Dead bodies turn up, purple with poison. Word reaches the village that a pair of bodies have been found at the ford of a lonely vale, slashed and bloated. A wyvern has been seen on the mountain nearby. The adventurers explore the valley below the mountain, on the search for the killer. Can the characters defeat a threat from the frigid mountains? Will they defeat the creature and overcome the curse of the peak?
This 55 page adventure presents a small wilderness area and a four level dungeon with about 75 rooms, with the dungeon proper using about sixteen pages. There’s a conspiracy afoot, or two, all caused by the dwarves in the dungeon that the party will no doubt get mixed up in. You might think of this as a “normal” dungeon that then has some framing to it to spice it up by way of the conspiracies. While not particularly evocative, it’s a solid little bit of adventure that perhaps illustrates how to add emerging plot to an otherwise “normal” dungeon.
The marketing blurb above lays out the basic situation that the party stumbles upon. Two imperial tax collectors turn up dead, fat with poison and covered in wounds and a wyvern has been seen flying about in the mountains nearby. If you poke about the wilderness some you find a few unusual things. A stream full of grey silty runoff. A farm near the mountains has had some improvements. A nerid is pissed her pond is now polluted with the grey runoff. There’s also a trio of ogres and their minions who have taken up residence on a small hill, waylaying passersby that the party can run afoul of.
In the mountains there was an old dwarf diamond mine that suffered a cave in and has been shut for a long time. A clan has moved back in and restarted the mine, surreptitiously. That’s causing the runoff. The farmer is working with them in exchange for his brand new roof and some new dwarf tools he has, as well as a future payoff. So far, just run of the mill stuff. But, the dwarves DID poison the tax collectors, who were getting too close to their secret, and have been flying a wyvern kit to scare folk off. Which is a tad complicated because there IS a young wyvern nearby as well. So, the party can kill a wyvern and the killings continue, which puts the party in bad with th (not really detailed) town. Not nice dwarves. Talking to the dwarves reveals a problem, there are monsters in the mine, could you pretty please? This is a trap, with the dwarves planning, through several subterfuges (including drugged food; breaking Host law! Forshame!) to kill off the party. The monster in the mine is a rock dude who is overseeing a nursery of rockling eggs that the dwarves fucked with and thus he’s been causing tremors to drive the dwarves away. Finally, the dwarves stole of “gem seeds” from him, and they are playing to make the underlying kindof dormant magma/volcano erupt to score a big diamond haul from the gem seeds. Which is also going to result in the nearby town and settlements getting ravaged from the eruption. And then, a dimensional dude is going to show up who wants the gem seeds also to create a gem warrior army for his rebellion efforts back home in his own dimension.
It sounds like a lot going on and maybe a bit convoluted, but I assure it is not. Instead, it is CONSTRUCTED, with what’s going on being the goals of the various entities. Let’s start by, say, building a dwarf mine/home/dungeon. They’ve moved back in to reopen a family holding and, being greedy fucks, don’t want to pay taxes and want to keep their secrets. So we’ve got a level or so of their clanhome and workings. And then have some abandoned parts with more verminy type creatures and a creature on the bottom causing them major problems. All pretty standard, yeah? And grounded in some real motivations, those yahoos who hate the gubberment and their taxes. Which fits in perfectly with the greedy dwarf thing. I love that it is playing to that, not just stout humans, but greedy fucking dwarves. And this is causing the killings, the wyvern thing, the fucking with the rock dudes nursery, the trick violations of host law, and finally the potential eruption. Who gives a fuck about the people nearby? We care about our clan .. and gems. Really nice implementation of demihumans as an alien culture that LOOKS normal until you dig deeper, and, one of the dwarf themed adventure I think I’ve ever seen.
Then, lets take that and build in the killings as a hook, and the required wilderness/overland portion to support the investigation of the “wyvern” attacks. We put in some clues for those paying attention, and dump in the nearest farmer as a further clue as they need a little support in their mine and have paid him off ‘in kind.’ We expand that wilderness a little also with the ogre fort to throw in some extra danger as the party tools around and then add the real juvenile wyvern as a decoy/aside to complicate the situation further. Everything is built around and supports the initial idea: the dwarf clan home/mine. Really excellent job constructing the supporting situations around the central conceit, which is itself built on the solid greedy dwarf foundation.
The encounter style is relatively terse. There some summary up front of the overall situation which helps frame the terse encounters. That summary could be clearer, it’s a little scattered, but it’s fine; one read through and you’ve got it. This allows for a wilderness encounter that reads: “3/Grey Brook- This stream is filled with a grey, cloudy silt. Dwarves or other underground creatures may identify the contaminant as dust from crushed rock. Those who have mined previously may identify this as mine tailings, from a process which pulverises rock.” That’s it. It’s a clue to more going on, a fact for the DM to build on. Or, a freshly hewn fence at the farm. A creek near the farm with a gangway hidden in bushes on one side and a cart hidden on the other side. Hmmm. Why’s that there? A body, killed by the “wyvern” may reveal stomach swelling … ingested poison. But you’ve got to pay attention, both as a player and as a DM to build on these little dropped facts and make it your own … in exactly the way a DM should in an adventure.
On the downside, the summary/intro is a little bit of a mess. It’s not a disaster, but things are scattered, repeated, and so on. It needs a hard edit with some laser focus to make it really stellar, but, again, not a disaster by any means. There’s not much for the town AT ALL, and a little bit more there in terms of personalities or complications would have gone a long way to supporting this part of the adventure. It’s essentially nonexistent. And the “adventures” presented in this section are really more of telling the DM the arc of how the designer expects things to happen. Investigating the killings, hunting the wyvern, finding the dwarves, getting fucked over by them maybe, the rock dude and dimension guy showing up … potentially the party being led there by the dwarves, and the potential eruption. The dwarves don’t really have an organized order of battle for when/if things go south with them. More of arcs or milestones than “adventures.” And, then the scale on the overland map is fucked up I think? It’s putting everything pretty much on top of each other if the “one square equals 20 feet” legend is to be believed. The writing could be a bit more evocative also. The rooms are fact based, maybe with a sentence or two on usage which is not supremely relevant. For example “7/Ablution Rooms These are a set of sparse washing rooms, divided for female and male dwarves. “Beard” dwarves wash with their sisters, for modesty. The rooms contain each contain three sets of chambers. The first is for dry clothes and towels, the next contains (cold) showers, and baths. The final room is for necessary (if unpleasant) functions. All of the rooms are solid, stone hewn, and work with hidden mechanisms, hiding unnecessary pipes, levers, or drains. “ No great sins here, but also nothing too evocative. The greater situations in the complex lend themselves to this fact-based descriptions, still allowing the greater play opportunities.
Pretty solid. Maybe a little cumbersome in places, which more focus would help with, but I suspect that comes with time and practive.
This is $3.50 at DriveThru. The preview is fifteen pages with a decent variety in there. Good preview.
https://www.drivethrurpg.com/en/product/553089/em3-wyvern-of-whitepeak-old-school?1892600
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Tunisian Crochet: A Stitch Dictionary with 501 Stitches to Explore by Lori Harrison is a treasury of Tunisian that belongs on every crocheter's shelf. While this book has been out for about a year now, today we're celebrating a new edition - Spiral Bound! Take a peek inside below, and then enter to win your […]
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0I saw this list format posted by Angus Abranson on Facebook, and I originally thought I’d be able to complete it easily. It ended up taking a bit more thought than I expected.
Despite my deep love for TTRPGs, fantasy, and sci-fi, my cultural reference points differ from those of many in my generation. Growing up in Puerto Rico, I had early exposure to Puerto Rican authors and literature in Spanish. When I eventually started reading the classics of the fantasy and sci-fi genres, my literary tastes shifted and expanded.
Here is my list of the top five writers who made me, in no particular order; these five are all equally influential. I know you’re traditionally not supposed to explain your choices on these lists, but I realize not all my friends may know every name here, so I’m adding some notes and links.
1. René Marqués: A Puerto Rican writer best known for his plays and short stories. I greatly enjoy his corpus. https://en.wikipedia.org/wiki/Ren%C3%A9_Marqu%C3%A9s
2. Jorge Luis Borges: The brilliant Argentinian short story writer and poet, who also translated major authors into Spanish. I find myself returning to re-read his short stories periodically. https://en.wikipedia.org/wiki/Jorge_Luis_Borges
3. Douglas Adams: His work really needs no introduction. The Hitchhiker’s Guide to the Galaxy fundamentally changed my taste in literature, but his entire bibliography remains among my favorite and most influential reads. https://en.wikipedia.org/wiki/Douglas_Adams
4. Edgar Allan Poe: I first read A Descent into the Maelström in a literature anthology in 8th grade, and it was a genuinely life-changing moment for me as a reader. His body of work continues to influence my writing and Gamemastering. https://en.wikipedia.org/wiki/Edgar_Allan_Poe
5. Margaret Weis & Tracy Hickman: Yes, this is cheating! I know it is two authors, but their truly influential work is decidedly what they create together. Their world-building defined exactly what fantasy was for me. https://en.wikipedia.org/wiki/Margaret_Weis https://en.wikipedia.org/wiki/Tracy_Hickman
The Five Runners-Up
And here are the runners-up. These authors are no less important than the previous five. When I sat down and considered who influenced me the most, the previous five (well, six, really!) just happened to come out on top. And yes, I know I promised five runners-up, but I am listing six here because I cannot leave any of them out!
William Shakespeare: The Bard! Any list like this is built partly on his work and its massive influence on world literature. From the first time I read Julius Caesar in 10th grade, through all the plays I read during my undergraduate and graduate studies, his impact on me is undeniable. No general Wikipedia link needed here, but I will link to my two personal favorite plays: The Tempest: https://shakespeare.mit.edu/tempest/full.html Titus Andronicus: https://shakespeare.mit.edu/titus/full.html
Enrique Laguerre: Another Puerto Rican author who greatly influenced me. His entire corpus is worth your time, but his novel La Llamarada is my ultimate comfort book. It is one I return to periodically for a re-read, much like another book further down this list. https://en.wikipedia.org/wiki/Enrique_Laguerre
Julio Cortázar: Another Argentine genius. His novels and short stories were incredibly influential to my understanding of narrative, even though I discovered him a bit later in life. https://en.wikipedia.org/wiki/Julio_Cort%C3%A1zar
H.P. Lovecraft: I originally started reading his work because of the Call of Cthulhu TTRPG, and his writing was hugely influential to me as a reader, writer, and storyteller. I’ve re-read his stories numerous times. As I learned more about who he actually was, his racism and bigotry rightfully made me reconsider his works. Still, his literary influence on the genre is undeniable, and reading him opened the door to other authors and genres I wouldn’t have known otherwise. https://the-artifice.com/lovecraft-racism/
Alan Moore: I loved Moore’s work before I even knew who he was. For the Man Who Has Everything (Superman Annual #11, 1985), Mogo Doesn’t Socialize (Green Lantern #188, 1985), and Whatever Happened to the Man of Tomorrow? (Superman #423 and Action Comics #583, 1986) These were all comics that touched me deeply and showed me the true possibilities of the medium. I later discovered his monumental works like Watchmen, V for Vendetta, Marvelman, and From Hell. The man has written my favorite comics, period. https://en.wikipedia.org/wiki/For_the_Man_Who_Has_Everything https://en.wikipedia.org/wiki/Superman:_Whatever_Happened_to_the_Man_of_Tomorrow%3F https://dc.fandom.com/wiki/Green_Lantern_Vol_2_188
Margaret Atwood: Of everyone on this list, she is the one I read most recently, but she has influenced me the most as an adult. The Handmaid’s Tale is my most re-read book. It has affected me more profoundly than anything else I’ve read in recent years and led me to explore her impressive, extensive output. Atwood is an author we should all read. https://en.wikipedia.org/wiki/Margaret_Atwood https://en.wikipedia.org/wiki/The_Handmaid%27s_Tale
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[…] Years later, a band of opportunistic brigands took shelter in the manor ruins. In the depths below, their leader, Halren Pike, discovered the dagger and fell under its influence. Compelled by its will, he now seeks out elves and half-elves, testing their blood in search of a surviving bastard heir to House Thalanor. Though the bandits themselves are not uniformly cruel, their leader’s fixation has led to kidnappings, imprisonment, and worse. Some captives are released after being “tested.” Others are not so fortunate.
This twenty page adventure uses about seven pages to present sixteen rooms, six above and the rest below, in the ruins of a manor occupied by bandits. It’s a tactical deathtrap as your small band charges in to a mesatop fortress with a lot of lookouts and bandits present. It’s a raid, with nothing going on beside that.
I dunno know. Either the designer asked for a review or it was in the OSR category trying to Puffery its way in to a few more sales. Ok, so, a long time ago there was an elf noble house that was mean to its subjects. People rise up and the lord kill himself and his family when things go south. His god is pissed at that. (So, you can be a despot and have a chill god but killing yourself and family so you won’t be taken is just a step too far.) Bandits move in a long time later. Their leader finds a dagger, cursed, that makes him test elves and half-elves by cutting them to see if they are the heirs to the elf noble house. This entire nonsense of stuff I find lame, with despotic elf nobles and the like. Man, just make them human. The whole “Demihumans are humans with pointy ears” thing is kind of lame. Where’s Jorune when you need it?
Back to this, the designer tells us, up front: “With a mere sixteen rooms, this adventure’s complexity lies not in a vast sprawl, but more so in the behavior of its inhabitants and the unpredictability of its emergent narrative. Will the party fight, bluff, negotiate, or sneak their way into the lower level? Will they seek a peaceful resolution, or simply kill all in their path? Will they rescue prisoners at the expense of time and stealth, or leave them to an unjust fate? These are the questions that must be answered, Gamemaster, over the course of play. Alas, I cannot prescribe them nor would I, even if I were so capable! “ Just to be clear, none of that really exists in any practical manner. I mean, yes, there are prisoners to rescue, but they are not really troublesome other than wanting to leave, just like all prisoners freed are. Nothing mentioned in that section is anything other than the normal course of play. Nothing special is going on. In fact, there’s a lot less special in this adventure than in most adventures. I don’t know. I guess if you play Napoleonic Miniatures and someone introduces a dungeon it might be remarkable, so, if you play D&D in hardcore 4e tactics mode then “Look! You can roleplay also!” might be interesting?
“Wood Door: AC 13, 18 Hit Points, and immunity to Poison and Psychic damage.” Oh, how I have missed this nonsense. There’s nothing funnier than then when pay-per-word padding becomes the de rigueur standard because people grow up with it. But doctor… I am Pagliacci!. And, of course, married to that are explicit illumination notes in each room. This is so dumb. I’m not sure who these things are being written for that this kind of garbage has to be included. Well, no, I guess I stated it above. It’s written for someone paying by the word. But the designer writing THIS adventure doesn’t know that. They think that’s how you write an adventure. The sins of PF Changs Pad Thai run deep. That’s not real Pad Thai, but you don’t know that. Once you have the real thing you’ll never be fooled again.
This is a frontal assault. There are nineteen bandits present, but six start not-at-home and return 10-40 minutes after the party starts fucking shit up. There’s not a super good description of the outside ruins environs, but from the map it looks like a cliff face with a landing on it ten or twenty feet up with fortress ruins on it. There’s a broad stair case up running parallel to the cliff face that then turns 90 degrees to run perpendicular to in to it. There are the remains of three watchtowers on the cliff “landing” ruins. There’s a bandit in the towers watching the approaches. There’s guard dogs sniffing shit out. The bandits have planted shriekers on the “unused” cliff edges as an alarm bell. There’s also a patrolling bandit, watching specifically the approach of the stairs, walking along the cliffside it is on looking for intruders. I’m afraid this is a tough nut to crack, even for my “burn it down and reroute the river method of murder-hoboing. There is a 10% chance a guard is asleep. Yeah? And, there is a secret door in. Right in playing view of all of the guards, on the stair landing where it turns 90 degrees. You gonna have to search for it and then make a history check at DC14 to recall the password. I don’t see how you do this under the guards’ noses. This all seems a bit much at level two. Well, for anything other than a pitched battle. Which is fine, but, it looks like a death trap to me with that approach. You could silence the shriekers … if you knew about them? And had access to level two spells? The secret door doesn’t seem reasonable. I guess that leaves bluffing your way to the top? I don’t know man. This feels like a hack … with the odds stacked against the party.
Inside it’s more of a hack, although not quite in the same “its a trap!” set up. There IS a curse you can break. You need to make an offering to a goddess of the correct type. Then commune with here. Then make a DC14 check. Then you’ll get a scroll that of remove curse. Then you gotta figure out that there IS a curse on the bandit leader and use the scroll. Yeah! Now they are just a normal group of bandits instead of a group of bandits that also “test” elves and half-elves by cutting them. Uh. Ok? Or, just stab the bandits? Oh no! The bloodthirsty demon has acne! Good thing you have him some zit creme, now he can get on with his reign of terror AND look good for his portraits!
None of this shit makes much sense, and, it’s just a hack. I have no idea why it is in the OSR section of DriveThru. Usually that means Shadowdark, but not this one. I mean, it’s basically just a 4e adventure. And you KNOW that’s not a compliment. More minis combat min-maxing then RPG.
This is $5 at DriveThru. The preview gets you eight real pages, including some keys. Good preview.
https://www.drivethrurpg.com/en/product/564113/the-ruins-of-manor-thalanor?1892600
In addition to the comics stories, it's filled out with articles by the likes of James Maliszewski and myself on related topics. My text piece is on comics adaptations of literary Sword & Sorcery characters.
You're going to want to check it out.
Head over to Kickstarter now to be notified on launch tomorrow.
The residents of Albert Square have been encountering the Doctor all over time and space for decades, right back to the legendary Patrick Trueman (aka Rudolph Walker) in The War Games nearly 60 years ago.
Since the 2005 revival of Doctor Who, dozens of actors from the BBC’s long-running soap opera have made appearances, from Zoe Slater (Michelle Ryan) in Planet of the Dead to Angie Watts (Anita Dobson) as Mrs Flood in the most recent Who era.
Here’s a YouTube video revealing 34 of the most recognisable EastEnders stars to have entered the Whoniverse this century:
Have you spotted any others?
And if you ever felt like Adric’s death needed its ’80s melodrama ramped up another notch, here’s the iconic final moments of Earthshock soundtracked with ‘Julia’s Theme’, the fantastically over-the-top version of the EastEnders end credits music reserved for only the most tragic of Albert Square exits:
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For decades, Rey Mysterio has been one of the most beloved and influential figures in professional wrestling. Now, the legendary luchador is stepping into a brand-new role that could shape…
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DC COMICS ABSOLUTE WONDER WOMAN #20 BATMAN #163 BATMAN THE DARK KNIGHT RETURNS #4 (OF 4) FACSIMILE EDITION DETECTIVE COMICS #1109 FLASH #33 GOTHAM ACADEMY FIRST YEAR #4 (OF 6)…
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Superman encountered several super-females during his long career, including his own cousin and various amped-up versions of Lois Lane and Lana Lang. But Susan Semple was a variation on…
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I’m thrilled about today’s interview. I’ve known the subject almost as long as the Puerto Rico Role Players group has existed. I’m sure we had many friends in common before that, and I’m sure we had crossed paths, but he is someone who came to the Geeknics, with whom I stayed in contact online, and with whom I have become friends thanks to gaming.
And I always love that his presence at Geeknics was a family affair, his wife, their kids. I remember running a game at a Geeknic (can’t remember which one) where he and his children played. Seeing Enrique and talking to him is always a pleasure. Getting a copy of his zine last February was a thrill. I love seeing Puerto Rican creators and game designers share their creations with the gaming community.
Here is the interview.
Introduce yourself! Who are you and what do you create?
Hey, I’m Enrique Vélez. I like games and like to tinker with game mechanics. Maybe one day I’ll be an accomplished game designer!
How would you describe your art or creative endeavor?
30% daydreaming, 30% brainstorming, 40% neglecting my day job.
Like most game designers, I started with some house rules for my campaign, then reverse-engineered the core rules of my favorite game at the time, and so on. For some time, I was building up to what would be a “Fantasy Heartbreaker,” but I’ve tempered my expectations and am currently aiming to publish a few zines and then see where that takes me.
How did you discover TTRPGs?
In my early 20s, I learned a lot about TTRPGs from internet forums. Back then, there were no VTTs, but we played a few sessions of D&D and West End Games’ Star Wars over IRC.
I didn’t have an opportunity to play in person until my early 30s.
Do you actively play TTRPG? What are you playing?
I’m currently playing an Eberron campaign on D&D 5.5. I recently started a Final Fantasy XIV TTRPG game, but scheduling it is going to be super tricky. Fingers crossed!
What do you want to play next?
I really want to GM some Daggerheart! I’m definitely going to, once the current D&D campaign is canceled, we all know those never actually end.
Playing Daggerheart at Titan Games with BrightcandleWhat projects are available, and what are you working on next?
I published Escalations & Commitments: a 5e-compatible TTRPG, 2nd Edition, by Enrique Vélez almost two years ago. A silly game about being stuck with D&D. It’s free to download on Itch! A quick read too, probably shorter than this blog post!
I wrote that game in a day using ideas I had been working on for years, basically as a way to get some ideas and frustrations off my chest.
I’m currently working on RadioPunk 20XX. It’s cyberpunk, but less edgy, with an intuitive and tactile dice pool system I made from scratch.
Right now, I could really use some feedback on the manuscript before I move on to playtesting. Stargazer’s World readers interested in lending a hand can reach out through Discord or Bluesky.
Where can people get your project?
Any closing thoughts?
Ask your game designer friend about their game. You’ll make their day.
Thank you, Enrique! So that you know, I am not a poser. Let me share some pictures of the zine he mentioned above.
And I have the signed copy, and no, I’m not posting it on eBay.
Last but definitely not least, let me thank Miguel Velez (Brightcandle), another dear friend, amazing person, and a great GM who is actively supporting the local gaming community, doing demo games and spreading the love of TTRPGS, including his participation yesterday May 23rd, 2026, where he was one of the GMs for Titan Games Daggerheart one-year-anniversary event, where he was one of the GMs. His pictures of Enrique are the ones I used in this post. Thank you for the pictures and the work you do, Miguel.
Fernando Menezes is one of those comic book artists whose work instantly grabs your attention. The Brazilian illustrator has built a strong reputation through dynamic storytelling, expressive characters, and exciting…
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