Welcome to Day 12 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Loss (Prompt) + Associates (Weekly Modifier) + Full of Woe (Weekly Modifier) + Horror (Genre)
Here is today’s NPC.
Wiktoria Nejman (Fantasy Name Generator used for the name: Polish name generator)
When people call Wiktoria “Madame Nejman,” she quickly corrects them, reminding them that the title belonged to her mother. After her mother’s death, she never turns on the neon Psychic sign in the front window. Still, every morning, she unlocks the parlor door, opens the little box on the entrance table, and receives her mother’s associates.
Her friends call often, asking when she’s going back to school. Even those who grew up in the neighborhood ask why she still wears black. They don’t understand that her mother’s death was a profound loss—one that left her full of woe and burdened with a gift she never asked for.
Her mother’s “associates” are all around her. That’s what her mother used to call them. They are the spirits of the departed, wandering into the parlor seeking to reach their loved ones, eager to share a secret they never meant to take to the grave, or simply wanting to gossip about the goings-on in the realms of the living and the dead. Wiktoria tries to fulfill their requests and deliver their messages to grieving families. Occasionally, the living come knocking, asking to contact someone specific. She explains that it doesn’t work that way, but when these associates do appear, she does her best to help both the living and the dead.
At the end of the day, she locks the parlor door and often pauses to stare at the contents of the little box. Her mother’s glass eye stares back at her. With her dying breath, her mother asked Wiktoria to pluck out her own eye and replace it with the glass one. Wiktoria is not yet ready to take that step.
Maybe tomorrow, she thinks. With that thought, she closes the lid of the little box.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
Welcome to Day 11 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Tact (Prompt) + Associates (Weekly Modifier) + Full of Grace (Weekly Modifier) + Fantasy (Genre)
Here is today’s NPC.
Sylvar Ulawynn (Fantasy Name Generators used for the names: Elf name generator and Forest name generator)
The Wild Timberlands were once part of the vast Forest Holdings of the Elven Empire. Following the ancient wars, the arrival of humans, and the elven retreat beyond the Cloud Crags, all that remains in these woods are the ruins of a forgotten past. One of the most sought-after sites is the Shrine at the Pool of the Moon Goddess.
Deep within the trees, Sylvar Ulawynn—an elven priest of poetry, the woods, and the moon—keeps the shrine safe from wandering evils and ambitious raiders seeking to plunder its secrets and treasure.
Sylvar is a pale elf of ageless appearance with a wild mane of red hair, dressed in homespun robes and simple jewelry. Unarmed, he greets all who approach the silvery pool with openness and utmost tact, regardless of their hostility.
Those attuned to magic can easily perceive the blessings of the spirits he venerates; if asked, he simply states he is full of the grace of the goddess and her spirits. Sylvar is open and generous with his guidance for those who seek it. While he will never raise a hand against those who arrive with ill intent, he calmly reminds them that he has many allies and associates within the Wild Timberlands who are more than willing to defend him.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
For centuries the Tomb of the Lich Queen has lain hidden within a vast wasteland of cliffs, canyons and chasms. Now it has been found, and its legendary lost treasures have drawn adventurers from across the realms. Can you navigate deadly traps, fearsome guardians, and age-old puzzles to claim the prize?
This twelve page “death-trap” dungeon features eight rooms with a lich at the end. It’s just the usual low-effort dungeon, not particularly challenging, over hyped, and undelivered on. There are Grimtooth overtones, if Grimtooth was a pussy.
It’s eight linear rooms. Do you want a dungeon with eight linear rooms? At level twelve? There’s a map, but I’m not sure why one was even included. You go the only way you can go. In through one door and out through another. Is that a level twelve adventure? Is that worth $6.50?
The marketing blurb says we have a legendary tomb and adventurers from across the realm. I love luv LUV Gone FIshin because of this! A steady stream of others fumbling about, royal currying favor and mud farmers full of pox and starving children desperate for coin. That’s fun! None of that happens here, of course. That would be fun. And imaginative.
After several pages of backstory that are meaningless to the adventure you’re dumped in medias res in front of a door. Or, as the adventure puts it “You have penetrated the pyramid and braved its outer defenses defeating ancient guardians and have finally found the sarcophagus of the Lich Queen “ Fortunately, you are still at full strength in every way. Anyway, “Suddenly gouts of green poisonous gas erupt behind you filling the passage, you have no choice but to hurry into the chamber.” We can see here several classic themes of bad adventure writing. There’s the use of second person writing throughout. This is the “you/your” phrasing. This is not appropriate. It is either a crutch for weak writing, which should be improved, or an attempt at immersive dramatic writing, which should not be done this way, if at all. Gouts of green poison gas! Oh no! The entire party is immune to poison, why would we flee? For some reason there’s this idea that you have to force the party. They are there to adventure. You don’t need to force them anywhere. Suddenly, being forced, doors slamming shut … you’re not writing a movie here. You’re providing a backdrop in which the players, through the party, along with DM are given a place to engage in play. They are, together, creating a narrative, in real time. DONT FUCKING FORCE IT! Shipwrecking the party may be ok for the first level one in a new campaign on an island. It’s not ok later on when the party has the means and desire to make decisions. That’s the fun. Making the decisions. “Beyond the moon door you see” I don’t have eyes you insensitive clod!
Rooms here average about a column or so each. This is for fairly basic rooms. Read-aloud over explains “Adorned with frescoes capturing the highlights of the Lich Queens depraved rule. There are scenes of her subjects bowing before her. Depictions of her pacts.” Frescoes, if we must, and then when the party examines them we can respond with detail from the DM an then the party will ask follow up questions and take actions and the DM will respond. This is the core RPG loop. Over-explaning in the read-aloud shows a basic lack of understanding for what an RPG game is.
Writing is padded out “There appears to be no exit from this room.” Uh huh. Appears is almost never a word to use in adventure writing. It is or it isn’t, from the parties perspective. And from the DMs perspective they have perfect knows. Everything the party has ever experienced in a game “appears to be …” Stating this is just padding. There is little to no theming here.
From the interactivity standpoint we have this fine gem “If the players are having an easy go of it, throw some more Salamanders/Mephits or the Dragon at them.” The height of adventure writing. Lazy adventure writing. What’s the point here? It’s the designers job to write interesting encounters. That’s what we’re paying for. Or, you know, I guess just don’t.
The adventure is marketed as a death-trap dungeon. “ Bring 3 characters. You’ll need them.” The first room is a 1d6 pit trap with 1d6 damage from spikes at the bottom. There’s a gel cube in the bottom. I’m not sure this is a death trap. Much is made of the room slightly sloping down toward the pit and maneuvering in the dark toward the pit because of the slope. This sounds oddly specific for an eventuality that is unlikely? Room two is the classic rolling bounder trap in a hallway, with a pit to jump in to avoid it, with a 1d6 damage spike in it also. Again, not sure this is a death trap. And so it goes. Eventually there’s an efreet and maybe a dragon, along with two stone golems and a lich at the end. No one has any treasure, just the staff of power/wizardry at the end. Also, one room is empty/a recovery room. This isn’t even grimtooth levels of traps. A level nine, not to mention a level twelve, is going to have extensive magics available. I’m not sure a level twelve party would even encounter ANY of these rooms.
There is a secret door in a pit, which I always love. This is the non-obvious/’of course that’s where it is’ thing that is always a delight to see executed in adventures..
It’s just another low-effort dungeon. You have to really work these things. Every adventure ever in the history of the world is now available for a DM to run. When you’re producing something one must ask if this is possibly the best thing ever? If it’s not then what’s the point? You gotta pour yourself in to these to make them stand out.
This is $6.50 at DriveThru. There is no preview. You need to offer a preview so a potential buyer can see a few rooms before they spend money on a purchase.
https://www.drivethrurpg.com/en/product/574184/tomb-of-the-lich-queen?1892600
Of course, this can be seen as a feature not a bug. Proponents point out the abstraction allows the player and DM to interpret what happens in the fiction, making this an unexpectedly more narrative sort of mechanical feature.
That's all sort of interesting, but a problem (for me at least) is that their progression is uniform based on class, and every member of the same class has the same distribution of saving throw aptitudes. So, while you're free to interpret success (or failure) any way you like, whatever situational explanation you give doesn't really build or develop the fictional world. As written, every cleric's better saving throw than other classes against Death Magic is just a mechanic.
I think it's more interesting to view them as telling us something about the world, while leaving room for situational factors. The fact that every member of a class is more resistant to certain dangers than others can tell us something about the training, aptitudes, of characteristics of people in that class.
Compared to the normal individual (0 level Fighter in AD&D parlance), we could conclude that:
Clerics have divine favor bolstering their spiritual and mental fortitude. This particularly protects them from effects that would destroy or disrupt the body. Their biggest advantage is against Poison & Death Magic, but they have consistently good defense against all sorts of dangers.
Fighters have their martial spirit increasing their fortitude and perhaps giving them a "sixth sense" for danger. At first level, they are neophytes and haven't cultivated this to a great degree, but by the time they max out, they have the best saves on average.
Magic-Users possess an innate arcane aura that strengthens slowly as they develop their skills. It makes them particularly resilient in the face of spells and spell-like effects cast from common magical implements like wands and staves. Interestingly, they are also somewhat protected against the magical breath of dragons. Their aura adds little to protect them from poison, though.
Thieves rely on luck to get by. In the beginning it mostly protects them against things that would bind, hinder, or directly impair them being who they are. Unfortunately, they tend to wear their luck out and they max out their saves worse off than the other classes.
Certainly, these aren't the only implied class abilities you could take from these, but I wanted to come up with an explanation that didn't implicate ability scores, and I haven't really seen another approach that does that.
Welcome to Day 10 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Secret (Prompt) + Associates (Weekly Modifier) + Fair of Face (Weekly Modifier) + Superhero (Genre)
Here is today’s NPC.
The Fantastic Enchanter (Fantasy Name Generator used for the name: Superhero name generator)
Whoever this individual is, they never call themselves the “Fantastic Enchanter”, that moniker was bestowed upon them by the heroes and villains of the city. Their true identity remains a closely guarded secret.
No one communicates with the Enchanter directly. All interactions are handled through their proxies, and these associates share one striking trait: they are always exceptionally beautiful. With chiseled features, impeccable physiques, and fair faces, it seems the Enchanter recruits, or controls, only the most physically attractive citizens.
Whether this control stems from magic, a superpower, or conventional blackmail, these associates carry out the Enchanter’s bidding without question. There is little they will not orchestrate. They can find a missing person, deliver illicit goods, negotiate a truce in an underworld feud, or conduct high-level espionage. Whenever you find yourself surrounded by beautiful people, you can never be entirely sure if the Fantastic Enchanter has their eyes on you.
Financial compensation is rarely requested for these services—instead, the Enchanter trades in favors, debts, and information. Superheroes remain highly suspicious of this shadow broker, yet they frequently rely on them for critical intel or to arrange neutral meetings. Villains and criminal syndicates distrust them just as much but cannot deny the results the Enchanter delivers. Ultimately, their vast network of connections and influence makes the Fantastic Enchanter an indispensable resource to both sides of the law.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
Welcome to Day 9 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Privilege (Prompt) + Intellect (Weekly Modifier) + Blessed (Weekly Modifier) + Post-Apocalyptic (Genre)
Here is today’s NPC.
Haellen, better known as Fortune (Fantasy Name Generator used for the names: Apocalypse/Mutant nickname generator, Futuristic name generator, and post-apocalyptic town name generator)
In the post-apocalyptic settlement of Kilead, there lives a young woman known as Fortune. Before her birth, the town was little more than a desperate huddle of survivors, fighting raiders and each other to scrape by. Born to a wanderer, the mutant infant was left to die in the dirt, until a kindly woman took her in and named her Haellen.
Haellen’s mutations initially seemed like a death sentence. Unable to walk and bearing an unnaturally large head, she was viewed with suspicion; on more than one occasion, her adoptive mother had to fight off neighbors to keep the child safe. But the girl’s fate shifted when, at barely two years old, she began to speak. Though physically dependent on others, her words had a soothing, often otherworldly effect. Soon, the toddler was mediating disputes and guiding the survivors toward cooperation, fundamentally changing the town’s destiny.
Under her immense intellect, Kilead slowly transformed into a thriving settlement, trading with other enclaves, fortifying its walls, and tilling the surrounding fields. The residents no longer saw her as a curse, but as a profound blessing, eventually renaming her Fortune. They now shower her with privileges and fiercely protect her.
Today, Fortune holds a widespread reputation as a seer and leader; rumors even claim her voice can pacify feral mutants and wild beasts. While she directs her people and they tend to her physical needs, her influence has drawn outside attention. As she has grown into a young woman, rival tribal chiefs and leaders have vied for her favor, with some attempting to arrange political marriages. Thus far, anyone who meets with her face-to-face is swiftly convinced to abandon such plans. However, a lingering dread hangs over Kilead: the fear that eventually, a ruthless warlord will decide to stop negotiating and try to take their Fortune by force.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
People in the poorer, more crowded neighbourhoods of the City of Copven are getting sick. Disease is spreading and swarms of biting and stinging insects have been reported frequently in the homes of the most afflicted. Sightings of these creatures emerging from the sewer grates and drains below have prompted the city to send workers down below to investigate. When these workers did not return, a group of city guards followed. As a last ditch effort to get to the bottom of this, the Commander of the City Watch and scraped the bottom of his jails and come up with you, all of who are here convicted of a criminal offense. The deal is simple, learn the truth stop the problem, and you leave the sewers free, if not, then you don’t leave at all. Can you win your freedom and survive the Lair of the Rot King?
This ten page adventure uses three pages to describe nine rooms in the sewers. It’s exactly what you think it is. Hubris got to me. Mea Culpa.
Hey man, the name of the publisher is Thorium 90. I’m not made of stone. I’ve been on a good run, and some of the Shadowdark stuff has been decent even as a crossover to OSE. What do you want from me, a studied and insightful knowledge of history that I learn from?
The town has a plague. Oh no! The party are prisoners. Oh no! You get your freedom is you Do The Thing. Yeah! There’s a little table to support this, giving reasons why you are a prisoner. You spit in a lord’s food. You dug up a grave to steal the silver fillings. You riffled the pockets of a passed out drunk. You forged the name of a guild leader to get access to a fancy party. This is some great petty crimes and I’m fully supportive of hyperrealism of the crimes and punishments. Mind your betters, eh?
The plague thing is interesting also. I love a good plague. Turns out there have been swarms of insects and vermin in the rooms with the people dying. Tracked back to … duh DUh DUH: THE SEWERS! Well, this isn’t exactly true. The party will not be involved in any of that. The plague, the suffering and misery of man. An investigation and tracking back of the issue to the sewers. Nah, you’re just shoved down the sewer hole so you can start hacking at shit. I know it’s a little hackneyed to have an investigation and then a lair crawl, but, man, it’s that way for a reason. If you are building an exploration dungeon with fifty rooms, several levels and so on then, sure, the dungeon is the adventure. But when your dungeon is nine rooms then it feels a little off to have that be the totality of the adventure, hence the investigation.
Yeah, ok, so, an essentially linear dungeon in a sewer. Kill some centipedes. Kill some swarms. You know the deal. Don’t worry, you can’t escape because there are grates in the main sewer pipe that you can’t get through because of [REASONS.] Just hack. In fact, come to think of it, there are a number of grates in the floor and a well and grates in the sewer line. None of which you can explore. It’s like putting in a waterfall with nothing behind it. Why? Why put in a well IN A SEWER if you’re not going to do something with it? They are MADE to go down. Grates are MADE to be pulled up. It’s almost like no one cared …
Did I mention that treasure is not placed? “Roll on the minor treasure table three times.” Fucking put in a god damn treasure. It’s your fucking job as designer. Put in the treasure, make it make some sense to the area its in and describe it in a few words. Fuck me man. What exactly is the point of a designer if its not that?
The adventure ends with Lareth. In the final room Lareth hides. He monologues and then attacks. How many times must Lareth appear in an adventure? Your baddie needs to be foreshadowed. There is no impact from the bing bad if he’s just another thing to hack down in the dungeon. Yes, I understand, you’ve got a monologue in there. That doesn’t help. By the time the party meets the evil high priest they should already know what the monogie is likely to be, so that the baddie need not give it. Did I mention that Rot Priest Angren Murrian has a whole backstory and history? Only to be cut down immediately and without hesitation …
I can be an ass. Surprise! I know, right. One day I’m going to be in a particularly petulant mood and not really give a shit that I’m ruining everyone else’s time at the table. I’m going to take one of these throw-away villains and really dive deep in to them. Explore, during the game as a player, their entire history. Track down people who knew them, their life experiences. Every place they went and everything that made them up. The full Rosebud treatment. I’ll never stop, always thinking that here must be MORE. There could be MORE! What conspiracies hide here?! I mean, there must be, give that named person appeared, with a monologue, and a half page of backstory. There MUST be more, right?!
Yeah, so, I’m an idiot. It’s just a throw-away adventure.
This is $3 at DriveThru. There is no preview. You need a preview so potential buyers can make an informed decision prior to an actual purchase.
https://www.drivethrurpg.com/en/product/574339/the-lair-of-the-rot-priest?1892600
Welcome to Day 8 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Resolve (Prompt) + Intellect (Weekly Modifier) + Works Hard (Weekly Modifier) + Cyberpunk (Genre)
Here is today’s NPC.
Kaelen “Aegis” Vance (Fantasy Name Generator used for the name: Cyberpunk (nick)name generator)
In the neon-drenched sprawl, where flash often substitutes for substance, Kaelen Vance is an anomaly. Known on the street as “Aegis,” he is not the chromed-out, hyper-aggressive mercenary often associated with the modern Ronin. Instead, Aegis is a meticulous professional whose reputation is built on unwavering resolve. It is said that once Aegis accepts a contract, only his death will prevent its completion. He does not take jobs to build a reputation; he takes them to execute them with extreme precision.
His presence reflects his methodical nature. Aegis has rejected flashy or bulky bionic enhancements for practical cybernetics that seamlessly integrate with his musculature. One eye is a well-disguised, natural-looking optical sensor that feeds data directly to his neural computer. Intellect, rather than brawn, is his primary weapon. While he is lethal in combat, he prefers to outthink his opponents, analyzing weak points and running probability simulations long before the first shot is fired.
His success is not accidental, nor is it solely dependent on his enhancements or hardware. Aegis works hard, and his strict discipline pays off. He despises laziness and blind improvisation, believing that in his line of work, if you don’t have a plan, you might as well be dead. He is willing to share his knowledge and methods with worthy allies, easily stepping in as a tactical advisor for complex heists or a formidable ally when overwhelming force is required.
However, he has little patience for those who do not share his work ethic or dedication. To earn Aegis’s respect, one must prove they have the intellect to formulate a plan and the resolve to see it through, no matter what the cost.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
Welcome to Day 7 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Mercy (Prompt) + Intellect (Weekly Modifier) + Loving and Giving (Weekly Modifier) + Western (Genre)
Here is today’s NPC.
Sister Laila Casad (Fantasy Name Generator used for the name: Old West name generator)
Sister Laila joined the Sisters of Sienna after her husband, Mad Dog Casad, was hanged for his crimes by a Marshal in the territories. Seeking penance for his eternal soul—and perhaps her own—she joined the nuns, dedicating herself to protecting the defenseless and educating the young.
While she lacked formal religious training, she possessed a sharp intellect and knew how to survive. These skills helped keep her and the other sisters safe during their mission to build an orphanage where children could be taught the mercy of the Lord. Laila took her vows not long after the Sienna Orphanage was finished.
She proved to be a fast learner, letting go of past anger and old grudges to fully embrace the Sisters of Sienna’s mission of loving and giving unto others. She has since grown into a position of leadership at the frontier orphanage: teaching the children, guiding her fellow sisters, and protecting her home against bandits or anyone else who means them harm.
The Sienna Orphanage always offers hospitality to weary travelers in exchange for a small donation. Sister Laila keeps an open ear for rumors regarding travelers and ne’er-do-wells in the nearby territories, and she is always willing to share what she knows with friendly visitors. However, she won’t hesitate to pull a gun from under her habit and remind anyone with ill intent that she is still the widow of Mad Dog Casad.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
Welcome to Day 6 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Reach (Prompt) + Intellect (Weekly Modifier) + Far to Go (Weekly Modifier) + Space Opera (Genre)
Here is today’s NPC… well, a sort-of NPC: an intelligent space opera artifact MacGuffin. I hope you find it useful.
Skull of Wisdom (Fantasy Name Generator used for the name: Artifact name generator)
The Skull of Wisdom was discovered by the first species to reach beyond their home world. The obsidian-colored skull of an unknown entity is oblong, polished, and crossed by reddish cracks. It lacks a lower jaw and does not belong to any species known to travel the stars.
Whatever its origin, the skull whispers to its owner in their sleep, regaling them with tales of past victories and achievements. Although these visions can be confusing at first, the Skull of Wisdom ultimately advises its owner on their most pressing matters. No one can tell if it possesses a single intellect or the collected wisdom of its many previous owners, but it can reach through the ages to find the exact parable or knowledge the current owner requires.
However, the Skull of Wisdom has a profound effect on its proprietor. While it offers counsel in their dreams, it also fosters an intense sense of wanderlust and ambition. It drives them to seek out discovery or conquest, constantly convincing them that their destiny remains incomplete and that they still have far to go.
Conquerors and explorers have sought and claimed the Skull of Wisdom throughout the ages, and it has guided them to forge galactic empires and plumb the unknown regions of space. Some seek to own it, while others wish to destroy it, but the voice of the Skull of Wisdom is always present, waiting for the next audacious being to hold it in their hands.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!