented in the classic way that old TSR modules were done. You get an overview to explain what it is, then he just goes straight into a X1 Isle of Dread style Gazetteer-lite, 40 page setting description. It's a beefy but compact read. This is a whole ass setting laid out just so you can have a place for PCs to be before they go down into the megadungeon.

Takeaway: You can just tackle the setting bit by bit, with short descriptions of what is needed and whatever history is necessary. You don't have to avoid all that shit if you don't want to.

Yeah... so what have I learned tonight? That I have a lot of game books written for old school D&D type games.

Also, just do it. Dead Wizards isn't a D&D game, but it is an adventure fantasy game. At minimum, I have to explain the overall setting, then drill down into the specific elements that are super important, then I can hand wave a bit and use random tables to give the Judge the tools necessary to flesh out the rest. That's how I like to do it. 

 

Categories: Tabletop Gaming Blogs

Survive This!! Vigilante City & New Flesh Rpg = Survive This New Flesh City Campaign Part III

Swords & Stitchery - Fri, 06/19/2026 - 19:01
 Smashing the 1990s comic book energy of Survive This!! Vigilante City into the grimy, transgressive biopunk landscape of Red Room’s New Flesh creates a stark, unsettling tone. You are essentially taking the vibrant Saturday morning cartoon tropes of X-Men, Spider-Man, and TMNT and dragging them through a David Cronenberg and William S. Burroughs meat grinder.In this campaign frame, the Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Heart of the Nhaga

Sorcerer's Skull - Fri, 06/19/2026 - 11:00


I've been listening to the audiobook of The Bird That Drinks Tears, the first book in the epic fantasy series Heart of the Nhaga by Korean author Lee Youngdo. The book was written in 2003, but this is the first time it has been translated into English. I'm only about a third of the way through, but I've been enjoying it so far.

In a world divided into the northern and southern realms by the Line of Limit, band of three individuals from the north, representative of the three races of that region, must go into the jungles of the south, the sole domain of the fourth race, to bring a member of that race (because, as an oft repeated adage says: "three handle one") back to an ancient temple for...well, as far as I've gotten, that hasn't been explained, but I'm sure it's world-saving stuff

One of the things I've liked about the series so far is the world-building. There are gigantic skyrays with ruins of a forgotten civilization on their backs, and dragons that are part plant, part animal, but the four races are one of the most interesting aspects. 

In the north, there are humans, of course, which are more fractious than other races, but also more numerous. They don't seem to have a nation-states or empires now (indeed, no one in the north seems to now) but they once did.

The Rekon are giant, avian humanoids. Most of the art I have seen depicts like humanoid roosters, which fits, I guess. They are immensely strong and skilled warriors and craftsmen. Each Rekon has an individual Calling, a life's work they strive to achieve.

The Tokkebi are sort of goblinish (though maybe not short like typical goblins), certainly mischievous and magical. They are able to control fire and create illusions from it. They are nonviolent but have no fear of death because if their body is killed, they continue on as spirits.

In the South live the Nhaga who have gotten the most detail so far. They are cold-blooded, reptilian humanoids who are fierce defenders of the trees of the first and only eat live prey. Their hearing is poor, but they see heat and talk to each other by a sort of telepathy called nireum. At the age of majority, they have their hearts removed and so become nearly immortal and hard to kill as they can regenerate. Nhaga society is divided into matriarchal houses where adult men are only ever visitors to help the women conceive children.

Anyway, it's been good so far. Interested to see where it goes.

Fan art for the series by artist Sangheon Nam

Can Adventurer, Conqueror, King Rpg Second Edition Rpg be used with original Dungeons & Dragons rpg ?!

Swords & Stitchery - Fri, 06/19/2026 - 03:57
 Yes, absolutely. In fact, Adventurer Conqueror King System II (ACKS II) and Original Dungeons & Dragons (OD&D) share the exact same mechanical DNA.Because ACKS II is built on the foundation of the classic Basic/Expert (B/X) tradition—which itself was a direct stream-lining and evolution of OD&D—the two systems are highly compatible. You can easily lift elements from one and dropNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Marvel's Kulan Gath, The Ancient Despot As an NPC For Sword of Cepheus 2nd Edition

Swords & Stitchery - Thu, 06/18/2026 - 19:20
 Bringing Kulan Gath—the ancient, world-conquering sorcerer from classic pulp and comic fantasy—into The Sword of Cepheus 2nd Edition requires building him as a high-tier, existential threat. Because Cepheus 2E uses a 2D6 + Skill + Characteristic DM mechanic, a high-level sorcerer's power comes from a massive intellect, devastating Eldritch spells, and his signature magic item.Here is the Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Using Horror on the Hill (B5) By Douglas Niles With Adventurer Conqueror King Second Edition Rpg

Swords & Stitchery - Wed, 06/17/2026 - 19:45
"The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement.""The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors true or false. The thrill of Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, September 1985 (week 3)

Sorcerer's Skull - Wed, 06/17/2026 - 11:00
I'm reading DC Comics' output from January 1980 (cover date) to the end of Crisis! This week, I read the comics on sale on June 20, 1985.

Hex #1: Here at last is the series that's been teased (in the pages of Jonah Hex, at least) for the past few months. Fleisher and Texeira have Jonah Hex plucked from the 19th century and brought to some unspecified, post-apocalyptic near future (far enough away that capes and big metallic shoulder pieces have come into fashion, though). Hex was brought to the future by rich geezer, Borsten, who collects historical warriors--quite literally. He promptly escapes, though, and winds up teamed with a woman wasteland raider named Stilletta. He falls in with her gang of Road Reapers, who raid settlements to steal water in the radioactive deserts in the vicinity of Seattle. Hex has his doubts about the morality of all this, but before he can formulate a plan, fate steps in. Someone has tipped off the next target, and there's an ambush, and the gang's leader Falcon takes a dislike to him, so Hex winds up on his own with a stolen hover cycle and a costume out of Road Warrior. Then he almost has a head on collision with a Vietnam-era military helicopter!
Westerns were at an ebb in the early 80s and sales were apparently poor on Jonah Hex, so with post-apocalyptic films a fad in the wake of Mad Max, this new direction makes some sense. As a kid, I hadn't been a regular reader of Jonah Hex, but this title got my attention for its subject matter and the dynamic art of Mark Texeira.

Batman and the Outsiders #25: Barr and Davis have most of the Outsiders out of costume this issue as they go about the arrangements for the wedding of Metamorpho and Sapphire Stagg. Meanwhile, Halo is becoming part of the religious cult community she had stumbled into and doesn't notice anything sinister at first. She misses when the father of Brother David visits the community to try get his son to return home, and he's surreptitiously drugged by "Brother Abraham's" second in command. We learn later that he's a general working with "Star Wars," but I'm sure that's a coincidence.
Ultimately, David asks Halo to marry him, and he plans for them to leave the community. The cult leaders catch them, and Brother Abraham is revealed as Kobra. He recognizes Halo as a member of the Outsiders. Under threat of David's death, Kobra forces her to reveal Batman's secret identity. 

Blue Devil #16: Mishkin/Cohn and Kupperberg/Maygar continue the Vanquisher story from last issue. Marla,in the hands of the Vanquisher, Verner's chauffeur, Vance, whose brain is being affected by his super-suit, has to figure out a way to get him to calm down and keep herself out of danger. When the Vanquisher isn't reacting to unreal enemies, he starts to get rational. Then Dan shows up and almost blows things, but Marla quickly clues him in, and they've got things settled down when Kid Devil shows up and again stirs things up. Ultimately, Vance returns to his normal self, and Marla agrees to a date with him.

Green Lantern #192: Engelhart and Staton/Patterson spend most of this issue giving some background on Star Sapphire and her relationship to Carol, explaining how we got to this point. I don't know Star Sapphire's history well enough to know if any of this is retcon or not. After Star Sapphire tells her story, she leaves Hal and travels to Zamaron. Green Lanterns John Stewart, Katma Tui, and Dalor, following some Zamaron raiders, arrive on Zamaron in time to witness Star Sapphire's coronation as the new queen.

Infinity, Inc. #18: Either the Thomases are trying to make the Helix into a big deal or this issue is padded, because in addition to getting the Helix's origin (as victims of illegal in utero experimentation) and a fight between them and Infinity, Inc., we get a whole sequence of them robbing a store for "humor" and to showcase their powers and personalities. There's also a pin-up of them in the back of the issue. McFarlane is still leaving a lot of space in the layout that he's filling with character logos instead of just making the story panels bigger. Anyway, the issue ends on a cliffhanger or two with Jade poisoned with Mr. Bones's cyanide and the Harlequin confronting Thorn.

New Teen Titans #12: Wolfman and Woch/Tanghal give us a ghost story as Nightwing's and Cyborg's encounters with a ghostly little girl lead the team on an investigation that uncovers a murder of a family by the mob 50 years ago in Dick's apartment. It's not a bad bit of investigative storytelling, but it seems sort of out of place in a superhero team book. It would have worked better as a solo Nightwing story.

Sgt. Rock #404: Kanigher and Kubert bring us a reprint from Our Army at War #158 in 1965 repackaged with cool new Kubert cover. It tells the story of Rock's first meeting with the Iron Major, who's a bit of a different character here (commandant of a prison camp thanks to his injury and prosthetic) and pretty clearly intended to be a one-off. We also get an interesting detail about Rock's past: He and his brother were originally paratroopers involved in a test of gliding techniques to reduce mortality in cases of parachute failure over water. In a test of these techniques in a jump from the Golden Gate bridge, his brother Josh (Josh Rock?) is killed. Strangely, Josh calls his brother "Rock" throughout the flashback instead of "Frank." I wonder if Kanigher envisioned Rock as the Sargeant's first name in 1965? 

Saga of Swamp Thing #40: Moore and Bissette/Totleben bring us a feminist werewolf story. Swamp Thing follows Constantine's direction and goes to Maine where a woman named Phoebe has been transformed into a wolf creature under the moon by the lingering anger of the Pennamaquot Indian women who were forced to stay in a lodge while menstruating on the site where Phoebe's house is now located. Swamp Thing speaks with her but is no match for her rage. Ultimately, she kills herself on a knife display in a supermarket. Constantine shows up again, and Swamp Thing angrily tells him he's going home to Louisiana, but that's exactly where Constantine wants him to go.

Warlord #97: I reviewed this issue here.

Superman Annual #11: This is the second Moore scripted Superman story this month, this one with art by Gibbons. It's certainly the more famous of the two, having been adapted to an episode in the first season of Justice League Unlimited, and being reprinted as soon as 1988 in Greatest Superman Stories Ever Told. Interestingly, like the DC Comics Presents story, it involves Superman being taken over by an alien, non-animal organism. 
Batman, Robin, and Wonder Woman arrive at the Fortress of Solitude for Superman's birthday to find the Man of Steel seemingly insensate with an alien plant attached to his chest. This is the work of Mongul, who steps up to explain that the plant can psychically project a person's heart's desire, trapping them in a dream. While Wonder Woman fights Mongul, Batman and Robin try to remove the plant. Meanwhile, Superman experiences a world where Krypton survived, and he has a wife and child there.
With help from his friend's and his own force of will, Superman escapes the dream, though losing his son is emotional wrenching. Batman is briefly caught in his own dreamworld, but Robin saves the day, throwing the plant on Mongul before the alien can defeat Superman in a fight.


Who's Who #7: We finish off the D's here with a number of characters that haven't appeared a lot. Dr. Regulus last appeared in 1982 in Legion of Super-Heroes #286, while Dr. Psycho appeared in an arc in'82, but last showed up in Wonder Woman #325 earlier in '85. Dr. Thirteen had a run in Ghosts in 1981 and was last seen in a bit part in Batman #354 in '82. The others are more obscure, except for Dolphin who gets a sultry illustration by Dave Stevens and did appear as one of the Forgotten Heroes
Then, we're into the E's. There are bit players from now-ended titles: Earthworm from the never-satisfactorily solved storyline in the Huntress backup stories, and Eradicator from Supergirl. Then, Easy Company gets a 2-page spread by Kubert. The Eclipso entry has art by Gibbons, presumably because he drew him recently in Green Lantern. Elongated Man shows up in a costume he hadn't yet worn in the comics ny Infantino. With end the issue with two F's, one of which is Fastback from the Zoo Crew.

D100 Random Encounter Tables For Classic BECMI (Basic, Expert, Companion, Master, Immortal) and Rules Cyclopedia D&D Set

Swords & Stitchery - Wed, 06/17/2026 - 03:27
 Classic BECMI (Basic, Expert, Companion, Master, Immortal) and Rules Cyclopedia D&D typically utilize a nested 1d8 / 1d12 system for wilderness and dungeon generation. However, compiling those monsters into a flat, true d100 percentile framework makes running spontaneous classic hex-crawler sessions drastically faster.This photo came from Wayne's books in the article, 'BECMI Dungeons &Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - Skyship Construction & Combat

Swords & Stitchery - Tue, 06/16/2026 - 04:01
 Building a Sky-Ship (or Sky-Galley) using Warriors of the Red Planet (WotRP) within the framework of ACKS II turns a simple vehicular purchase into a major logistical, engineering, and financial project. This blog post picks up right from Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II RpgIn ACKS II, large Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Escape the Devil’s Eye

Ten Foot Pole - Mon, 06/15/2026 - 11:11
By David Hay
Third Castle Games
OSE
Levels 1-3

Travel from sun-drenched beaches to dense jungle trails, over vine-rope bridges and up volcanic cliffs. Encounter lizardmen, the living dead, diabolical cultists and worse. Find magical items, gold and perhaps some glory too. Or at least a good tale to tell, should you make it to the taverns of Hardwind Harbour. But don’t tarry too long – for dark smoke belches from the volcano and the earth trembles. Where will your party be when it erupts?

This 74 page adventure uses about 55 pages to describe sixteen points of interest, and some of their dungeons, on a tropical island you are shipwrecked on. It’s pretty good for what it is, combining some ok formatting and a more situational approach to the adventure. I wish the overall situation on the island, how it works together, was addressed just a little more.

Oh no! You’re shipwrecked on a topical island! You probably find your way to the pirate town and there you probably find out it’s a lot harder to join a pirate crew than I thought. The island, while it has a map, is laid out like a pointcrawl. Each location is either self-contained or has a small complex/’dungeon’ attached to it. A couple of caves, a town, a necropolis, ye olde volcano temple, and so on, each with between eight to, say, eighteen locations in them. 

Ostensibly you are trying to get off the island, and many of the paths/leads go to the pirate town where you can bargain with the pirates. There’s pirate intrigue in the town, of course, and everyone wants something in order to help you out. But, also, there are other things about. You can find a small rowboat at one beach, and you see a much smaller island offshore, and it has a ship on it. A cursed ship, as it turns out. Do you know how to sail? Do you know how to recruit sailors to man a cursed ship? 

And, thus, we see a larger kind of more traditional hex crawl sort of thing going on in this adventure. In those more traditional hex crawls there are generally resources and wants/needs from others that the party exploits to fulfill their needs. They are generally not explicitly noted, with perhaps a few linkages explicit but in most other cases the party comes up with some crazy thing to do to exploit hex Y to do something in hex X. And this adventure, while a pointcrawl, does much the same thing. There ARE explicit linkages between the sites, Bob wants you to deal with the cult or Frank needs their crew found before they can do THE THING. But there are more than enough resources, and weirdo things going on, that the party can exploit things of their own design as well. This is good. The designer has written the adventure to present situations, expanding that to also present some more traditional crawls, and that situation-forward writing is what enables the more free-form non-linear gameplay. And, as the adventure reiterates a couple of times: “oh, and don’t forget to make the volcano explode!” 

The more traditional “dungeons” are decent, as well. Underground passages to swim to are a great example of a kind of hidden area of a dungeon that a party paying attention to can discover to get a reward/danger. A bridge over a chasm … and exploring the BOTTOM of the chasm is another example of that. Something a little oblique but obviously present, that the party can poke their noses in to. It’s the ol “cave behind the waterfall’ thing that I love so much. There are also rope bridges over a valley, complete with a corpse hanging from it and wild baboons on it. Or crack in a sea cave floor with an old rowboat, rickety, spanning it. The old “sarcophagus with something inside banging on it to get out’ thing. The rooms, much like the hexes, generally have more than one thing going on in it and many times the dangers are telegraphed well. A pool with luminescent seaweed, and when you go fucking around inthe pool you find out its strangleweed. Well, the DM told you the fucking seaweed glowed, did you think it was just window dressing. For that room, in particular, there’s a sandy floor with footprints, a pool of water, with the underground passage, a howling sound coming from somewhere and then that seaweed, and it’s all handled in one column rather than droning on and on. 

As that column note implies, formatting and word count here is pretty spot on. There’s a little sections at the top of an entry that could be read-aloud or inspiration, with some bolded words that reference bullets deeper in the description. A couple of sentences for each bullet, and two to three for the read-aloud/summary. It’s easy to scan and easy to locate information. There is a case of three of information being presented a little late, with something more critical to the action being presented later in the description/bullets. If there’s an ancient red dragon in the room then maybe get to that part sooner rather than later, yes?

I do want to call out something I rarely do: the art. More than once in this I thought some associated art pieces did a GREAT job of bringing the room better to life, which is what I think ALL art in an adventure should do. I understand this is subjective to some degree, but I know it when I see it. Tommaso Devitofrancesco and Gary Trow are credited with the interior art and one/both of them did a good job. “This large room is filled with magnificently sculpted statues standing in rows. At one end of the room war relics are displayed – trophies taken from the Old Empire’s defeated foes. Mosaics depicting famous victories festoon the walls.” This is accompanied by an art piece of greek-style warrior statues on plinths that really brings home the scale of the room. It’s one of the few times that good art in an adventure made me want MORE art pieces to do the same for EVERY encounter. (Which I’d probably then bitch about, but, whatever.)

There’s not a lot of padding in this thing. A few pages of pre-gens and one page of magic items at the end. The preamble before the keys are focused on wanderers and other pertinent information. Still, I wish perhaps the ‘summary’ information was just a little more in depth. A better overview of the various linkages between sites and perhaps a bit more about … campaigning? Hiring a ship, living in town, a sentence on expeditions … this is an expansive adventure and the support for that part of the play could have been better. The whole “jungle vibe” thing doesn’t really come through much at all. I think this is related to the pointcrawl nature; the immersive jungle setting doesn’t come through because the journey to the next time is essentially abstracted in a point crawl. That doesn’t have to be bad, but it needs a little attention, I think, to bring the journey part to life. The sites feel weirdly disconnected, which I guess makes sense give the pointcrawl nature. But, as I said, the designer must then remedy this. And the lack of travel time issues almost certainly strengths this abstraction and minimizes the jungle vibe. 

Still, a pretty decent adventure. I’m happy I found it and happy to see what the publisher does next.

This is $16 at DriveThru. The preview is nine pages and shows you the entirety of the starting point/cave complex. It’s a good representation of the encounters to be found, and shows off the nice Glynn Seal maps. 

https://www.drivethrurpg.com/en/product/552809/escape-the-devil-s-eye?1892600

Categories: Tabletop Gaming Blogs

[Parsulan] Cold Hands, Stoneheart

Sorcerer's Skull - Mon, 06/15/2026 - 11:00

Only seldom is the summit not shrouded in clouds, but on that rare day when it is visible, it's easy to see how the mining town in the high valley below gets the name Silver Peak. The pinnacle is forever sheathed in ice and snow that doesn't retreat with the change in season thanks to maddened elemental fae, forever enraged at some ancient insult.
In the glaciers that run like deep, blue veins from summit there is para-elemental ice that resists melting for long periods. If another reason to mine the Dagards beside rich stories of thaumatite and occasional manastones was needed, the arcane ice provides it. The ice is the simplest and most widespread means of refrigeration and cooling in Parsulan, and until magitechnologists rediscovered the means to make it, the Ice Barons of Silver Peak were the supplier of that ice.
Each of the ice magnate families controlled territory around Silver Peak, which was mostly neutral ground as it was a necessary resource exploited by all. Their workers lived there, and it was everyone's haven from the periodic assaults by monsters and Fomori. 
In addition to periodic attacks by hostile creatures and thunderstone eruptions that can blast a miner (or part of them) high into the sky, ice mining carries unique hazards. When they take notice of intruders (which is only occasionally but often enough to be a risk), the fae turn their anger on them. Miners have had their blood frozen in their veins or had the ice winds of a blizzard blasted into their lungs. Sometimes the fae animated crude physical forms to attack. 
These assaults have only gotten worse, perhaps, since the Ice Castle was uncovered. In the last century, the miners delved too deep and stripped a layer of ice so that the structure encased within it came into view: a castle of soaring towers and fanciful battlements. No one knows who built the castle or what became of its inhabitants.

Since the Castle was revealed, the fae have become more active. Now they howl down from their usual haunts into the valley in the winter, creating unnatural cold. They are also more aggressive toward miners.
There are other strange things. People swear they see inexplicable tracks leading down form the castle, and then there is the weird music that sometimes drifts over Silver Peak.
Fewer miners are willing now to take the risk, and then there was the miners' union and demand for fairer wages and better protections. The ice barons have dwindled in number and influence, but the most tenacious of them have over time joined by intermarriage into one clan, the Stonehearts.

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