I love old school D&D, but I don't want to tie all my work to it. The setting implied or described in Black Pudding is important to me and I want it to have its own original RPG at some point. Of course the Black Pudding Play Book will always be around, but I'm probably going to do another game at some point for the world of Pan-Gea > Yria.
Here's a system I'm mucking around with right now. It's from 1998 or so, before I even got online. It's very basic, which is what appeals to me. I ran it many times back then and it was mostly GM rulings because there was almost no rules written down for it other than this:
Spend 20 points on any kind of traits you like. Roll 1d20 + Trait vs. a target number or an opposing roll. Each adventure you earn 1-3 points and you can spend them to add or improve Traits.In recent times I've developed the idea further to give it more tooth and grit. I like it.
Of course it's also very possible that the game will use GOZR rules. Right now I'm torn between these two darlings of mine. Story of my life.
But both feature rolling 1d20 + mods vs. a target number so you can call me a basic bitch all you want. It's fine. I own that shit.
The Plane of Shadow is no ethereal realm, but a place of matter as solid as any, but it remains aloof and invisible. It only interaction is with gravity, so that there might well be whole ecologies of this shadow matter upon the Earth unknown to the mundane world.
If the black mirrors truly exist, it implies that there is or once was, a civilization or entity on the other side capable of constructing some sort of form for a mind passing through. If such a Shadow or intelligence civilization exists, they could well have some means of sending agents into the world of mundane matter as well.
On January 16th, 2026, Chris Stodgill posted a post regarding Ken Whitman.
Ken has objected to the post in question on the grounds that, and I will quote:
The article contains statements that falsely assert or imply that I have engaged in fraudulent or criminal conduct, including but not limited to referring to me as a “KickScammer” and stating that I may “scam people again.” In context, these statements convey to a reasonable reader that I have engaged in criminal fraud.
I have never been charged with, indicted for, or convicted of any crime in any state or federal court.
Statements that characterize an individual as having committed scams or engaged in fraudulent activity, when false, constitute defamation per se under Kentucky law.
You are hereby placed on notice that these statements are disputed as false and defamatory.
Ken is correct. He has no criminal record that I can find.
As the owner of Tenkar's Tavern and not the author of said article, I am not now, nor have I ever, referred to Ken Whitman as a "Kickscammer." Again, as far as I can ascertain, Ken has never been charged criminally, let alone for criminal fraud.
The post in question has been removed from The Tavern.
For those unaware, Ken Whitman is currently suing me in the Kentucky Civil Court. That is public record.
Stay tuned for updates on the civil action.
In the heart of the Wyrwood (the forest that surrounds Caladorei), veiled in mist and myth, stands the Whispering Tower, a slender spire of obsidian stone said to house the secrets of the vanished Archmage Elyrium. The tower is not defended by monsters but by his love of riddles, clever traps, and illusions. The adventurers must navigate its winding stairways, decipher cryptic puzzles, and avoid ancient snares to uncover a long-lost magical artifact: the Mirror of Untold Memory. None that have ventured there have yet to return!
This 26 page single column adventure uses about eight pages to describe fourteen linear rooms in a wizard tower. It’s a one-dimensional puzzle dungeon where you answer riddles out loud.
I didn’t know this weeks theme was puzzle dungeons, but I think this is the second in a row now. I think I hate them? In general? I suspect, though, that I hate one-dimensional dungeons. All fighting. All social. All puzzles. I’m sure I do have somewhat of a bias towards the classic exploratory dungeon. You know, a little social, a little combat, a few puzzles and traps, things to discover, and explore. I can accept a plot adventure, they don’t need to be one-dimensional. It’s these sorts of blunt instruments that I loathe.
I knew the job was dangerous when I took it and read “The tower is not defended by monsters but by his love of riddles, clever traps, and illusions.” This then was the first sign I was in for it. And then, in the intro, I got “Success is measured by cleverness and character growth, not treasure alone.” Yeah, how much fucking XP is cleverness and character growth worth? Cleverness happens in order to get the XP with low risk and character development, not growth, is a side effect.
How about a table of a dozen hooks? Hooks such as: “Scholarly Commission: A reclusive gnome sage hires the party to retrieve the Mirror of Untold Memory from Elyrium’s tower. Lost Kin: A local villager’s child has gone missing, last seen wandering toward the tower. Dream Calling: One or more adventurers began having dreams of whispered riddles and a spiraling multi-colored tower.” These must be the most hackneyed hooks possible. “You have a dream!” or you’ve been hired! More is not better. The sushi buffet is not good.
Inside is the usual assortment of mistakes. “A huge iron door with no handle or keyhole seems to be the front door of the Tower.” Is it the fucking front door or not? Is there another door? No? Then that’s the front fucking door. These kinds of mistakes are all over the place.
Hows about that interactivity though? “A well-worn plaque on the door reads: “I am not alive, but I grow; I do not breathe, but I need air. What am I?” Answer: Fire” Thrilling! Adventurous! A place of wonder and delight!
No? You need more? How about confusion! “Dusty tomes float midair, circling a pedestal with a glowing closed book on top of it. Puzzle: To reach the real book (a purple one), players must read verses in a particular order (clues hidden in nearby inscriptions) that spell out “TRUTH”.” That’s the room. It’s a fucking synopsys for a room, not a room itself. But, that’s what you’re getting here. Just a brief overview, abstracted, Nothing specific. Take your “1001 room ideas” booklet and just turn it in to a dungeon!
Still not enough? “A circular room with twelve stone columns, each marked with a symbol of a zodiac. The floor is made up of mosaics also depicting the zodiac signs (12 in all). Players must determine which symbol is missing on the columns that is on the floor (it’s “Virgo” — which is on a floor mosaic among the other zodiac mosaics on the floor).” Twelve symbols in the zodiac. Twelve columns each with a zodiac symbol. Twelve pictures on the floor of the zodiac. Which one is missing? Uh … none? Twelve and Twelve? I guess one repeats twice somewhere, on two different columns? I’m not even sure I could name all twelve zodiac symbols, good thing the adventure is helping out there!
Still not enough? You want more pretension?! Well, ok! “Each character must look into the mirror and speak aloud a personal revelation. They must reveal a deep dark secret to the party. Those who accept their truth may take the mirror; those who reject it are teleported outside the tower, taking 1d4 Psychic damage.” What the fuck does it mean to reject the personal revelation you just spoke out loud to everyone? You voluntarily spoke it, I think that means you accept it? I don’t understand the fail condition at all. I don’t even see how lying fails this room.
You want some of that sweet sweet treasure? “Scrolls of Elyrium: 1d4 rare spells or ancient arcane theories. These can be in Elyrium’s Study.” This is lame.
Everything here is just so absurdly low effort. Not even bothering to come up with some spells? Not listing the zodiacs? There’s no specificity. The riddle rooms are inane, just read a plaque and answer a riddle? Really?
This is what D&D is. A game of telephone, played from the early 70’s till now. Fifty years of people subtly changing the message, in purpose or by accident or ignorance, until the original intent is lost. Look man, I can accept the storyteller garbage, at least as an activity if not a game. It’s not for me but I can see some Baron Muchhousen shit. But this shit? No.
There is something wonderful about free will and the lack of barriers. You get to do it. YOU. No one is there to stop you. The myth of the rugged individuality that is our soul. But, I believe the existential assertion also says that you must KNOW you are without meaning. You are condemned to be free, and you know it. This is what it looks like when you are condemned to be free and don’t know it. Sure, you CAN just off the cliff when faced with the boulder, but maybe also prepare a little and figure out what an adventure SHOULD look like and what makes up a good one before flinging your own shit out there.
This is $10 at DriveThru. The preview is five pages. You get to see a part of the first room. Shitty preview.
https://www.drivethrurpg.com/en/product/555314/the-whispering-tower-of-elyrium?1892600
After publishing my last post, I spent some time thinking about my statement that I was “gaming in a bubble.” After some reflection—and a few conversations with friends—I realized some nuance is in order.
I was writing about the period from 1993 to 2006. At the start of that era, I was still working at Metro Comics and meeting other gamers there. But after I graduated from college in 1995, my focus shifted heavily toward my career, my family, and my relationships. I never stopped gaming, but it happened entirely within a closed circle of close friends. I heard about other local groups and knew people who played TTRPGs, yet I didn’t actively interact with them for a long time.
As I got married and started my master’s degree, my general interests evolved. I felt burnt out on fantasy and sci-fi literature. Aside from being a huge fan of Babylon 5, my consumption of genre media shrank. Instead, I spent a few years diving deep into classic literature, history, biographies, and true crime.
During that time, role-playing games (and, to a lesser degree, comic books) became my sole outlet for fiction.
The Dial-Up Days
I got online relatively early in the 90s. My mother worked in the technology field, so we had a home computer when I was in middle school, and I was online before graduating high school. I can still hear the distinct chirp of the dial-up modem.
I had CompuServe, visited the forums, discovered the World Wide Web, and absolutely hunted for gaming content. I vividly remember discovering the legendary tale of Eric and the Dread Gazebo and reading through the Evil Overlord List. I scoured the web for conversions and rules for Palladium games, incessantly trying to hammer them into a cohesive, usable system (spoiler: I never did!).
But when I found useful information, I usually just printed it out and took it to the table. I even played a play-by-email game for over a year, and a play-by-post game on Yahoo Groups for over two!
Yet my internet use was highly targeted. I wasn’t active in online gaming forums and didn’t follow TTRPG message boards closely. I got most of my gaming news the old-fashioned way: from print sources like Dragon Magazine and Knights of the Dinner Table.
Bursting the Bubble
This bubble wasn’t a monolith, mind you. Things started to change gradually.
Sometime around 1999, I read A Game of Thrones, which reignited my interest in a different sort of fantasy literature. After Wizards of the Coast acquired TSR in 1987, and as rumors and information of a brand-new edition of D&D began to swirl, I found myself online constantly searching for information. In 1999, Eric Noah’s Unofficial D&D 3rd Edition News became mandatory daily reading.
After we transitioned to D&D 3rd Edition around 2003 or 2004, we moved our weekly game to Sammy’s house. Sammy was a true personality in Puerto Rico’s gaming community—I’ve written about him before. To the best of my knowledge, he operated the island’s first dedicated TTRPG store out of his house in the late 80s. He had a dedicated game room with a massive table where multiple groups played. Suddenly, I was regularly interacting with old acquaintances and people I had previously only known in passing.
Other stores opened (and often closed) during those years, and we’d visit them. A friend of a friend opened a small FLGS, where I ordered a whole brick of all the early D&D miniatures released from WotC. Slowly but surely, I met and got to know other gamers on the island, many of them from the younger generation.
Plugging In
In 2005, I got divorced. With my life shifting again, I began spending much more time at Sammy’s house. I started dropping in on the other groups playing there and hanging out with fellow gamers away from the table. For the first time in a long time, I broke my strict “one-game-a-week” rule and joined a second weekly campaign as a player.
Online, I became an avid reader of The Order of the Stick. I loved their forums, as well as EN World, and started dipping my toes into the discussions, even if I felt a bit unsure about how to engage in those spaces at first.
By 2006, I was fully plugged into the TTRPG internet. I started reading blogs—Stargazer’s World caught my attention very early on. I also reconnected with Daniel Pérez (aka Highmoon), a friend who had moved to the mainland US and was actively creating TTRPGs and promoting the Puerto Rican gaming scene.
All this networking, reconnecting, and hanging out at Sammy’s house eventually led to a plan: a group trip to Gen Con in 2007.
That trip kicked off a markedly different era in my gaming life. But that is a story for the next post. See you then!
AN ANCIENT OATH. A POISONED TREASURE. A DUNGEON THAT REMEMBERS. Built by Celtic druids to defy Caesar, repurposed by the Knights Templar, and sealed for centuries, The Green Dungeon has been opened once more. A newly translated relic points to a hoard steeped in vengeance—and adventurers are already dying to claim it. Within lie three distinct entrances, each guarded by lethal riddles and unforgiving logic. Prime-numbered death traps. Sentient arcane platforms that punish imbalance. A druidic study where failure means immolation—and rebirth. Every challenge rewards observation, deduction, and restraint. Brute force alone will get you killed. At the dungeon’s heart waits a cenotaph bound by oath and silence, a descending shaft into stranger horrors, and a hoard that does not forgive greed. Take too much, and the dungeon will take everything.
This is an eighteen page dungeon of seven rooms (five, really) is a sloppy moneygrab of a “puzzle” dungeon. No one cares.
You know, I know I’ve got this informal list in my head of publishers and designers that just churn shit out and do not give a shit about it. I’m sure, also, that I forget them from time to time as they disappear, and thus if they reappear I’m likely to get suckered in again. What strikes me is that in the avalanche of crap these folks do not stand out. I should keep a list or something on the website, a Hall of Infamy or some such.
Let us start by looking ta the cover for this adventure. Can you read the text at the bottom of the cover? The blurb? Green on green in a fun font? Isn’t the purpose of the cover to draw you in and make you want to buy it? No one cared to look at it and think that, hey, maybe that’s not a good idea? Of course not.
This adventure is in the OSR category on DriveThru. “OSR” it says. The blurb also says “The Green Dungeon is a lethal, puzzle-forward fantasy adventure designed for 5th edition play”. Hmmm, copy/paste mistake? No, not at all. It’s a full on 5e adventure. Skill checks. 5e stat blocks. There has been absolutely no effort made AT ALL to make this an OSR adventure. They just took a 5e adventure and slapped it in the OSR category. A few more bucks to make, I guess. I’m sure there’s an apology in the future that says there was a mistake made and it should not be in the OSR category. Baby, I don’t know how that lipstick got on my collar, it must be a conspiracy! And no one will care. There is no cosmic karma. There is no god. Gygax will not come down and smite you with his ring. Hubris! Chutzpah! But THIS snake oil actually works! Oh, yeah, the adventure was not available when I purchased it. There was a PDF available for download. It was actually, once downloaded, just the cover. Nothing more, the same photo from the listing. Joy. No one cares. And why should they? The demon-haunted world was Sagen, not Nietzsche. Level?! Pfft,
Ok, so, puzzle dungeon. Some kind of archaeologists find some shit and there are three entrances, each four miles apart. Oh, yeah, this is some kind of druid/romans/templar shit, but whatever. Four miles apart. All three entrances lead to the same chamber, so, you’re actually doing whatever door you come in and the five or so rooms after that. Also, no mention of that four mile slog under the ground. Why are they four miles apart? It doesn’t matter to the adventure. No one cares.
Inside of each room you face a puzzle. There will be a carving with words on it. Sometimes it’s a riddle you have to solve and say the word outloud. Sometimes it’s just a clue. There is no differentiation. Did you say the wrong word and you’re supposed to say a different word? Or is it just a clue to what you’re supposed to do? Anyway, figure out the clue and do it exactly right or save vs death/die/whatever. Hey man, you know, from memory, “five book spines
bear a faint pentagram symbol. Their titles are Buer, Basilisk, Dragon, Sanzuwu, and Wyvern. Each book’s pages are blank.” Also “The middle shelf is carved with the numbers 5, 2, 4, 3, and 8, spaced as if to hold a single book above each.” Go! You did arrange the book by number of legs, correct? That you knew by heart? No? “Each creature must make a DC 17
Dexterity saving throw. On a success, the character drops to 0 hit points and begins making death saving throws. On a failure, they are reduced to ash.” *sigh* Each room is like this. Hallway gauntlet, with a bunch of comping mouths of metal. The plaque reads “I am indivisible except by one, within a decade, my timer runs, at first I rise, and hten I fall, only to rise again. My sequence speaks, heed its call and soon you will know when.” Guess exactly right or make a DC 20 death save. Or die. Every room. This is just absurd.
There’s no attempt to be evocative, or format things clearly, or even describe the puzzles clearly. Just some bizarre thing for the players to figure out, and then roll vs death. “The panes only respond to living weight—they ignore objects, inorganic matter, or summoned force.” So, don’t think you’ll be clever. You will solve this the way the designer wanted you to and/or die.
When you get to the treasure room at the end, if you take more than half then you die if you don’t make a DC20 check. No warning. So, know.
.Hang on, I’m gonna add that list to my ToDo list.
This is $4 at DriveThru. The preview is six pages. It shows you six pages of little cutouts you can make for the game. It’s almost like something is being hidden … or that they didn’t care.
https://www.drivethrurpg.com/en/product/553689/the-green-dungeon?1892600
They asked the guards where they might find the bridge the Shadows told them about. The Mole guards were surprised to see them still alive, but they told them how to find the bridge, though they warned them (so far as they knew) it was a bridge to oblivion. On the way, they met another chatty ghost trapped in a jar (this one they didn't let out) who seemed to confirm the bridge led nowhere.
They moved ahead, and soon they were crossing a ghostly but sturdy enough bridge into a magical darkness that was almost tangible. It always seemed to hang before then like the surface of a draining liquid. Eventually the bridge became a stone tunnel, and the tunnel gradually became vertical rather than horizontal. But then there was a light at the end. They stopped at a couple of places to reconsider their life choices, but in the end moved on.
They climbed toward the light and emerged through a well made from paper (collapsing it as they did) into a paper town. The buildings began to collapse, folding up around them, as did the various flat, cut-out people they saw.
They were approached by a cut out of a redheaded girl in a crown. She said she was Princess Seven, ruler of Paper Town, and she had been expecting them, "the heroes." She related the story about how the girl whose shadow she was had been given the Paper Town by a wandering minstrel on her birthday long ago. The minstrel had told her that someday heroes would come seeking a page from the book, and she must give them the town if the world was to be saved.
By now, the town had folded, shrank, and lost its color until it was a blank page. The Princess picked it up in her flat hand and gave it to Waylon. The party asked what would happen to her. She said she would go now to be reunited with the princess whose shadow she was, who had grown into a queen and died a long time ago. With than, the color faded from her, and she drifted to the ground, a paper cutout in the shape of the shadow of a seven-year-old girl.
The party broke the magic gems they had been given to return to the headquarters of the princesses. They found only one gnome guarding the equipment. He was surprised to see them as it had been weeks since they went on their mission. They were presumed to have failed, and the princesses and the amassed armies began the assault on the Sapphire City.
Realizing there was no time to lose, the party affixed the book page to a wall, then passed through the door into the outer sanctum of the Wizard in the Sapphire Castle. Crossing the circular room to the grand doors on the other side down a cerulean carpet, they were attacked by a mass of shadows from several other doors. Surrounded, the party fought through the minions surprisingly quickly (the shadows only rolled one to-hit roll in the double digits!), then listened at the door. Nothing.
Opening it, they found the Wizard on the other side, but he was not as they expected. He was desiccated and insensate upon his throne, energy draining from his body into the black, darkly glowing miniature sun that hung menacingly above his head.
Before they could do anything, a thick column of smoke-like shadow emerged from the orb, forming into an immense snake-like form with a human face. It spoke in a like the grind of heavy stone: "I am the worm that gnaws at the corpse of time. A cancer in the heart of existence. I have come to bring an ending to this world!"