Feed aggregator

Adapting Secrets of the Immortals By Steve Miller From NUELOW Games To Jason Vey's Amazing Adventures From Troll Lord Games

Swords & Stitchery - Thu, 01/15/2026 - 04:38
 "There are those among us who are virtual Immortals. They age slowly, and when they die no matter what the circumstances they are nearly instantly recreated in a new body. Some of them choose to watch the world go by from the sidelines, recording events and sometimes offering guidance to mere mortals through wisdom that is born from the perspective of someone who has been part of history Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Gen Con important dates and Deadlines

Gamer Goggles - Thu, 01/15/2026 - 02:39

Gen Con Announces 2026 Registration Dates, Badge Prices

INDIANAPOLIS (January 13, 2026) Gen Con, North America’s largest and longest-running tabletop gaming convention, announced badge registration information today for its upcoming 2026 convention. Gen Con 2026 will run from July 30 to August 2 at the Indiana Convention Center, Lucas Oil Stadium, and surrounding downtown hotels.

Badges for Gen Con 2026 will be available for purchase on Sunday, February 8, at noon Eastern on gencon.com. The convention will continue to feature thousands of ticketed in-person events, a sold-out Exhibit Hall, an outdoor Block Party with the Sun King Beer Garden, numerous food trucks, and live entertainment.

Badge Registration    

Gen Con 2026 4-day and single-day badges will be available for purchase beginning at noon Eastern on February 8.

Badge TypePrice4-Day$164Thursday$83Friday$83Saturday$112Sunday$41Trade Day$302

Hotel registration for discounted rooms in the Gen Con housing block will begin at noon Eastern on February 22, and event registration for ticketed events will open at noon Eastern on May 17.

Mark your calendars You don’t want to miss these dates.

Categories: Tabletop Gaming Blogs

D100 Inner Earth Encounters Table for Castles & Crusades, Xul’Abas the Ossified NPC, New Monster Ossified Ghoul (Undead), & New Dungeon - The Echoing Sepulcher

Swords & Stitchery - Wed, 01/14/2026 - 20:38
 In the Castles & Crusades system, Inner Earth (often referred to as the Deep or the Infranight) is a realm of high-stakes resource management and primordial danger.Below is a d100 table of encounters designed to challenge a party’s Prime Attributes, resource levels, and survival instincts.D100 Inner Earth Encountersd100Encounter TypeDescription01-02EnvironmentalSulfur Pocket. Strong Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

OSR Christmas - Still in Flu Hold - Aiming for Jan 18th

Tenkar's Tavern - Wed, 01/14/2026 - 16:53

Sorry, but the brain fog and sinus headaches have lingered, which makes sorting and matching an imprecise effort at the moment.

I'm taking a few days of near total downtime - videos done and uploaded - just a few nightly livestreams.

Aiming to reset for Sunday.

Thanks for your patience.

Tenkar

Categories: Tabletop Gaming Blogs

Speckle Cloud Dishcloth Set Tutorial

Moogly - Wed, 01/14/2026 - 15:30

Whether you crochet right-handed or left-handed, these Speckle Cloud Dishcloth Set video tutorials make it easy to follow along and stitch up something pretty! This beginner-friendly pattern uses simple stitches to create soft scallops in two practical dishcloth sizes. Scroll down to choose the video tutorial that works best for you and start crocheting! Disclaimer: […]

The post Speckle Cloud Dishcloth Set Tutorial appeared first on moogly. Please visit www.mooglyblog.com for this post.

0
Categories: Crochet Life

The Grotesques’ Grotto

Ten Foot Pole - Wed, 01/14/2026 - 12:11
By Amerlia Luke
Necrotic Gnome
OSE
Levels 2-4

When an earthquake unseals the long-buried temple of the wild god Iakos, whispers of visions and ancient treasure draw witch hunters and adventurers alike. Four royal witch hunters entered and never returned. Now the way lies open. Dare characters brave the delirium-haunted ruin, discover the witch hunters’ fate, and claim what lies within?

This sixteen page adventure uses about nine pages to describe sixteen rooms in a newly unsealed “Greek Mysteries” cave/temple/place. A decent little adventure that sprinkles in a bit of various interactives and does good enough describing things. Meh, it’s fine. And “Meh, it’s fine.” is good enough. It’s a sixteen page dungeon in a sixteen page adventure; it doesn’t need to change the world. Also, it’s OSE but doesn’t use the OSE style guide, for you haters.

We’ve got Ye Olde Mysteries Cave here. You know, all volcanic vapours and oracular visions and all that jazz. Cept it got sealed up. Cept it just got UNSEALED up by an earthquake. (“An Evil Earthquake? With frigging lasers?”) Chasing downs ome rumors, four royal witch hunters went in. And didn’t come out again. Ought oh! Inside we’ve got three Grotesques, avatar/servants of the god. And after being sealed up for a thousand years they are desperate for new things to predict, having been isolated for so long. Two of them steal secrets from each other and hate each other. The third wishes to bring fulfill a prophecy and bring out the destruction of the temple. Slight case of ennui there buddy? Tried the Camus? Some people get comfort from religion. Oh, sorry. 

Already we can see a few interesting things, just from the setup. The call back to the actual Delphi is a nice one, this kind of an appeal to a cultural memory that then overloads all of whats to come in the adventure. I sometimes refer to room titles in an adventure, instead of putting in “Room 1” you instead say “1. Pristine Kitchen” This lets the mind get a kind of framing of the description to come. Everything is seen through the lens of Pristine Kitchen. And the appeal to the heritage is much the same. Ophelia comes with context. History. All the media that’s every existed that has leveraged it that the DM and the players have consumed, consciously and subconsciously. And so all of that is leveraged when an adventure makes direct or oblique references to it. It’s all about bringing more than the actual words written to the page. Big vs Cyclopean. And then also the Royal Witch Hunters. Specificity. There’s not much more information so the mind naturally races to fill in the gaps, wondering. Not “adventurers.” Or the better “Mercenaries.” Or the better “Murder hobos.” But the better still “Royal Witch Hunters.” One still lives, inside the cave/temple. “Mu freely volunteers that this is the witch hunter Crawe, who was set upon by Empties when Mu tired of him. Mu is able to reverse the process but sees no reason to.” Nicely done. Except, also, I don’t give a shit about the witch hunter, Crawe or not. No reputation for good or ill, no connection. The royal witch hunters don’t really get enough for anyone to really care about their fate. I guess the various prisoners in the OG adventures don’t really either. “Elf. Will join party for one year.” But, also, it’s clearly meant to be a kind of motivation since they Do get the title “royal witch hunter” instead of “elf.” Ahhh, I’m not really bitching here, I’m just pointing out the disconnect. 

Monsters noted on the map, which is the OSE style. The keywords style isn’t really present here. These are more like a traditional read-aloud and extra information format. Here’s a screencap:

I don’t mind the old keyword style, but I do know it gets under the skin of the traditionists. I do like a more sentence like structure, but, that’s just personal preference. Whatever works and the old OSE style works as does this one. Nice little offset in a color box, some bolding. Not the biggest fan of “see area one”, but whatever. Soggy Earth. Silver Pool. Murmuring. Nice descriptive words. It doesn’t always follow through like that. “Ornate stone table” “honeycombed shelves” and the like. But it’s clearly trying in both instances.

Oh, also:

From that read-aloud I think we can tell that, maybe, it’s not read-aloud. If it IS read-aloud then it over-reveals. So, then … it’s a DM summary? That we riff on to players? I’m not actually sure it’s either. And I think it shows in my feelings towards this thing. I’m not sure it knows what it wants to do with that text. That kind of muddiness is what is influencing my “meh” attitude toward this. It can’t lean in. And so I can’t. As a read-aloud it over-reveals. As a DM summary it is no summary. So … ?

Monsters get some ok descriptions. “A giant, bloated maggot, 20? long,
armoured in a shimmering, polychromatic exoskeleton. Six 10? long tentacles ring its small, toothless maw” Or how about “pity”, “Pity 5? tall, female water spirit with fey, elf-like features. Nearly skeletal, tousled hair, feral eyes. Clad in a spectral, tattered gown.” Nice appeal to what one would normally expect of a water spirit … after a thousand years. These are not winning any awards but they are so much better than one would normally see. [Also, as an aside, the artwork in this adventure compliments the descriptions quite well. The entrance illustration in the first screencap, for example. And the water spirit brings the kind of emaciated horror without going overboard. Simon Underwood, with Gavin as “Art Direction”, whatever that is. He told Simon what to draw?] Anyway, the monster descriptions are up front in their text and focus on what they look like, act like, interact as. Which is what the fuck they should do.

And, thus, interactivity. We’ve got some “steal the loot without busting the tree pustule” stuff. (Which, I note, doesn’t really come out in that summary description, explicitly or implicitly.) We’ve got the three Grotesques, who want to talk until they get bored with you. (Always good advice in every situation: don’t be boring.) Maybe they want you to go steal something. Pity, who wants to eat two people. A prisoner. And the whole “fulfill the prophecy” thing. There’s some stabbing and talking. I don’t know. It feels a little lacking. Then again, I might just be bitching about the small size. Four or five different things going on in sixteen rooms is a little cramped, yes? Anyway, not many mysteries to discover here. But, also, a nice little “push” on what to do if the party fucks up the prophecy, as well as some decent consequences for fulfilling them that doesn’t fuck shit up too much but still provides something meaningful. And, nice magic item. This is the kind of non-generic shit that really gets me going. escalate in villainy. Make those asshats Grotesques do some shit for you. 100′ caldera. Nice job!

I’m not mad, not at all. I think it’s one of those cases where you see potential and its not really attained. I suspect its the smaller size of this place. A little more expansive complex, more space to breathe, to match the scope. Anyway, good effort here, just not quite enough.

This is $5 at DriveThru. The preview is twelves pages. More than enough to make an informed purchasing decision. Necrotic Gnome hitting that production pipeline checklist!

https://www.drivethrurpg.com/en/product/547110/quick-delve-2-the-grotesques-grotto?1892600

Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, April 1985 (week 3)

Sorcerer's Skull - Wed, 01/14/2026 - 12:00
I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on January 17, 1985.

New Teen Titans #7: José Luis García-López arrives as new penciler so this issue looks gorgeous, whatever else. We get the return of Azrael (though he isn't given that name in this issue). I appreciate that, even though this book and Tales aren't taking place at the same time, similar topics (like this winged alien) come up concurrently in both. It does make it difficult keeping recent events in each title straight, though. Anyway, not long after Azrael shows up, again declaring his love for Lilith, she's kidnapped by her mother, who turns out not only to be a ruthless businesswoman also the Titan of myth, Thia. The (Teen) Titans go to the Amazons for help with this Greek mythology stuff, but they find Paradise Island in ruins and all the Amazons gone.

Batman and the Outsiders #20: Aided by Jane Denniger, the whip-wielding Syonide and some goons go to kidnap Halo and her parents. They are working for Black Lightning foe Tobias Whale, who believes Violet Harper is feigning her amnesia and still has in her "photographic memory" a formula her and her deceased boyfriend stole. Halo manages to summon the Outsiders, but her parents still wind up getting killed by Syonide. As they are dying, she tells them she has regained her memory, and she loves them. At their graveside, she reveals to Katana that she still doesn't remember her past life at all and the lie was to comfort them.
While Jane Denniger is likely unreliable, her version of events paints the previous Violet Harper as more than the delinquent I had taken her for but a full-on sociopath. Nothing in the issue contradicts this narrative, though obviously as we still don't know how she was resurrected, there is more to be revealed. 

Blue Devil #11: Klein and Smith/Gustovich sub in with this even more humor-oriented that usual story. The Blue Devil movie is over-budget, Werner is breathing down Marla's neck to wrap things up, and Dan is sick. When Werner's auditor comes for a visit, an unconscious Dan dreams a series of surreal sequences where he is pursued by the super-villainous Auditor. In the end, though, the real auditor proves a nice guy, the movie is completed, and Dan gets medical attention. 
These recent issues make it seem like they book doesn't really have a direction.

Conqueror of the Barren Earth #3Cohn and Randall pick up where last issue left off with the armies of Zhengla confronting the Harashashan. Jinal maneuvers the situation so that the Harashashan join Zhengla's army of conquest. In all public ways she appears the loyal consort of the conqueror, but their all hints she may be playing bigger game. The rulers of D'Roz think so, as they fear Jinal will manipulate Zhengla into attacking them. They lay a trap with a community of stranded Qlov, but it backfires, and Jinal has to do little convincing to get Zhengla to turn his sights on the city.

Green Lantern #187: Well, the Wein and Gibbons run didn't amount to much, though they did introduce some new elements (namely the Predator and Hal giving up the ring) later teams will have to deal with. This issue is a fill-in by Kupperberg and Willingham before the new, regular team starts. After Rich's funeral, Carol and Hal both note the distance in their relationship, but neither knows the cause. It isn't helped when Carol finds the Predator in her house. He again declares his love, and Hal shows up to fight him, but gets beaten up. Meanwhile, Bruce Gordon decides to leave Ferris Aircraft, and Stewart as Green Lantern flubs the rescue of a space shuttle (though it turns out all right, no thanks to him). Frustrated by his mistakes, he goes to the Oans to request training, and they assign Katma Tui to help out.
There's a backup Tales of the Green Lantern Corps by Baron with atypically cartoony art from Rogers. It's the story of a mom Green Lantern that uses a bubble blown with her kid's toy to escape a yellow energy bubble.

Infinity, Inc. #13: This is the last issue penciled by Newton before his death. Shooter allowed Joe Rubinstein to temporarily waive his exclusive contract with Marvel to ink it.  Silver Scarab, Fury, Jade, and Nuke Four take a vacation on a secluded tropical island and do some skinny-dipping. They meet up with a woman named Rose who has been alone on the island sometime, studying its flora. That night they are attacked by Thorn who claims to be Rose's sister and wields plant control powers. They defeat her and leave, taking Rose with them, unaware that she and Thorn are actually the same person. 
There's a pinup at the end of this issue by a young artist named Todd McFarlane who we are told will be doing more work for Infinity, Inc. in the future.

Superman Special #3: The writing credit is Bridwell/Wein, and it definitely seems like a Bridwell story as part of it deals with tying up the loose end of a previous story establishing that a Daily Planet employee inadvertently discovered Superman's secret identity. After getting hypnotized by his nephew (a stage magician), he spills the secret. The nephew uses it to harass Clask briefly, all in good fun of course. Meanwhile, Superman is trying to deal with a reconstructed Amazo and bring in Professor Ivo. Superman manages to accomplish all this, then super-hypnotizes (with their consent) both the Planet employee and the magician to make then forget his identity.

Sgt. Rock #399: In the main story by Kanigher and Gonzales, Rock is with the remnant of Baker Company when they are ambushed by the SS and killed after surrendering. Easy finds the site of the massacre and Rock's dog tags, so they assume he is dead. But then who is pursuing and picking off the SS soldiers? Spoilers: Rock isn't dead.
The second story, written and drawn by Darren Auck is a futuristic story of two highly trained soldiers representing the two power blocs going at it one on one. The loser is surprised to find out he's being facing a robot.

Saga of Swamp Thing #35: Moore and Bissette/Totleben return to a bit of an environmentalist message as a toxic and deranged homeless man ("Nukeface") from a Pennsylvania town abandoned due to a coal seam fire and turned into a nuclear waste dump arrives at the swamps around Houma. He kills one man by sharing his deadly hootch, then poisons Swamp Thing. I had thought perhaps this issue was inspired by the 80s horror film Street Trash, but it predates it by over 2 years.

Warlord #90: I reviewed this issue here.

Who's Who #2This issue has a lot of bat characters. Earth-One Batman's text crowds his picture into a small size. They'll be more willing to give major characters two pages in later issues. Interesting, Azrael gets a half-page here, though he's only really had teaser appearances so far, it doesn't give the entry much to go on. Also, Black Canary is shown in a new costume--one that hasn't appeared in a story yet!

The Mission Encounter: The Bio-Signature Gambit Including Introduction, random tables, and player hand outs

Swords & Stitchery - Wed, 01/14/2026 - 05:26
 This script is designed to be read aloud to your players. It transitions from the "blue-collar" reality of Hostile/Orbital 2100 into the high-octane horror of the hunt.Title: The Sound of the Meat-Grinder(Begin with a low, industrial hum. If you have ambient background music, use something metallic and rhythmic.)"The contract was supposed to be simple. You’re three weeks into a deep-space Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Heading out to PAGE

Bat in the Attic - Wed, 01/14/2026 - 03:01

Packing up and heading to the Philadelphia Area Gaming Expo.

I’ll be running Scourge of the Demon Wolf and The Deceits of the Russet Lord on Friday and Saturday, and I’ll be sharing my thoughts on the State of the OSR during a panel on Thursday morning.

Hope to see some of you there!



Categories: Tabletop Gaming Blogs

Terror Combined - Blending The Wretched Darkness Rpg Setting and The Invisible College Into a Horror Campaign

Swords & Stitchery - Tue, 01/13/2026 - 19:26
 Yes, Wretched Darkness and The Invisible College can work together quite effectively for a campaign. They share a common "DNA" in terms of mechanics and atmosphere, making them one of the easier crossovers to manage.However, it’s important to clarify which version of The Invisible College you are using, as there are two very different games with that name.1. Compatibility with The InvisibleNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Apathy Is the Final Edition

Ultanya - Tue, 01/13/2026 - 16:24

The worst part of fandoms is loyalty to a fault.

Not passion. Not enthusiasm. Loyalty. The kind that treats criticism as betrayal and assumes that admitting a bad product is the same as admitting personal failure. When something you like becomes part of your identity, any flaw stops being a design problem and starts feeling like an attack.

That reflex poisons honest discussion.

NuD&D benefited from this for a while. Every criticism was met with deflection. “It’s not for you anymore.” “You’re just resistant to change.” “You’re overreacting.” The goal was never to defend the quality of the product. It was to protect the emotional investment people had already made.

But loyalty cannot generate enthusiasm. It can only suppress dissent.

Looking back now, NuD&D did not spark excitement. It did not create defining arguments or memorable moments. It did not inspire players to care enough to keep fighting over it. Instead, it relied on goodwill accumulated from decades of better work and expected that goodwill to do the heavy lifting.

That only works once.

Engagement drained away quietly. Not in protest. Not in outrage. Just absence.

And absence is fatal to a hobby.

My prediction for 2026 is not a collapse or a dramatic failure. It is something more mundane and more damning. NuD&D quietly exits the conversation. It remains on shelves. It remains technically alive. But it stops being discussed, argued over, or cared about in any meaningful way.

No backlash.
No redemption arc.
Just silence.

And silence is what happens when loyalty finally runs out of excuses.

Categories: Tabletop Gaming Blogs

Venture & Tempest: A Furls Crochet Giveaway

Moogly - Tue, 01/13/2026 - 16:00

There’s nothing better than starting a new year with tools that feel as good as they look. And today I’ve got a very special treat for you - I’m giving away a Furls Venture Leather Hook Roll in Plum, paired with three gorgeous Tempest Blue crochet hooks in some of the most-loved sizes: 4mm, 5mm, […]

The post Venture & Tempest: A Furls Crochet Giveaway appeared first on moogly. Please visit www.mooglyblog.com for this post.

8
Categories: Crochet Life

The Invisible College RPG By Rpg Pundit Explained & Expanded

Swords & Stitchery - Tue, 01/13/2026 - 05:46
 The Invisible College is a modern-day occult conspiracy tabletop RPG created by the RPGPundit (Kasimir Urbanski) and published in 2021 by Well of Urd Press. I've started rereading this rpg after watching The Red Room's older video. It is designed as an "authentic" magick simulator, meaning it draws heavily from real-world Western occult traditions, Hermeticism, and historical Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Doctor Who: Circuit Breaker Novel by Jo Martin

Blogtor Who - Tue, 01/13/2026 - 00:00
The Fugitive Doctor herself, Jo Martin, contributes a new novel to this year’s multi-media event Circuit Breaker

More details about this year’s Doctor Who multimedia event are beginning to emerge. Circuit Breaker follows in the footsteps of Doom’s Day and Time Lord Victorious with a story arc that twists and turns through comics, novels, audios, and games. As Blogtor Who previously reported, the storyline features the return of the mysterious Fugitive Doctor. Moreover, it sees her team up with Kate Lethbridge-Stewart and her UNIT Tower team. And listings now reveal that one of the entries in Circuit Breaker will be the debut novel by the Fugitive Doctor herself, Jo Martin.

Esmie Jikiemi-Pearson, author of The Moon Cruise and the Target Books novelisation of The Church on Ruby Road has crafted the overall Circuit Breaker narrative. So, though there’s no official confirmation yet, it seems likely she will be co-writing September’s novel with Martin.

Out on the 3rd of September, the 240 page hardback novel is available to pre-order now. You can find links from your preferred vendor on the official Penguin page here.

 

Doctor Who: Circuit Breaker – a new multimedia event for 2026 (c) BBC Studios Doctor Who: Circuit Breaker

Strange alien artifacts begin appearing inside UNIT’s Black Archive. Each object is unmistakably linked to a different incarnation of the Doctor, but they’ve been tampered with. A corrupted energy signature of unknown origin pulses through them, and their sudden arrival has torn tiny ruptures across time and space.

UNIT is out of options. To repair the damage and restore the timeline, the objects must be returned to the exact moments they were taken from. If not, the Doctor’s adventures – and the universe itself – could unravel.

 To solve the mystery, UNIT calls upon a little-known incarnation of the Time Lord: the Fugitive Doctor, played by Jo Martin, who returns in a central role. But how does UNIT know about her? And is she the Doctor they expect?

The post Doctor Who: Circuit Breaker Novel by Jo Martin appeared first on Blogtor Who.

Categories: Doctor Who Feeds

A D100 Barbarian Sword & Sorcery encounter table & The Witch Prophet NPC for Castles & Crusades

Swords & Stitchery - Mon, 01/12/2026 - 17:16
 In the world of Castles & Crusades, a Barbarian encounter shouldn't just be a stat block—it should be a moment of high adventure, clashing steel, and primitive mystery.This table is designed for C&C’s "Attribute Check" system (the SIEGE Engine). Many of these encounters require Strength or Charisma saves (CL 1-10 depending on level) to navigate the physical or social dangers.D100 Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

GOZR Scraps and Bits

Doomslakers! - Mon, 01/12/2026 - 17:02

In the process of creating GOZR, I left a bunch of stuff on the cutting room floor and changed a lot of it as I went along. Just the process of editing and what-not. Here's the original GOZR map vs. the final version.


Really happy I went this direction. The original map is fine, and I think if I had finished it up it would still look pretty good. But the final version feels more intuitive to me. The north-south direction of the river is a line that grounds the whole thing and helps place all the elements where they are supposed to be. To the east you have endless dunes and to the west you have endless badlands. Down south you got endless bogs and forests and up north... endless mountains. And there's the city right in the middle.

 

Categories: Tabletop Gaming Blogs

Children of the Stone

Ten Foot Pole - Mon, 01/12/2026 - 12:11
By Matt Kline
Creations' Edge Games
S&W
Levels 9-11

Merchant caravans passing through the valley known as The Walled Path have reported being attacked by roaming earth elementals and brigands with rock-hard skin. Signs point to the return of an evil cult…. [Shitty low-effort marketing blurb]

This fifteen page adventure uses about seven pages to describe ten rooms in a simple cultist cave. Garbage, as the french would say, [hey, foreign-folk, I was gonna be all cosmopolitan and shit and put an accent grave over the e, but I forgot how in WordPress. Oops. Sorry] with an uninspired and lame setup, mediocre writing, and nothing interesting on. [Shitty low-effort marketing summary]

For as much as I loathe my own continued existence, I do get to tell the same stories over and over again. Like, when a young little Bryce discovered this “OSR” thing, full of wonder and joy! And the forums! Full of people just as excited! And, look, a list of adventures to get, and the people say they are good! Except they were not good. They sucked ass. Boring adventures with mediocre, at best, writing. And, thusly, a tenfootpole. This adventure is a throwback to, what fifteen years ago? That same kind of nonsense I encountered back then, returned anew. [Shitty low-effort self aggrandizement]

Ohs nos! Some caravans have gone missing! The merchants guild hires your LEVEL ELEVENS!!! Jesus Christ man .. are you all winos? What he fuck, tired of killing the heads of all of the pantheons so yu’ve hiring out to the local merchants guild? For … 1000gp? Man, I’m not even pissing my pants, my own or someone else, for 1000gp if I’m level eleven. Fuck me, a level six in OD&D, is essentially unkillable, if the player isn’t dumb, as long as there isn’t a confusion spell or some shit. And these are level elevens. Sure thing. Oh, and if hiring out to the merchants guild, WHO GIVES YOU A PLANER SEAL, isn’t your kind of thing then the designer suggests that “Perhaps the group has agreed to serve as escorts for a caravan passing through The Walled Path when they come under attack by members of the cult.” You know what low effort means, right? Of course you do, you read this shit for some reason. And All of the bandits inside, like, I don’t know, eight bandits in total? are 9hd. That’s like lords in their own right, but, whatever.  [Shitty low-effort focus on non-adventure component.]

Shitty low-effort screen-grab

An entire page for the storage room. An entire backstory for the storage room. A shitty little uninspired read-aloud for a storage room. A group of bandits that appear a million words after the read-aloud with no other indication they are in the room. Oh, oh, and, for it being an entire page, the text in a DIFFERENT rooms reads: “The bandits here are used to breaking, cracking, and splintering noises coming from the north. There’s only a 20% chance each round of combat in Area 2 that they will wake and head north to investigate.” It’s a page long and you can’t even tell us IN THIS ROOM who reacts to noise from inside of it. There’s no fucking reason for ANY of this. You’re fucking level eleven man, have some self respect. What’s next, rats in the widows basement? What’s the use of any of this?! What’s the purpose?! [Shitty low-effort commentary without ending punctuation]

There isn’t one, is there? It’s just a shitty low-effort production. This is not a level eleven adventure. Or a level nine adventure. At BEST it’s a level one adventure. And, if I was playing in a new game and this was the level one adventure I’m not coming the fuck back for session two. There’s nothing here. Just stabbing some level nine bandits. Ohhh, they have STONE SKIN, so they have an AC three better than normal. Great. I am thrilled. Awe and wonder. Magical moments. Just turn the handle and crank out the shit man. Make it level eleven so, I don’t know, you can put in some earth elementals? I mean, they don’t really serve any purpose. All you do it’s stab everything in all of the rooms. And get your bags of 1,500 silver pieces. [Shitty low-effort attempt at a rant.]

This kind of shit robs the joy from the game of Dungeons & Dragons. [Shitty low-effort disguised ad hominin attack]

This is $1.50 at DriveThru. The preview is four pages. You get to see the setup, but nothing of the adventure. [Shitty low-effort preview.]

https://www.drivethrurpg.com/en/product/547794/children-of-the-stone-a-swords-wizardry-mini-dungeon?1892600 [Shitty Low-effort cash grab]

Categories: Tabletop Gaming Blogs

Pages

Subscribe to Furiously Eclectic People aggregator