Through my early 30s, I was an avid comic book collector. When I stopped collecting (nearly 20 years ago), I stopped cold turkey. Now, I'm quite happy to buy comic book bundles to read on my iPad, as it no longer requires poly bagging and storage issues. It is simply so much easier. :)
The Humble Comics Bundle: New and Classic D&D by IDW Publishinghas a large selection of D&D comic book titles. Most tempting for me personally are the Dragonlance titles. I don't think I have the patience to reread the original novels, but in comic book form on my table, I'm good to go. You can grab a bundle for as little as a buck.
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I've always enjoyed the fiction set in the Warhammer and Warhammer 40k settings. The stories are generally suitably dark and quirky and scratch that itch for me that more general sci-fi can't.
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Today's Deal of the Day is Pyramid of the Lost King for Swords & Wizardry. I've owned this is PDF since it released and I am dying to run it, as it is as much setting as it is an adventure. There is a lot of meat on this bone, and it's in my wheelhouse, as it's geared to levels 1 to 5.
Millions of year ago the lands of Usarm were devastated by a great Cataclysm in the final days of the war between the Gods of Usa’arm and the demonish threat of the N’zi. In the wake of a final assault by the Usa’arm the very fabric of reality was torn asunder flooding the world with arcane energies and rips that sundered other worlds and realities … and in the process sank Usarm into the dark depths of ruin.
Now, Usarm is home to races and monsters dragged through those rips; refugees who now call a world ravaged by magic home. Wars between some races is common, and a dark threat rises in the North and another in the far south. A south that until now was left unexplored by the peoples of Usarm.
Intrigued by the prospect of riches the Merchants Guilds of Newrk stretch their arms and money into the great southern desert of the Saragubi hoping to find new peoples and new cultures to trade with and to grow more wealthy by.
Pyramid of the Lost King is designed for play with Frog God Games Swords & Wizardry and can be enjoyed by characters of the first to five level and is as much a campaign as it is an adventure. Within this book lay the trade city of Basq, the Rift Bridge, the Saragubi Desert, and hours of adventure for all who are foolhardy enough to venture into the Desert.
edit: I was reminded there was a guest review for this from back in 2018:
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Sometimes you simply have to wonder. Maybe even scratch your head. Everyone and their mother want to have THAT Kickstarter. The one that makes them a household name in the gaming industry and means they will never have to be a cog in someone else's business model ever again. Another rich and famous game creator. Sadly, the reality is that Kickstarters that hit those life-changing amounts of pledge dollars are somewhere on par with the odds of hitting it big with Lotto. It can be done, but it needs more than luck, hard work, and name recognition. It often needs something resembling the planets coming into alignment.
Now, do 13 10 (as three were canceled) successful prior Kickstarter projects mean you can hit a $100k payday with your latest?
Hmmm- The most backers Daniel had before his current project was 124. The most monies raised on a successful project by Daniel was $2,179. That's okay though because his eyes are big and are focused on the prize:
Now, over two weeks into the funding period of the Apocalypse 5E RPG Kickstarter, he has 72 backers and just shy of $3,700 in funds raised. With two weeks left to fund.
Simply put, this will not fund. Not now at $100k. Not if rebooted at $10k. Certainly not to raise 1 million. Dare I say it, but this is delusional. The leap it takes to go from where he is to where he wants to be is nowhere in the realm of reality, but I've seen this many a time. From names well known and not so well known.
The question to ask is "who will be to blame" for the project's failure to fund? Certainly not the creator. It never is.
Strangely enough, even the name of this project isn't accurate, as Apocalypse 5E RPG isn't a stand-alone RPG as the title would imply, but as the Kickstarter page itself says, it's a "post-apocalypse RPG setting handbook that allows you to use 5E rules and combine fantasy and sci-fi themes."
Or is it?
I'm sure this would have done well on the DM's Guild, though not in the amount that the author would have hoped for.
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Sure, their attempts to appease the loud voices that don't actually play their games often fall flat, both with fans and those with the loud voices. This time, it's the less loud, but consistent voices that got heard, and I tip my hat to WotC for doing right by the fans of Mystara, also known as The Known World.
On Saturday, April 10th, over on the Piazza, it was announced that Jeff Grubb's lost manuscript of the Mystara Setting for AD&D 2e was going to be released to fans for free later this year at The Vaults of Pandius
Indeed, the cat is out of the bag now - I had been intending to make the announcement on the release of the unpublished AD&D Mystara worldbook. I had been in contact with Wizards of the Coast from whom I received consent to release it. Since then I've been working on editing the document to tidy it up, and to learn some graphic design to put the product into a more polished output. Given that the 25th anniversary of the Vaults was coming up I thought that that would be an appropriate date to work towards its release.
The Mystara Sourcebook was commissioned by TSR in 1990s and was to be part of the companies relaunch of the Classic D&D setting under the AD&D 2nd Edition rules. Mystara first appeared in published form in 1980 with the release of the adventure X1 Isle of Dread and was from that point on the default setting of the B/X and BECMI D&D line which also incorporated Blackmoor.
Sadly, the nearly completed book that Jeff Grubb had written was never published as curious reversals of decisions within TSR's management and sales department at the time suddenly decided that instead of a book presenting all of Mystara to AD&D 2nd Ed fans, they instead wanted a product focusing only on the Grand Duchy of Karameikos.
Jeff Grubb describes some of the contents of "the lost manuscript" on his blog, Grubb Street.
Lastly, there were suggestions of publishing this anyway. The document itself was in first draft state and then abandoned before it was completed, is awash in typos, sarcastic comments, and unfinished sections. It is unplaytested, unreviewed, unrevised, and untouched by human hands. Even with permission, it would need a lot of work. So I have doubts about its usefulness, other than as a historic artifact. But I am posting here a summary of what survived in the files I had printed out at the time. I'll point out that most of them are just gatherings of previous information scattered about the various Gazetteers, updated and brought into 2nd edition. Here's how it all broke down: (you'll need to go to the source to see the breakdown).
If you'd prefer a video recap, you can find it here:
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Although I've been a big volunteer for a game company squaring-away the "big" convention tournaments, I've only attended GenCon two or three times. I've always been much more a Origins fan.....far more "bang for my buck" and GenCon is just too much, well for me......"too much".
Regardless, I have attended a few times and most importantly for the purposes of today's post, I attended in 2008. I managed to be able to stay after the con closed and helped KenzerCo tear down their booth, something I was able to do quite a few times at Origins. The lead-in pic is from the Steve Jackson Games guys letting me try on the Munchkin head.....despite several extremely poignant warnings and attempts to dissuade me from doing so. It was as hot, sweaty, and post-con nasty as you'd expect a big mascot head to be.....but also a once-in-a-lifetime opportunity for me.
That wasn't the only once-in-a-lifetime opportunity during that convention.
Now I'm not sure how many Tavern patrons are aware, but last week (April 7th) was the anniversary of the passing of Dave Arneson. We all seem to remember Gary Gygax's passing, but we have his children running a memorial game convention every year that helps all of us remember.....
Anyway, GenCon 2008 was Dave Arneson's last GenCon with us and I briefly got to meet him at the KenzerCo booth. He was being pushed around in a wheelchair and it just seemed he knew it was his last big con. That seems sad, it did in the moment, but at the same time I have to give the man credit 'cause he was (literally) rolling with it. He was going around giving other game designers/artists these little baggies with d20's and a note in them. I was gifted one of these and they were two Gamescience d20's and the note was on a Westin Hotel sticky notepad:
"Rubbed in the hair of a live game designer
-Dave Arneson"
I've never rolled the dice and being a KoDT/HackMaster fan, the whole "fame rub" on a game designer (there is a long story arc about this in the comic) makes this a special memento in a couple of ways.
Now while I have seen The Secrets of Blackmoor, but I personally don't think I quite "get" Arneson's full contribution to this hobby we all share. I know there are some books I probably should pick up someday that might help, but I already have a few "history" books on the early days of this hobby I haven't gotten around to reading yet as it is.
I'd like to thank Doug for submitting this review. As I've stated many times, but I can never state often enough, The Tavern is yours and it is significantly better when members of the community participate in its content - Tenkar
Review of The Vast in the Dark – a Zine About Exploring Dark and Alien Megastructures of an Infinite Realm by Doug Kilmer
I’ll start this review with a thank you to Tenkar’s Tavern for showcasing the Kickstarter ZineQuest (note - The Tavern's YouTube series of Fireside Chats for ZineQuest 2021 can be viewed here) I would never have been aware of this movement, or the great products that were offered this year, without the heads up. I purchased way too many products for my wallet and so far don’t regret one.
Charlie Ferguson-Avery’s The Vast in the Dark is one of the best. Published by Feral Indie Studio, it is not only an incredibly useful toolbox, it drips with an original atmosphere and dark character, which is hard to achieve in this now mature industry literally full of thousands of settings.
From the back cover:
The sky is black as night. A tectonic rumbling can be heard overhead: the ruins sprawl out with a fractal madness. And a vast sea of colorless sand stretches out into the darkness.
That writing alone gets my attention.
The electronic version of The Vast in the Dark is available here for a minimum contribution of $5USD. As identified above, the product is the result of a successful Kickstarter project in early 2021 that has already delivered in full. The electronic product is 28 pages long, including front and back cover, insides of covers, table of contents, and two pages that are predominantly art. The remainder is a toolbox for the creation of this alien environment. The writing is fairly tight and concise, and it is simple and clear to read. The booklet makes great use of evocative art that reinforces the brooding atmosphere, and the layout is functional and minimizes wasted space.
While technically system neutral, the author recommended systems include DCC, OSE, Pathfinder, Knave, White Hack, and Black Hack. So obviously, this is going to have an old-school vibe. As a backer of the Kickstarter, I also have a saddle-stitch print version, which is a handy 5” x 8” and fits well with my Old School Essentials books.
What it has…
As I mentioned, this is a toolbox to adventure in a “crumbling alien wasteland.” At its heart, it is a sandbox for hex crawling. Definitely OSR-ish, hence the system recommendations. Within the limited page count is everything you need to randomly generate an ancient wasteland of some past empire. The ruins of megalithic structures littering a sandy waste, dotted by conclaves of other travelers caught in the dark clinging to existence.
The Vast in the Dark is not meant to be a full setting, but rather what I will call a “side setting.” This product can pretty much be bolted on with any setting. I think it is best used as a diversion from your main campaign, possibly a jaunt on the other side of the veil or being caught up in the planes. Three to four games sessions ought to do it; enough to frustrate your players, make them appreciate escaping this place, and definitely memorable fodder for your players to talk about in years to come.
Yes, the Vast has that level of potential to turn ugly and hopeless for the party. Walking out of here without some form of permanent mark probably won’t happen. And it shouldn’t in my opinion.
There is no wasted space in this zine. A brief explanation of the setting, rules on exploration in the Vast (e.g., navigation, becoming lost, and quirks that your character can take on due to being too long in the wastes), and an inventory system. The zine also provides a modicum of the mundane necessities of life (e.g., food), a lodestone-based (one of the few setting resources) currency system, and some discussion of the Vast’s society. There are even three representative factions that can be found while wandering the wastes.
The zine also provides a quick and simple exhaustion system. This is key to playing in this environment, as it reflects the slow wear and tear of struggling to survive in an alien environment. Characters gain levels of exhaustion when they miss a night’s sleep, are severely wounded, push themselves beyond the norm, and go without food. These build up and can result in an illness or injury, which puts tasks using the associated ability at a disadvantage until rested or healed. Truly reflective of the dark and gritty of the Vast, and definitely will be a challenge to even veteran players of old school systems.
Cool, but not the real treasure.
The Good…
The random Vast generation tools are the true value. The method starts on the macroscopic level developing regional terrain maps, and then works inward to local scale hexes, and lastly ruins. The regional and local mapping uses a die drop method to generate the locations of ruins, pillars, and empty wastes. Pillars are enormous constructs made of lodestone that seem to be holding up whatever is above beyond the sight of the ground. Like the ruins, they can also be inhabited.
For ruins, a simple room-by-room grid-based mapping method is provided that can be used on the fly. Example types of rooms, features, treasures, and encounters are all in the booklet. It comes with an associated time tracking guide for room exploration. All very old school.
The Not so good…
I only have two minor criticisms, both of which are admittedly not valid given the limited page goals of zines: not enough original monsters; and, just not enough content. That’s it. This product definitely leaves you wanting more. I look forward to a companion in the future. Maybe something that fills in what is on top of the pillars.
The lack of unique creatures to encounter is really the only gap in this booklet. The uniqueness of how the Vast is presented justifies the need for original creatures. There are certainly a plethora of monster manuals that can be pilfered for non-standard creatures, but I want the author’s vision on this as well.
Rating…
On the old five-star system, have to give this a near-perfect 4.5 out of 5. At $5 for the pdf, this is one of the best values I have come across in years. Personally, I can’t wait until my players cross the veil and realize they are not in Kansas anymore.
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I really enjoy the Adventurer Conqueror King System as more than just a ruleset but as a resource. The way ACKS defines classes makes for a great template that can be ported over to almost every other OSR system. Today's Deal of the Day is Aryxymaraki's Almanac of Unusual Magic for the ACKS system. Normally 10 bucks in PDF, until tomorrow morning, Aryxymaraki's Almanac of Unusual Magicis on sale for a mere 5 bucks in PDF.
Within the pages of Aryxymaraki’s Almanac of Unusual Magic, you will find four new kinds of magic-user, each of which uses magic in new and exciting ways:
Dwarven earthforgers inherit an ancient tradition allowing them to draw on the spark of the divine found in all creation to power their magic.
Gnomish alchemists are experimenters whose concoctions range from ‘helpful and safe’ to ‘incredibly poisonous’.
Terran engineers are scientists and builders from another time, whose inventions and tinkering certainly appear magical to most non-technological societies.
Warlords draw on the chaotic energy of battle, taming it with their practiced tactics and leadership to ensure that their side wins.
These new classes are built for use with Autarch’s Heroic Fantasy Handbook, which provides rules for ceremonial and eldritch magic. Because they use eldritch magic, the new spells (and tactics) described for the gnomish alchemist, the Terran engineer, and the warlord constitute more than one hundred new eldritch spells usable in any campaign that includes eldritch magic, even one that doesn’t include any of these new classes. Of course, it wouldn’t be an ACKS supplement without full builds for all of the classes and spells, and the source factors for gnostic magic, allowing you to build your own content to expand what’s in the Almanac.
Magic is all around you. Are you a forger of creation, an engineer of wonder, an alchemist of the unknown, or a lord of war? Discover what kind of unusual magic speaks to you, with the help of this Almanac!
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Frog God Games is offering Matt Finch's awesome Tome of Adventure Design at a 50% discount in PDF through April 13th, 2021. Use the above link to receive your discount.
Tome of Adventure Design is currently on the top 100 list on DriveThruRPG.
We’re proud of our books and we want people to see them, so we’d like to make you a special offer: 50% off Tome of Adventure Design. This is a limited-time offer, good until April 13th.
Tome of Adventure Design contains a huge number of random generation tables for fantasy RPGs, but that’s not why it has been a consistent best-seller in the gaming community. What’s unusual about it is that it’s a guide for creativity more than a set of quick-roll tables. Many of the tables fold into or branch out from other tables in the book, building adventures intuitively from the combination of many related elements. We hope you’ll take us up on this offer and see why the Tome of Adventure Design is our most popular adventure-writing resource!
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I'm a huge fan of OpenQuest. Were I to run my classic boxed sets of Pavis & BigRubble again, I'd use OpenQuest for the ruleset. It's, IMHO, the best presentation of the RQ/BRPG d100 system that I've encountered.
This pdf is designed to get players and Referees up and playing OpenQuest, with the minimum of preparation.
It contains the following sections.
Characters. A rundown of what an OpenQuest character is made up of, both in terms of numbers and concepts.
Quick Rules. A concise version of the OpenQuest rules, enough to play the adventure.
Combat. The rules for physical combat.
Magic. The basic approach to magic, known as Personal Magic.
The Lost Outpost. An introductory adventure set in OpenQuest’s example setting, the Empire of Gatan.
A set of six pre-made characters. Players should pick one and get ready to play.
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Against the Darkmaster (abbreviated in VsD throughout) is a tabletop pen & paper role-playing game of high fantasy, epic adventures, eldritch magic, and heavy-metal combat.
What is Against the Darkmaster inspired from? As we mentioned above, VsD is an epic fantasy game first of all. As such, it draws its main inspiration from the classic works of the masters of the genre, from J.R.R. Tolkien to Ursula K. Le Guin, passing through the two Terrys (Brooks and Goodkind) and their followers, Weis & Hickman, Jordan, and Williams. Anyhow, these are only the original sources of inspiration.
Against the Darkmaster is also inspired by the great fantasy movies of the ‘70s, ‘80s and ‘90s and from the sword & sorcery genre. Think of The Lord of The Rings cartoon from Ralph Bakshi. Think of the cheap ‘80s barbarian movies. Think of the heartbreaker movies a whole generation was raised to: Dragonslayer, Krull, Labyrinth, Clash of the Titans, Legend.
Finally, think of VsD as a mix of all the above as seen through the eyes of a heavy metal music fan. And when we say “heavy metal”, we mean the original genre. The music of Malmsteen, Dio, Black Sabbath, Blind Guardian, Manowar, Iron Maiden. Lyrics and music bringing to life the very clash of steel versus steel, the power of elemental fire and thunder. These are all ingredients you will find in generous doses in the VsD recipe.
Why is it abbreviated VsD? I'm guessing the original is in Italian, and that is the abbreviation from Italian. I could be wrong, so I'll be happy to correct it.
But really, WHAT IS Against the Darkmaster? For all intents and purposes, it is a clone of the Rolemaster rules. It never comes out and says to, but just looking at the cover, you can see the similarities.
I no longer desire to play rules as fiddly as Rolemaster, but for those that do, Against the Darkmaster Core Rules may be an excellent option. Normally 20 bucks in PDF, until tomorrow morning at 11 am Eastern, the rules are on sale for 10 bucks. Remember, the Quickstart Rules linked above are free.
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I'm a huge fan of Virtual Table Tops, which for brevity's sake I'll refer to as VTTs for the rest of this post. kLoOge.Werks (last updated in June of 2020) was one of the earlier ones I played around with. Screenmonkey (last updated in 2012) was yet another. Battlegrounds was another early VTT I tried, which is still in development. Maptools, iTabletop (I was a forum mod there briefly), Fantasy Grounds (1, 2, and Unity), Roll20, the list goes on. I've probably forgotten more VTTs than many readers have actually used.
All this is to give you my bonafides, not as a VTT expert, as I certainly am not, but as a consumer that enjoys following the development of VTTs and is still looking for that certain VTT that will hit upon all of my wants and dreams, even the dreams that I don't even realize I have.
This brings us to, in a less than direct manner, Mythic Table. An open-source VTT is NOT something I'm used to seeing, and although I am definitely NOT a programer (thus my love/hate relationship with Fantasy Grounds) I can see where a strong community could drive this software, and I think I want to be along for that trip, even if only in the passenger seat ;)
So, what does Mythic Table offer right now?
Basic assets for out-of-the-box (ootb) playability - maps and characters.
Campaigns - Viewing, joining, adding, editing, and removing campaigns
User - Registration, login, authentication, guest users, and profiles
Maps - Viewing, adding, editing, deleting, and more
Smooth interface - User experience process, UI iterations, and user interviews
Character - Viewing, adding, editing, deleting, frame, moving persistence, and more.
Stretch goals add more features, like Fog of War (a necessity for me) and World Anvil integration, and backers get discounts at the Open Gaming Network / Open Gaming Store, and at higher backer levels, World Anvil.
I'm a backer and I'm anxious to see how Mythic Table progresses.
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Something you Tavern readers might not realize is that I don't always drink the Tavern's Kool-Aid.....as in I don't read every post here and listen to every podcast or watch every YouTube video. I like Erik personally and enjoy the OSR, and I suspect that most people here are closer to my POV and less overactive Tavern fanboy.
I mention this because recently there has been some drama over WotC editors......editing a writer's submission to meet the needs of the desired publication. Erik posted about it at the Tavern, and I'll state my opinion....he didn't really hit on the important points of the problem very well. (Note: I pre-wrote this post days ago......)
BUT, to be fair, I thought he did a much better job on the YouTube video, and for you non-Kool-Aid drinkers, that would rather listen than read....go check it out.
Now I'm not going to insult you by going over everything I just suggested you watch, but I have a couple of main take-aways from everything I've seen and some of it is from personal experience, which I'll get into in a bit:
When you get hired to write something, there are established parameters that you need to conform to. Some are kind of understood, like "submit in English please" and others need to be (and usually are) spelled out, like "submit 5,000 words in this format". If you've been hired to submit a short adventure, regardless of word count, submit a short adventure! Regardless of word count, an adventure that is "a showcase to the deeper lore and history of the FR." kind of stretches the boundary for a short-story. Bringing back and or fundamentally changing a couple races......again stretches the boundary for a short story/adventure.
Most every writer has some big idea or a series of ideas.....I assume it's part of the creative process, but a successful writer, in addition to conforming to their client's desires (as expressed in written and unwritten standards mentioned above) does a good job of differentiating between what is and isn't important for the submission. Not the story, the submission. The piece of work that has to be edited and published to meet the needs of the publication itself.
Point #1 is a bit common sense and easy to argue/debate. If a writer is contracted for 5,000 words on an adventure to be written in English for D&D 5th edition and they submit 7,000 words for a French version of 1st Edition AD&D, the publication will just reject it outright and refuse to pay. No brainer there.
Point #2, and this is what I'm seeing in all this drama, is when a writer doesn't do a good job of meeting the needs of the project or audience. Usually this is when they meet the technical aspects of the contract and either ignore the unwritten aspects or disregard the needs of the publication or end-user.
Back when I was in charge of organizing the GenCon and Origins Tournament Adventures for the HackMaster Association/KenzerCo, I ran into Point/Issue #2 more times than I'd have preferred. I'm 110% certain that my early drafts my own writing attempts were guilty of this as well, but I'm sure I've gotten at least somewhat better due to dealing with other writers.......have I gotten good enough, not my place to say.
I will say that as an adventure editor, the whole idea of a writer trying to explain their big "backstory" and/or NPC "motivation", pretty much pisses me off*. I don't want to have to sift through pages of details of shit that is pretty much never going to come into play, or matter, at the game table.....and that is as an editor. As a GM I don't have the time or inclination to read three paragraphs of details, buried in four pages of text, on why one NPC feels a certain way about another NPC.
Show, don't tell.
If you need one NPC to be a dick in an adventure, simply give the GM that direction instead of having to make a reader....or end user, glean that information from a large body of text. If it is something the PCs won't see, it can probably be excluded altogether. Motivations and backstories are internal adventure points, not external, or party-facing. If you don't consolidate and/or dumb-down this unnecessary information, your editor will do it for you....
.....and he/she will hate your for it, and you'll probably hate them for it as well. Current case in point.
HackMaster Tournament adventures, back in the day, had a pretty standard format in that there were a specific number of encounters and there was a general rule as to the numbers and types of encounters. You wrote to a specific level range and while you could tweak things a little bit.....you want to swap out a trap encounter for another combat encounter, go for it.....but expect there to be more editing issues. Unless you inserted combat stat blocks in the body of the text, something I did (in addition to them in the end as a battle-sheet) a tournament adventure ran six pages or so (it's been a decade so my numbers are fuzzy).
I had an author submit twelve pages of content. It took me so long to edit that it would have been easier to just re-write it myself and use the basic idea for each encounter, but no I did the editing back-and-forth with the author. Now I was also the Head GM and as such I have to make sure that all my table GMs have what they need, when they need it, to run a table smoothly as all the tables play concurrently. Depending on the complexity of the adventure this might mean I give the GMs the adventure the week before. Usually a day's advance notice is sufficient because I'd take the time to prep maps and other game-aids when I could. I'd been known to provide battle-matt overlays and even monster tokens, broken out by encounter, so GMs could focus on running the game and not looking for minis or drawing maps.
Anyway this author was going so far as to try and provide me updates to the adventure the morning of the tournament, making sure he was clear enough on some NPCs motivation. It was all too much, and when asked for an evaluation of his adventure I gave some bluntly honest feedback.
If you are able to do so, I encourage you to look at the adventure T1 The Village of Hommlet. I'd argue that there's a lot of game play to be had, multiple game sessions' worth for certain. My PDF copy is 25 pages, counting the covers. The "Backstory" for the entire adventure is roughly a page and half, spread between the intro and some more on the ruins of the moathouse. Even that is a bit of stretch because there is a generous three pretty much "read to the players" paragraphs and extra notes to the GM that are a mix of "backstory/motivation" and actual notes (like how some buildings aren't numbered). Everything else is condensed to a simple statement where needed.
For example, entry 25 states that the herdsman "and the Druid of the Grove are friends". As a GM, that's all I need. I don't need to know that the herdsman's prized ewe that won a blue ribbon at the last Spring-Fair came down with hoof and mouth and the Druid spent two days on round-the-clock care, bringing her back to a state of excellent health such that the herdsman was able to sell her twin lambs later that spring for a record price, allowing him to afford his middle- daughter's dowry so she could marry up in social standing. The herdsman now considers the Druid of the Grove a friend and ally and makes a small offering every week.
Yes, I have been given this level of ridiculousness before.....I wish I had saved the files, but at pennies per MB of storage, it wasn't worth the hard-drive space.
Lastly, nobody values your story more than you do. This is a given and just suck it up! If someone values it enough to pay you five cents a word, then make sure they feel they got five cents a word value! Just because you think you are worth ten cents a word, or than your extra 1,000 words are worthwhile....well they just aren't. Deal with it...preferably in some self-evaluation and not on Twitter/Social Media.
*This is why I'm not a fan of overly detailed drivel, er backstory and motivation. My frustration at having to deal with pages of ultimately useless information and distillation of days worth of my wasted time spilled out into a truthful, but clearly negative review of this author's work. Now I definitely know better now how to appropriate review or critique a body of work.....I'd argue I knew then and refused reason, I created an enemy that day. I'd argue long-term wise this guy got his revenge and then some.
Campignon Ubermensch are the result of magical manipulation of a fungal species by a high-level wizard. Barely sentient fungi were imbued with intelligence, which being incompatible with the very nature of fungi, drove the newly aware fungi insane. Campignon Ubermensch seek decomposing bodies to feed, grow and reproduce, and are happy to help living creatures move on to such a state.
Their special attack is a Spore Attack, 5' radius (10' radius for 7 HD UM). Usable once per hour, all within the radius must save or be blinded for 1d6 turns.
Bodies of the victims of Campignon Ubermensch have a 5% chance of becoming one themselves in 1d6 days if the body is not burned.
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For some reason, every time I read the title of this project, I see "Friend" instead of "Fiend". Then again, I am the same person that types "Time" for "Tim" almost all of the time, so maybe it's me ;)
The Fiend of Turlin's Well is billed as a "psychological horror adventure in a sword & sorcery setting, for 5e D&D and Swords & Wizardry." Its the first Necromancer Games/Frog God Games adventure that has come with a warning to the best of my knowledge:
A Quick Content-Warning On This One: The Fiend of Turlin’s Well is a psychological horror adventure in a swords & sorcery setting. It contains numerous gory descriptions and situations that go beyond the ordinary style of swords & sorcery fiction and are more what one would expect in horror fiction. There is a dark element in most sword & sorcery fiction, which we embrace as a part of that literary genre, but The Fiend of Turlin’s Well unquestionably crosses over from the swords & sorcery approach of “dark-by-implication” into the horror genre of “look-into-the-dark.” Many of our fans have asked for adventures like this one, but by the same token we don’t want to surprise or ambush fans who expect a pure swords & sorcery genre adventure. If you’re interested so far, then by all means, please read on …
The Basics
The Fiend of Turlin’s Well seems like an ordinary city adventure at the beginning, set in the Turlin’s Well District of the City of Bard’s Gate, but gets darker and stranger as events move on. An unknown troublemaker is progressing from vandalism to kidnapping to murder, and the district’s civil order starts to come unraveled as the city watch remains helpless to stop the very visible crimes. The adventure is for introductory-level characters (level 1-2), but the players should be experienced; the courses of action aren't obvious enough for beginning players.
Spoiler Alert: For the GM Only
Torad Yarog, the Fiend, is not only a doppelganger with multiple personalities, he is also the captain of an inter-dimensional ship and a favored cultist of the Demon-Princess Teratashia, Mistress of the Gaps between realities. Hunting him down leads the characters to an old manor house in the city filled with gruesome evidence of the Fiend’s crimes, and clues that allow them to pursue the truth onward to the Death-Ship of the Roach Princess (soon to be released via Indiegogo).
No Pathfinder version with this one, but if you are a Patreon backer of the author he has permission to do conversion notes. Note, you'd still need a copy of the adventure.
12 bucks in PDF, 24 for the Print plus PDF. I'm in at Print plus PDF.
The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPG, Amazon, and Humble Bundle are affiliate programs that support The Tavern.You can catch the daily Tavern Chat podcast on Anchor, YouTube, or wherever you listen to your podcast collection.
Freelancers are hired for a specific reason - to provide content at a price that is profitable for the publisher and that, hopefully, requires the smallest amount of editing and/or rewriting.
You may think what you've written is the closest thing to perfection that you've ever done in your life, but the reality is many writers feel that way about their work. What you actually are, as a freelancer, is a content provider. You aren't writing lore. You aren't presenting something magical. Well, maybe you are, but that likely isn't what your publisher is paying you for, and likely such material will fall to the might of the red pen.
Your submission will, hopefully, make enough money for the publisher to make a profit after editing, layout, art, advertising, and anything else that crops up. If it doesn't, the publisher won't be publishing for very long.
Your feelings are irrelevant.
You are work for hire. You are not staff. You are working for spec.
There are many freelancers. Very few rise to the level that they are sought after by publishers and are followed by fans. The vast majority are interchangeable widgets or cogs in the wheel. They have a job to do and many others waiting in the wings to do it instead if they fail.
It can be a nasty business.
Does that suck? Sure. But that IS the reality, and many gamers would give their left hand just to be published once by a major publisher, let alone WotC.
Self-publishing has its own hurdles and its own rewards, but you won't be an interchangeable widget with IP that you own, that you control. Something to think about when considering the place of a widget...
The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPG, Amazon, and Humble Bundle are affiliate programs that support The Tavern.You can catch the daily Tavern Chat podcast on Anchor, YouTube, or wherever you listen to your podcast collection.
The DOOM of the DARK is coming...
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The Black Casket of Night has indeed been opened beneath our feet, soon,
only days will remain!
I have been posting here and there about ‘Doom of the Dar...
Jackson, IL: Am I Evil? NPCs of the Satanic Panic
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Last week, I talked about running two different 80s-style teenage horror
campaigns. My Sunny Valley, OH game with Dark Places & Demogorgons and my
curren...
Free GM Resource: 1shotadventures
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[image: Free GM Resource: 1shotadventures]
I came across this blog consisting of adventures written by J.C. Connors.
The adventures are for a variety o...
Jonstown Jottings #106: Marsh Attacks!
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Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition,
the Jonstown Compendium is a curated platform for user-made content, but
for ma...
Music Monday - Go Monkey Go
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This one is a blast from the past. Released in 2000 and performed by Devo,
Go Monkey Go is a tribute to Mojo Jojo, the primary antagonist of the Power
Puff...
The Singing Lake
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By Nicole Mattos, Icaro Agostino, Davide TrammaAngry Golem GamesOSELevels
2-4 After being denied recognition as the supreme lord, Severo cursed the
region,...
Dungeon Crawler Carl (book review)
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This was a fun read if not particularly meaningful. It takes place in an
RPG world that works like a televised tournament, similar to The Running
Man and...
d100 Worst Weird Inn & Guest Rooms
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My current map with player exploration of my D&D5.5 game
Yellow is where players been and exploration has been fun
While we had 3 clerics nobody really imv...
The Great Nobility of Harry Potter
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I am of the view that there is no pursuit that is more noble and no task
that is more worth doing than writing novels. Call me romantic; call me
delud...
Circuits and Rallies
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I'm back from holiday! I guess coming back to familiarity after a few weeks
of novelty got me thinking.
Sometimes you repeat the same stuff over and over...
AD&D's Demi-Foot Forward...
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AD&D's demi-humans are primarily known for their multiclassing abilities.
After all, what adventurer doesn't occasionally dream of casting spells
from th...
Adventures Dark and Deep (Lite)
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This arrived for me today, a PoD hardback via DriveThruRPG.
Including postage, it cost me about $40 yankeebucks, so about $65 Kiwibucks.
I got it purel...
[BLOG] News on the March! Episode XIV
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This post continues the series of brief play reports I have been posting on
Discord. This does not cover every single session (sometimes, recon and
setup...
Moldvay Basic D&D now Available in Print
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Just a quick note that (finally) Moldvay Basic D&D is available in POD from
DTRPG – previously, only the Cook/Marsh …
Continue reading →
Abstraction in My Liege,
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I think the aspect of *My Liege,* that could potentially put off the most
people is its lack of accounting granularity. It does not track Court
wealth in...
SoloDark: Four Drunk Priests
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Dabbling into some solo play using SoloDark. Rolled up the party last
night. 3d6 down the line and pick the best class for the results. It was
tragic.
ht...
Consolidated AD&D Weapon Characteristics List
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Having spent the last few days down a research rabbit hole, I ended up
compiling a chart of AD&D weapon characteristics, adding some "missing"
entries an...
Referee Sabotage
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It is an old saw that players are bad at executing their plans. Imagine
this common scene: the party have some big job that requires planning;
perhaps robb...
The March 1636 Lantern is Published
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Okay, The March Lantern is available. Those fast on the draw may have
noticed that I mistakenly published it as free access for 56 minutes. I
was just so ...
Gary Con 2026 Registration
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Silver Badges get to register for events at Noon Central today (February
21, 2026). Somehow I thought I failed to register for running games this
year and ...
On a Happy New Year
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We are about to experience the most social upheaval since industrialization.
What will that look like in sixty years?
Sinless is starting it's third yea...
Mutants and Wizards
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Heya folks, long time no see.
I've just started working on something new called Mutants and Wizards. It's
going to be an OSE/OSR post-apocalyptic game t...
Ten Friggin Hill Cantons Wizards
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10 Wizards of the Hill Cantons
#
Name
Description
1
Magister Dobromil the Cauterizer
Specializes in magical “cleaning” of reality leaks. Wears fou...
Rob Kuntz at Lucca Comics & Games 2025
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If you are planning a trip to Europe (like right now) and wish to catch up
with me in person, make sure to book a detour via *Lucca Comics & Games*,
...
How do you do piracy… in SPACE!?
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Interstellar space travel in Iridium Moons was always going to be a form of
hyperspace jump like in Star Wars or Traveller. Simply because it’s the one
for...
A long overdue hobby update!
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Welcome back to the Vault everyone! 2025 is going by in a blur; I last
posted in February, almost started a post in March and now it's the end of
May. W...
Playing at the World 2E V2 Arrives
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With the release of its second volume, the second edition of *Playing at
the World *is finally complete. The two books combined total well over
1,000 ...
Articulations
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Creating house rules, custom rules specific to a local group or campaign,
has been common throughout the history of D&D. What makes an effective
house rule...
Writing playlists for all occasions
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Hello again! Going off the idea of inspiration elaborated on by the prior
post, I also have music playing while I write my various games and fiction
pieces...
The Tarot of Pips
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Somewhere in your dice collection is a die like this one, the humblest of
dice. Although you don't know it, this small white die carries with it a
secr...
Pirates and Necromancers, a Play Report
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Over the Thanksgiving weekend we did a lot of gaming ranging from
“off-table” domain level stuff to some solo adventures to spell and magic
item rese...
It's been a bit
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Hey everyone, I hope you are doing well! I've had a lot going on and
haven't had much time to blog lately. Heres a recap of gaming events and
other st...
*'s in SpaaaaaAaaaace
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A lot of SF (including a certain 2D6 RPG grandaddy) deal with ancient
aliens taking humans from Earth and dropping them, fleas and all, on one or
more w...
Last move - to self-hosting!
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As my vote regarding Substack in the “marketplace of ideas”, I’m moving to
self-hosting.
I’m now at (and hopefully staying for a long time at)
Blog: ht...
Clean Your Room
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Looking back at my little blog here. That last post… wow, I was having fun
playing WOW Classic! That was August of 1999 and I was having a blast… it
was ...
Steve Jackson Interview
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James Maliszewski recently did an interview with Steve Jackson over on his
Grognardia blog. Steve chats about the beginnings of The Fantasy Trip and
upcomi...
ToAD Monster of the Week: Crocoman
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Now that I'm back doing the blog thing I thought I would use Tome of
Adventure Design to create monsters for The Black Hack.
Using the monster tables in th...
Strange, Dangerous, and Inhuman: The Fey and Fairie
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When I was a boy I loved fairy tales. Jack and the Beanstalk, Puss in
Boots, Rumpelstiltskin - I devoured all of it. My fascination that there
was a strang...
Dungeons & Dragonmead Fall Schedule
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*As you know, I run public classic Dungeons & Dragons games at **The Loaded
Die**/Metro Detroit Game Night's Board Game Nigh at **Dragonmead**, in
Warren...
Fiction in Airhde
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On a whim this weekend, I picked up some fiction off the TLG store. *A
Houseless God & Other Tales* and *The Mirrored Soul & Other Tales*, both by
the T...
Ravensburg Reboot: Streamlined City Map
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I mentioned in my last post how I was tweaking and reworking parts of my
Ravensburg setting. Today I streamlined the city map. The old map had lots
of redu...
The Withered Crag available now
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I just enabled the sale of the PDF version of The Withered Crag at
DriveThruRPG a few minutes ago, and the custom print version will be
available startin...
Annihilation Rising Goes live
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The latest in Fail Squad Games’ Quick Kick projects has gone live and needs
your support!! This project is only running 11 days and ends on 5/28/2019!
...
James's Celebration of Life
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We could not have asked for a prettier day for James's service. It was a
bit chilly and windy but gorgeous. A heartfelt thank you to all that joined
us tod...
Trap Tuesday: A step back
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I will get back to Tomb of Horrors soon. I found a topic that was
interesting enough to take a break. While interacting in a 5E group on
Facebook I talked ...
Let's Talk About Pacing!
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The idea, I think, is that the RPG is ultimately about the long game. Even
rolling back to the early days of Basic & Expert, the goal of the player
was...
Profane and Profound Prep Part 2
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This is part 2 of my work to edit my magic items for a DMsGuild release,
along with adding cursed items along the way. Here is part 1. Bone of a
Saint 8000...
Please, I don't do paid advertisements - don't ask.
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A little note since people have asked me about this. My video channel's
*not* an advertising platform, so I'm not available for hire if you want to
promote...
New website!
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Slowly but surely, all the content here will make its way — in updated
form! — to my new website: timbannock.com. For fairly obvious reasons, that
site wil...
Please Update Your Link!
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If you're seeing this, it means your link to the Greyhawk Grognard blog is
out of date.
Please update your link to www.greyhawkgrognard.com (RSS feed is
h...
Total Sales for WB:FMAG
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Hi Folks,
It's been a long time since I provided an update for the sales of White
Box: Fantastic Medieval Adventure Game.
*LULU*
Print: 396
PDF: 433
*OBS*...
How can We Destroy this Campaign World?
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d12
1. You must trick a bard into strumming the *Chords of Fate* on the *Lute
of Annihilation*
2. Legends tell of thermonuclear weapons beneath megadunge...
Mord Mar - Session 5
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We had another successful delve into the dungeon yesterday. The delvers:
Moira, the Magic-User
Radovan - Human Cleric (of Odin?)
Khazgar Stonehand - Dwarf ...
Bundle of Fantasy Age
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Bundle of Holding: Dragon Age/Fantasy Age: Available until March 12. PA
Presents: Fantasy AGE Freeport live play Green Ronin in 2018 The Fantasy
Age RPG ma...
New Free PDF Module: The Hyqueous Vaults
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A new dungeon module—written in celebration of OSRIC's 10th Birthday—by
Rebecca Dettmann, Allan T. Grohe, Jr., Jimm Johnson, Matthew Riedel, Alex
Zisch, a...
Swords & Wizardry Light: Session # 6
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Two months after our last session (thanks to things like 8th grade finals,
a 4 year-old's birthday and party, Father's Day, etc.), we finally had our
next ...