Tabletop Gaming Feeds

OSR Commentary - Using Worlds without Number with Sword of Cepheus 2nd edition

Swords & Stitchery - Mon, 07/06/2026 - 19:59
 Mash-ups between Worlds Without Number (WWN) by Kevin Crawford and Sword of Cepheus 2nd Edition (SoC 2e) by Stellagama Publishing form a phenomenal pairing. They are both built for sandbox-style, gritty sword-and-sorcery worlds, but they approach the genre from two completely different mechanical lineages: WWN uses an OSR (D&D-adjacent) baseline, while SoC 2e is a d6 skill-based system Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Lions of Tell Arn Part 2 – The City & The City

Ten Foot Pole - Mon, 07/06/2026 - 11:11
By Nikoline
Self Published
OSR
Levels 3-8

As above, so below. Above, Tell Arn is abandoned, the Hyrkossi kings ashamed of what is buried there. Below, stranger kings hold greater shames, and greater terrors are locked away. The mistakes of lost civilisations repeat on one another in the dark, holding a delicate, unruly balance. Tip the scales, break the seal, and let the Lions drink deep.

This 81 page adventure presents two more levels of Tell Arn with about a hundred numbered major rooms and probably as many sub-a/sub-b rooms. Complex maps. Great writing. Interesting environments to adventure in. An adventure that can stand toe to toe with Dark Tower/Thracia/Hyqueous/Xyntillian/The Bowman Levels. Buy the hard copy now.

One of the two level maps The Upper right corner

I think, perhaps, I’d like to examine this adventure through one small portion of a zone, in the northeast of the map. The map, alone, should be enough to get you excited. Water, tunnels, above and below, weird shapes, and a complexity that naturally lends itself to exploration. It FEELS like a ruined city, yes? Looking at the small area in the upper right, a kind of cavern. IN the middle is a pit. There’s this long corridor off to 39a, and a broken set of stairs clinging to a wall leading up to 28a. Rough caves to 29, with secrets in that room, multiple secret doors! Pools in 31, with more secrets, but the entrance to the 31 hallway from 28 is a ledge up on the wall. Rooms. Caverns. Pits. Ledges. Stairs. Exits. Secrets. An almost bewildering number and type of environments. Fucking great map! A place for an adventure!

The rooms start with a kind of vibe overview. Room 28 is “Lower Hydra Nest”. How much more classic can you get than a hydra in a ruined city? It makes my mouth water just thinking about the deliciousness of the encounter! Then the entry reads “Sickly stench; grease and putrescence. A ledge (40’ up) to the south (to 31). Water and blood drips from above” It’s kind of orienting the DM to the room. Room 29, the Putrescent Larder reads “The detritus thickens; half-rotted carcasses in great mounds. Sweet stench of death. Lit by guttering blue corpse-fires, burning at random. Sucking steps.” Got it. Ewww! Or, maybe room 21, the Upper Gallery “Reprieve from the miasma. Crashing water. Blue light through fine mist. Hollow on the north wall leads to 29. “ Crashing water, sweeter air, a blue light in a fine mist. GUTTERING. Or SUCKING STEPS. These descriptions feel imagined. They feel like someone called up a mental image in their head, lived the room, and then were able to get that down on paper, and down on paper in such a way that you, the DM reading it, can pick it up and run with it just as the designer imagined in their head. That IS the goal of good writing. A sucking step. Anyone in the mud, bog, fen, swampy environments knows what that is like. It’s a perfect description for that kind of thing. You KNOW what it is. The descriptions here range from good to excellent, across the board.

But wait, there’s more! This is not the end of things.We expand, when entering from room 17, the trail narrows, the stone crumbling, there’s a 30’ ledge to the floor below, with pitted walls. Pitted. The room? A ruined amphitheatre, buried in filth. Corroded pillars break the surface. They are gnawed and scored with deep claw marks. Detritus is 10 deep, bone, plasma, cave-slime, guano. I fucking love that amphitheater description. 

Heyt man, how about that pit? Let’s look at that bullet “In the centre of the amphitheatre, a sunken pit (40’ across, 20’ deep). The floor is thick with golden slime. Inspection reveals twisting movement below. A colossal gold-faced bust (3000c/300lb) rests against the west edge. Bringing fire nearby alerts the hydra: 4d6 HYDRA SPAWN surge into 28 to defend it. “ Golden slime. Twisting below. Jesus fucking christ! I’m not going near that thing! I see your colossal gold-faced bust, but the hand AND eye had better be clearly visible to get me to go there! Great fucking environment. And remember, we’ve still got “A broken set of stairs winding 20’ up the wall. At the top, a dark hollow “ and other things in here. Depth. Multiple things going on. Multiple things to look at, explore, interact with. 

Expanding this hydra room even more, there are mechanics to help the DM out. That 10’ deep filth? “The filth halves all movement in 28/29 “ Wanna dig through it? There’s a short table for that. Oh, hey, remember that pit with the golden slime and twisting movement? How about this as fucking follow up to that description: “If the slime-floor is broken (like the skin of a water-bed), it reveals a knotted, fused mass of hydra-flesh. A thousand blind eyes swivel into life. 1d10x10 HYDRA SPAWN burst out after 1 turn. “ Like the skin of a water bed. A thr\ousand blind eyes SWIVEL into life. A knotted and fused mass of hydra flesh. Fucking a man, this is a fucking adventure right here! 

We saw that colossal gold-faced bust, as treasure. Digging about in the filth could get you “Seventh Binding. (300c). A scabbard faced with moulded silver plates depicting the slaughter of seven giants. Inside, it is choked with black blood. “Nice little description. CHoked with black blood is a good touch also. No blade kept within will dull or rust. That’s a decent effect without relying on mechanics. And, then also “7 charges. The bearer can negate a mundane attack dealing ?8hp. The wound scars over, one of the seven giants rots to bones, and the scabbard fills with the blood that would have been spilled. “ Ewwww! Noice! Love it!  Magic item that FEELS like a magic item. 

Hey, how about another room? How about that upper gallery, with the blue mist? “Softly phosphorescent lichen coats the walls. It is thicker to the south, growing elaborate tendrils, swaying. On close inspection, see the form of a halfling, splayed out and subsumed by the algae. Its skull is stripped bare; a jewelled holy symbol (200c) of a sapphire rose embedded in the socket. “ Uh. Ok. And also “A stream of water cascades from above into a shallow pool. The pool is white with foam. It breaks off into a stream running down to 30. The water is bright blue and bitter. Small blind fish swim within. “ And then each of those two things, which are major bullets, have a minor bullet like “If bathed in, the water (highly alkaline) causes 1hp damage, drinking it 1d6hp. It cleans anything washed in it to a mirror sheen.”

Formatting wise, we’re seeing a vibe overview that’s highly evocative. Then a few major bullets with details on things from the overview. Then a sub-bullet or two with mechanical-like impacts from those bullets. Bolding and italics are used to effect to draw the eye to certain words, but not overused. Evocative treasure with good descriptions, terse but much more interesting than a Sword, +1. 

These rooms hit, over and over again. There are zones in this places, “themed” areas, if you will. There are a couple of major factions running around with wants and needs and goals, as well as theming around hunger, in particular, with a ravenous hydra and ghouls. The amount of repetition of rooms is close to zero, nothing really feels like it’s just thrown in, or padding out the adventure. Room after room and description after description feels intentional, as if absolutely everything in the is adding to the adventure, building it up with intention. 

Dense. Complex. Thrilling. Full of awe and wonder and horror the way an exploration adventure should be. You are a FOOL if you don’t check this out. For all the crap being published, today and every year, there is always someone out there with a singular vision who drives it to completion. This is the OSR.

This is Pay What You Want at DriveThru with a suggested price of $5. That’s absurd. This thing is great and you need a physical copy. The preview is twenty pages. You get to see a great map and lots of dungeon entries. Great preview.

https://www.drivethrurpg.com/en/product/530112/the-lions-of-tell-arn-part-ii?1892600

Categories: Tabletop Gaming Blogs

When the Crowdfunding Rewards Arrive

Sorcerer's Skull - Mon, 07/06/2026 - 11:00

 With starting our new campaign in Nimble and life in general, I just haven't got around to giving the attention I'd like to to crowdfunding rpg products that have been arriving. 

Two Little Mice have been busy lately and I got the physical occupy of Outgunned: Superheroes (I've had the pdf for a while) and the drafts of the Twilight Sword material. The former is the "action flick" (campaign book) for the Outgunned action movie rpg for cinematic supers. The latter is their Legend of Zelda-inspired fantasy rpg. Both look good, and I'm interested in seeing the rules implementation in both of them, more than I think either will be something I will play any time soon, admittedly. I'm always interested in rules lite-ish supers games, and I'm like to compared Twilight Sword to the similar jrpg-inspired Legends of Akeroth.

What I have spent a little bit of time reading over is the plain text draft of Wandering Blades, a wuxia rpg. Wuxia (sort of like supers) is a genre where I haven't found the system that I think perfect captures what I want to see in such a game. Wandering Blades looks pretty simple (which is a plus), but also flavorful.

These aren't the only crowdfunding rewards I haven't really given a thorough read, I'm said to say. If only these things would arrive at the moment I had maximum interest in them and time to engage with them!

Xmen Comics Sentinel Mark II (Standard Model) For the Superpowered! rpg & Classic 2d6 Science Fiction Rpgs

Swords & Stitchery - Sun, 07/05/2026 - 19:29
 Bringing the iconic, mutant-hunting Sentinels from X-Men comics into Stellagama Publishing’s Superpowered! RPG (the lightweight, 2d6-based Quantum/Cepheus Engine ruleset) requires capturing their sheer scale, implacable tracking systems, and adaptive defenses.In Superpowered!, a standard comic-book Sentinel operates as a high-threat powerhouse designed to force team coordination rather thanNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - The d100 Table of Barsoomian Land Encounters Table & Martian Outlaw Markets

Swords & Stitchery - Sun, 07/05/2026 - 04:06
 For a ground-bound caravan, a party of infantry, or a lone hero traversing the dried seabeds (ochre moss plains), deep scarps, and shifting orange dunes of Mars, the wilderness is a brutal testing ground. Without the safety of a sky-galleon's hull, adventurers are directly exposed to predatory megafauna, tribal raiding parties, and environmental hazards unique to the dying world. This blog Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Heart of St. Althus

Ten Foot Pole - Sat, 07/04/2026 - 11:11
By Scott_m
First Era Adventures
OSRIC
Levels 2-4

Ten years ago, the new rector went insane and burned down the town chapel, killing his fellow priests. No one knows why he did it, but superstitious townsfolk just wanted the whole sad affair to go away, so they turned a blind eye. The scene of this terrible crime was abandoned, yet evil abides. Locals believe the site remains cursed, haunted by ghosts of the murdered priests. Now, after mysterious events have befallen the town in recent weeks, many look to the ruined chapel as the source of their ill fortune. Somewhere below the ruins, the fate of the temple’s holy relic may hold the answer to this disturbing mystery.

This 21 page adventure presents a burned out chapel and undercroft with about fifty locations. There are a couple of interesting subplots going on, with evocative descriptions, decent interactivity, and it being well formatted. A fine adventure. How often do I get to say that?

You know that bag of potatoes in your pantry? The one that’s been for awhile? You know how it’s begun to rot and stink up the place? Clean up your fucking churchs when they burn down!

I don’t know where to start. I want to talk about a couple of points, but I think I should cover the heart of the adventure first. There is a little background and a few hooks that kind of paint a scene of the surrounding town, but it’s VERY minimal. This is, essentially, just a site to adventure in with almost not surrounding info. And that’s fine. This works well as a site-based adventure that you can drop in almost anywhere and there IS just enough to hook it in a little deeper. The reeves teen boy  is missing and someone you find in the dungeon could be the kid. And, really, not much more than this and the local legend in the marketing blurb. 

The language use here is pretty decent. “Rusted iron gates screech open onto a flagstone courtyard, its edges overtaken with dirt and weeds. The stones are broken and shifted; tall weeds clump in the cracks.” Overtaken, edges, shifted, rusted. The words chosen are good. In another place there is this as a description “Dusty paths encircle scores of old gravestones squatting among the dry, rustling grass.” That could, I think, almost be the platonic ideal of a decent room description. It’s terse, evocative. It uses its word count wisely. It’s the kind of description that makes me think someone who was VERY adept with their vocab imagined a scene and then wrote it down, rather than working the other way around. “Hmmm, graveyard, what words can I use?” There’s a kind of ease that comes from the descriptions, as if they were effortlessly written. The words click together well to build on each other. That’s evocative writing. It does slip in a purple word now and again, like that “rusted iron gates SCREECH open upon” … that’s not read-aloud or second person, it’s trying to use an adverb. I applaud the attempt and I think adverb usage can REALLY work well, but it’s either a smash hit or a failure in my experience in a description. Still, there’s not much of it. 

Formatting is good also. This is a standard paragraph style, with certain words bolded to cal attention to them, like creatures or other things that the party might notice, a glint ,a marble font, etc. Each paragraph might have two or three sentences with a room averaging one to two paragraphs. And, those paragraphs are well written. They are not padded out. The important stuff comes up front. One room, I’m thinking of, stretches to a column of text, quite unusual for this adventure. But, it’s quite manageable. It builds. It’s easy to locate information. One paragraph might have the “marble font” bolded and then the very next describes the font encounter information. I don’t know, maybe it’s an accident, but I doubt it. It is, for lack of a better phrase, subtly formatted and organized. 

The maps,supporting play, range from great to good. The outside map, of the ruined chapel and grounds, is really nice. Almost an overlay on top of an art piece that doesn’t loose it ability to be clear. The undercroft map is clear as well, although it has a kind of symmetrical vibe to it that I almost always have a visceral response to. It’s NOT wholly symmetrical, but, also, when a map tends to the symmetrical I do enjoy seeing a secret placed on the map that rewards players who pay attention. A fully mapped dungeon, the known areas, would reveal one curious space unaccounted for, leading to a major treasure. Monsters are noted on the map, which is great for helping a DM react to noisy characters. There is a third level, some rat tunnels, that is a neato little extra, simple but nice to have also. Exit locations, and where they lead to, are noted as well, with … six entry/exits to the undercroft. Sweet!

There is some interesting interactivity as well. I’m going to note one of them, as an example. Up top, in the grounds, is a cemetery. At one point you can find four broken in to tombs of knights, with their heraldry, names, etc. Down below you can meet four skeleton knights, and by paying attention and drawing some inferences, they are the same dudes. Calling out to them with their names, etc, can let anyone kind of “turn” them, with a chance. This is the old trope of “i know the real you is really in there!” Finally, if you do the right thing and return their bones to their crypts then a golden trumpet appears midair. A nice kind of symbolism there with the knights and a church. And it turns out to be a horn of valhalla, allowing you to summon them 1d4 4hd knights. It all works together, and builds upon itself. OF COURSE that will happen, right? It what you WANT to happen, as a D&D player. Another example is an skull icon that cn talk (oh, Mort, you cast a long shadow) and if you say a prayer, give alms, etc, then you are rewarded. Again, a kind of free-flowing interactive play, not necessarily tied to casting the right spell but just doing what SHOULD be done. And then the skull responds “Your gesture comforts my eternal soul; Brother Denton has something for you” … so keep an eye open for his ossuary. In the main ruined church. “The cavernous interior space once soared to (60’h) down the center line. Huge rubble piles obscure sightlines deeper into the hall unless someone mounts one of the heaps” And some notes on the “valleys” between the rubble and on climbing them. A pretty good environment. 

There’s a place or two that I would have liked an extra word or two. “Scattered on the basin’s bottom are the bones of two missing townsfolk.” That could have used a couple of words more, a missing teen couple dating or some such. Nothing wrong here, but just a yearning for more specificity, given the quality of the rest of the adventure it seems out of place.

Lastly, I want to talk a little bit about the setup. This site is a fine stand-alone adventuring site and doesn’t need more, a surrounding town or some such. But, it’s teased a little, and, again, that makes me want more. “Livestock and stores have gone missing; shadowy, hooded figures are said to roam the fields at night; ghostly lights were seen (from a distance) in the chapel ruins, etc. Worse still, quite a few locals and itinerant laborers have gone missing over the last few weeks.” This is pretty much a platonic setup for a small village getting creeped out. Bad omens and strange happenings. Throw in some sour milk and a lame calf and you’ve got the motherload. This nothing more to this, in the adventure, than what I pasted in and, sure, I’d like to see some specificity here, but, it does make me wonder. I’ve not really been impressed by those “101 subplots for game!” type products, the content never turns out to be what I want. (Well, other than Pembrocktonshire and Petty Gods.) A giant compendium of quick hits for a game, with specificity. Full of lame calves, sour milk, disappearing teens, sudden appearance of hoof and mouth, hank the drunk saw a weird shadow stumbling home. Perfect little quick hits, with specificity, for a DM to tosses in to their games to help bring the context around these site adventures to life. 

Anyway, enough rambling. This adventure reminds me of the nostalgia of the original adventures. Not what they actually were, but what you remember them to be, the same as the old sledding hill being flour feet tall when you remember it being humongous. This adventure lives up to the memories of the old ones, meaning it exceeds them. 

This is $5 at DriveThru. The preview is ten pages and you get to see themain maps and several encounters. Great preview.

https://www.drivethrurpg.com/en/product/567410/the-heart-of-st-althus?1892600

Categories: Tabletop Gaming Blogs

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires - Converting Welcome to Skull Tower over to ACKS II

Swords & Stitchery - Sat, 07/04/2026 - 04:08
 Converting David A. Hargrave’s legendary 1978 supplement, The Arduin Grimoire Vol. II: Welcome to Skull Tower, into ACKS II (Adventurer Conqueror King System II) provides your campaign with a central hub for planar travel and dungeon-crawling. This blog post picks right up from Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

OSR Commentary - Breakdown & Details of Using or Playing Stars Without Number With The Cepheus Engine Rpg

Swords & Stitchery - Fri, 07/03/2026 - 03:49
 Stars Without Number (SWN), designed by Kevin Crawford of Sine Nomine Publishing, is a sci-fi tabletop RPG built from the bones of old-school fantasy gaming (specifically classic B/X D&D) but adapted for sandbox space opera.It is widely celebrated as one of the best toolkits for game masters running open-ended, emergent campaigns. Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Operation Leading Edge – New Cinematic Adventure, Miniatures Set & Dice Tray For ALIEN The Roleplaying Game

Gamer Goggles - Fri, 07/03/2026 - 00:04

From the desks of Free League Publishing.

Pre-orders with bundle discount and immediate PDF access are now live for the thrilling new expansion alongside Evolved editions of earlier ALIEN RPG fan favorites Today, Free League Publishing announced a slew of new upcoming releases for ALIEN The Roleplaying Game Evolved Edition, headlined by the cinematic adventure Operation Leading Edge and an accompanying Miniatures Set, all published in partnership with 20th Century Studios.

These items are now available for pre-order in the Free League webshop with immediate PDF access ahead of their Q4 release, alongside a new dedicated dice tray for the ALIEN RPG and Evolved Editions of the fan-favorite cinematic adventure Chariot of the Angels and the major campaign books Colonial Marines Operations Manual and Building Better Worlds.
Fans who pre-order a least 5 of these new products in the Free League webshop qualify for a 20% bundle discount (deducted at checkout). More information about each title is available below.
Categories: Tabletop Gaming Blogs

New Cepheus Atom Monster - The Rad-Stalker (Mutated Deinonychus)

Swords & Stitchery - Thu, 07/02/2026 - 04:14
 Here is a mutated variant of the classic pack-hunting dromaeosaurid, ready-made for the rules-light post-apocalyptic settings of Cepheus Atom.The Rad-Stalker (Mutated Deinonychus)The Rad-Stalker is a terrifying twist on pre-collapse cloning experiments gone wrong, further warped by centuries of background radiation. They are larger than their ancestors, measuring roughly 4 meters long, Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Invincible Superhero Roleplaying Coming July 30

Gamer Goggles - Wed, 07/01/2026 - 23:52

Today, Free League Publishing launched a pre-order for Invincible – Superhero Roleplaying. The official tabletop RPG, based on the groundbreaking comic book and animated tv series Invincibleand voted one of the most anticipated RPGs of 2026, will be officially launched on July 30 at Gen Con and in hobby stores everywhere. Pre-orders in the Free League webshop give immediate PDF access.

The launch includes no less than five items, all detailed below.

Also, fans going to Gen Con can sign up to play the brand new adventure Superhero Season. This intense 2-hour thrill ride throws the heroes into a deadly predicament as a massive bounty is placed on their heads. Tickets are going fast but there are still some slots left on Saturday. And even fans who don’t play can get printed booklets of Superhero Season at the Free League booth #2449.

© 2026 Skybound, LLC. Based on the comic book Invincible® by Robert Kirkman, Cory Walker and Ryan Ottley. INVINCIBLE and any related logos are registered or otherwise protected trademarks of Robert Kirkman Inc. All Rights Reserved.

Categories: Tabletop Gaming Blogs

D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition

Swords & Stitchery - Wed, 07/01/2026 - 20:04
 The Pre-Cataclysmic age of King Kull is a brutal world of crumbling obsidian towers, ancient serpent cults, and blood-soaked bronze. For a Sword of Cepheus (2nd Edition) campaign, navigating the untamed wilderness of Atlantis or the decaying cities of Valusia requires a unique blend of weird science-fantasy and raw grit.d100 Prehistoric & Sword & Sorcery Monster EncountersThese Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

July Files Day 1

The Splintered Realm - Wed, 07/01/2026 - 16:37
I thought it would be fun to craete a file card a day for Army Ants. Today we start with the character Mary used during our play-testing sessions...


Bugbears in the Mountains

Ten Foot Pole - Wed, 07/01/2026 - 11:11
By Fabricio Garcia
Kobold King
OSR
Level 3

Bugbears are attacking the dwarfs on their way up the mountain to make offerings to their god. A group of elf scholars came to the region to study the presence of bugbears in such remote region and they are stopping the dwarfs in their attacks against the bugbears. Furious with the lack of offerings and prayers. The dwarven god is eminent to turn away from the region and allowing monsters to roam free. The PC’s can seek the god absolution on the dwarfs instead or even make them leave the region and help the bugbears in taking the region and put their gods in power of Altuvia.

(This is a PDF but there is an Obsidian markup file. Again, I tried to install obsidian and get it going to view it the way it was meant to be viewed, got it installed, but again couldn’t figure out how to view/work with the markup file)

This sixty page adventure describes … I don’t really know what it describes. A political situation? A couple of dungeons surrounding a political situation? It’s all just general ideas, with few specifics, and almost certainly worth no time. And yet, I find the premise intriguing in a weirdly real-life cynical way.

The marketing blurb is essentially correct. Some dwarves were driven above ground by oozes attacking their mines. They have no ore. They are trying to get ore from their cousins but the elf lands are in the way and  “Now the dwarfs wait for the complicated and unhurried elf politics allows the ore transport.” Noice! And, now, some bugbears have moved in to the region. Their attacks are preventing the dwarves from getting to their temple to honor their goddess. This WILL eventually cause her to abandon them and then the bugbear god will move in to set up shop, which is the EXPLICIT plan of the bugbears. IE: preventing the dwarves from worshipping their goddess so she’ll abandon them and their dude can take up the mantle of the region. But, now, also, with the bugbears showing up, some elf researchers have shown up and have a manor home in the wilderness where they’ve set up base. They want to study the bugbear migrations, which they find unusual, and are preventing the dwarves from attacking the bugbears. If we think of the eves as having superior technology/gods/magic/armies, then the position of the dwarves becomes quite interesting. Piss off the local elves and maybe influence the larger political “ore from our cousins” thing? Are there local dwarves acting as guides to the elves, or, maybe, nearby halflings that trade with the dwarves but also sell their services to the elves? The analog of an asymmetric power relationship, and the consequences to all parties, it quite interesting. The elves WILL, through their good natured scholastic meddling, cause the dwarves to be wiped out and the bugbears to take over the region. Do they care? Will they be wiped out also? This is all fucking magnificent. The comparisons to real life are obvious.

And almost nothing of substance is in the adventure. Some of what I described is present in the adventure. Some of it is shit I inferred, like dwarf collaborators or halflings, or other linkages. But, also, beyond a simple overview, essentially matching in context and length what I described, there is nothing of any of this present in the adventure. The individuals, the timeline, everything else, none of it really is related to the overall situation described. Yes, the bugbears want to kill and maybe an elf , described, wants to study shit. But these kind of grand machinations, or even minor machinations, are just not present in the adventure. At best you’ll get an NPC description who has a quest like “I want some elven wine.”

For it being sixty pages there is remarkably little specific to point to. The dwarf mines have a map, but no key, just instructions to roll on random tables. But, even then, I’m not sure I can make heads or tails of the map. Are the rectangles rooms? Or are those just hallways that meet up? What are the grey lines? And then the map of a ruined manor is not keyed, with just things like “Bedroom 1 : The room to the left of the corridor” Creature amounts and mundane treasures, including potions and scrolls are just not present, explicitly so, fitting in to some “for use with any system” statement. I can’t fathom ever doing this in an adventure. 

This is SO open ended, SO non-specific that it amounts to just the overall situation description, some NPC descriptions that don’t tie in very well, and site descriptions that are almost as vague and non-specific as you can possibly have and still call it a site description. You’re going to have to wing, and add to and expand everything. I get it, we do some of that when running a game. But there is SO little direction here, so little that is specific, that this amounts to very little more than napkin notes and ideas of what could be going on in various places with various people. In sixty pages.  I think I’m done with Kobold King. 

This is $2 at DriveThru. There is no preview. 

https://www.drivethrurpg.com/en/product/569519/bugbears-in-the-mountains-markdown-mini-setting?1892600

Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, October 1985 (week 1)

Sorcerer's Skull - Wed, 07/01/2026 - 11:00
My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of July 4, 1985. 

Crisis on Infinite Earths #7: This double-sized issue was heavily advertised in the previous month. Given that the number of crossovers also pick up this point, it feels like at over halfway done, Crisis is really getting started in earnest. Most of the issue, though, is Lyla explaining the retconned history of Krona and the creation of the multiverse to a group of heroes assembled from each of the 4 Earths. Then, Pariah tells his part in inadvertently releasing the Anti-Monitor. Blue Beetle is amusingly cast in the roll of testy, brass-tacks guy, and keeps telling them to get to the point.
The point is that a selection of the most powerful heroes form the Earths are going to take the battle to the Anti-Monitor, using Alexander Luthor as a gateway There seems to be the pattern of selecting the real heavy hitters, but also people with matter transformation or light powers, so we get 2 Supermen and Supergirl, of course, but also Firestorm, the Ray, and Dr. Light. Most of the team is tied up with fighting rock monsters of some sort, but Dr. Light and Superman make it to the Anti-Monitor's central machine being used to merge and annihilate the worlds. I don't recall that has his plan before, anyway, Anti ambushes them and starts beating Superman to death, but Supergirl hearing his cries, rushes to the rescue. She pounds the Anti-Monitor into his machine and keeps pounding him, telling Dr. Light to get Superman away. Supergirl manages to destroy the Anti's armor, but she's distracted for a moment to yell at Dr. Light to get out, Anti strikes back and bathes her in anti-matter.
Supergirl dies, but the machinery is destroyed and the Anti-Monitor has to flee. Dr. Light is inspired by the heroics she saw and vows to be less selfish. Earth-One Superman is, of course, devastated. The issue ends with a memorial for Supergirl one Earth where Batgirl eulogizes her friend.
This was a well-done issue and sort of sets the style of how "big character deaths" will be handled in events in the years to come.

DC Comics Presents #86: This is a Crisis crossover issue, Kupperberg and Hoberg/Hunt bring back a villain from Kupperberg's Supergirl run and give us a view of Supergirl's time just before Crisis #7. In fact, her emotionally supporting her friend Batgirl in Crisis #4 is portrayed again in this story. With the weird storms in the skies as a portend of doom, Supergirl and Superman are distracted by the unusual appearance of twin black holes in a certain sector of space. When they investigate, the Supergirl foe Blackstarr emerges from one of the holes. At first, they think she's the cause of the cosmic upheaval. Supergirl is quicker to be convinced otherwise than her cousin. Blackstarr for her part, views Superman as the culprit due to a misreading of the spacetime. Kara has to keep the piece until the other two see their errors, and they are all able to join forces, buying the universe a little extra time against the anti-matter wave pushing on it. Blackstarr disappears and Superman and Supergirl precede to the next, uh--Crisis.

Fury of Firestorm #40: Conway and Clark/Akin/Garvey bring Ronnie to graduation day. While Firestorm makes an appearance there isn't a super-villain and very little in the way of superheroics. Instead, Ronnie first has to deal with accusations of cheating (his grades have gotten better, but its due to absorbing knowledge from Stein when they were in gestalt) which he overcomes by taking an oral exam, and the bullying of Cliff Carmichael, which he conquers by not being so reactive. His newfound maturity helps to patch out a disagreement with Doreen. The two plan to go to Vandemeer College--but so is Carmichael. Firestorm also gets served notice Felicity Smoak is suing him, and Ronnie and Stein meet Ronnie's Dad's new girlfriend--Smoak!

Hex #2: I picked up this issue as a kid, but it was the last one I would get for a while. I think the place I usually bought comics didn't carry the title, because most of the covers I never remember seeing. Fleisher and Texeria/Janke pick up where the 1st issue left off, and they keep a breakneck pace up pretty much the whole issue. We rewind to the skies above Vietnam to meet the troops in the helicopter that almost crashes into Hex. He helps the survivors out of the wreck, and while they are on the run from Borsten's soldiers, the information Hex has allows them to piece together a bit of what is going on. One of the soldiers, Harris, is black, and is a bit hostile toward Hex due to his Southernness, understandable given the events of the era he came from, and Hex's Confederate uniform. They still manage to work together to stay alive though. When, Stiletta reappears and offers them help breaking into Borsten's complex to get them home, they all jump at the chance.
It's all a setup. Two of the soldiers are killed by a trap, and Harris susses out Stiletta is a robot leading them into an ambush. Hex and Harris have to fight their way out, but Harris is caught behind an energy fence. Hex can't get to him, so the other soldier tells him to get out, which Hex does. Again, he's on the run on a stolen motorcycle in the desert.

Justice League of America #243: Conway and Tuska/Machlan continue the story from last issue. Aquaman and Mera return to the base to find the team gone to Canada. Meanwhile, Vixen frees the group put in a hole under a boulder by Amazo, and Martian Manhunter and Gunn explore the mystery of how Amazo got out the Fortress of Solitude and what he's up too. They learn of prospector Jake MacGregor's grudges and obsessions, now assumed by Amazo. Ultimately, J'onzz confuses Amazo by appearing as MacGregor, giving Aquaman the opening he needs to defeat the android.
In the aftermath, Aquaman announces he's leaving the team to save his marriage. He seems an abrupt exit, but I think Conway realized that the King of the Seas was a poor fit for the idea of a more street level team based in Detroit. 

Tales of the Teen Titans #58: Wolfman and Patton/Tanghal finish up the new Fearsome Five story. Most of the issue is the fight between the Titans and the Five, accentuating the theme of the Titan's teamwork allowing them to hold their own against their more powerful foes. In the end though, it's Jericho that really saves the day for them, and so at the end of the issue they officially make him a member. 
The Fearsome Five is also likely hampered by Psimon disappearing. He's whisked away by the Monitor to appear in Crisis on Infinite Earths #1. 
Victor undergoes surgery to make him Cyborg again due to his injuries, and the team rallies around him to show their support.
The editorial tells us this is the last original issue of Tales. Reprints will begin with the next issue, starting with a reprint of the new Teen Titans first appearance.

Vigilante #23: Kupperberg and Smith/Mitchell continue the story from last issue, but slow things down to deal with Marcia's and Adrian's relationship. There's a strange storm in the sky (the Crisis most likely) as Marcia demands answers from Adrian about what's going on. And honestly, it's overdue. It is difficult to sympathize with him because he's been behaving so erratically, so Marcia has every reason to think he's mentally ill. And she might be right! At first, he's able to convince her to give him more time, but when she catches him with a gun preparing to look for the killer Vigilante, he's only option to keep her from walking out is starting to tell her the whole story.

Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition - Part Six

Swords & Stitchery - Wed, 07/01/2026 - 03:31
 Arriving at the iron docks of Krag-Ghar is a jarring sensory assault. The humid air smells of sulfur, stagnant lake water, and melting pig iron. Huge, soot-stained chains dangle from the cavern roof to steady the suspended stalactite city above, while the green glow of phosphorescent moss reflects slickly off the carapaces of the Chitin Regime guards. This blog post picks right up from&nbspNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Official Sun King Beer of Gen Con 2026 Has Arrived!

Gamer Goggles - Tue, 06/30/2026 - 23:46
From the halls of Gen Con


Last month, Gen Con fans chose the name. Now we’re excited to reveal the beer behind it. Introducing Rage Quit, the Official Beer of Gen Con 2026. Rage Quit is a light and crisp cherry and lemon-lime ale created by Sun King Brewery.Along with the official can art reveal, Rage Quit is shaping up to be the perfect companion for summer gaming, convention adventures, and long days spent exploring the Best Four Days in Gaming.Attendees will be able to enjoy Rage Quit throughout Gen Con weekend, including at the Gen Con Block Party beginning with Wednesday’s Kickoff and continuing through Sunday.Check out the official Sun King x Gen Con page for more information leading up to Gen Con, including Sun King Block Party updates, brewery happenings and more.
Categories: Tabletop Gaming Blogs

Renegade Game Studios Names Dhaunae De Vir Director of Roleplaying Game Brand

Gamer Goggles - Mon, 06/29/2026 - 23:27
Veteran World of Darkness publisher and former White Wolf business development lead joins Renegade to help steward its rapidly expanding RPG portfolio ?Renegade Game Studios is an award-winning publisher of tabletop games and roleplaying games, known for brands including Heroscape, Axis & Allies, Vampire: The Masquerade, G.I. JOE, Transformers, and Power Rangers. Most recently, Renegade launched the Dungeon Crawler Carl Roleplaying Game, which became the most-funded game in BackerKit history.De Vir brings more than fifteen years of experience in roleplaying game publishing, licensing, and business development, with deep roots in the hobby.Early in her career, De Vir founded Biblioteca Oscura, the Spanish-language licensed publisher for various World of Darkness lines. Under her leadership, the company published more than 35 titles and ran a V20 crowdfunding campaign that became the fifth most-funded crowdfunding project in Spain across all categories. She also distributed the Vampire: The Masquerade 20th Anniversary Deluxe books across Europe after founding the V20 Europe initiative, and produced a 1,200-person Vampire: The Masquerade event in Madrid.Recently, De Vir has held business development and partnerships management roles at Paradox Interactive and White Wolf where she led the international expansion of World of Darkness roleplaying games across languages, territories, and licensing partners. She also co-created and spearheaded the Storytellers Vault, a community content platform that opened new ways for fans to create, share, and publish material for World of Darkness. She is also an advocate for the ethical use of AI through the AI Ethics Alliance, which she founded in Brussels. Through this alliance, she works to shape responsible AI practices by connecting education, governance, and cross-sector collaboration, with a focus on helping organizations and communities understand and adopt AI in ways that are ethical, inclusive, and socially beneficial.“Dhaunae has spent her career building real, lasting communities and partnerships.” said Scott Gaeta, President & Publisher at Renegade Game Studios. “Our RPG business has rapidly expanded, and Dhaunae is exactly the kind of leader we need to help steward that growth while strengthening the relationships that make these games thrive.”“I am thrilled to join Renegade as Director, RPG Brand,” said De Vir. “I have spent much of my career working with roleplaying communities, licensed worlds, and passionate fanbases, so this role feels like a natural next step. Renegade has shown real care for the brands it publishes, and I am excited to help grow these lines while honoring what makes them meaningful to players.”De Vir’s arrival comes as Renegade continues to grow its RPG division. With upcoming 2nd Editions of its Hasbro RPG line just announced, the EXODUS RPG in partnership with Wizards of the Coast and based on the upcoming video game from Archetype Entertainment, and as it prepares to release the Dungeon Crawler Carl RPG based on Matt Dinniman’s smash hit LitRPG series of the same name.Fans should also look for an announcement very soon about a new franchise joining the Renegade RPG line-up.
Categories: Tabletop Gaming Blogs

A 1d100 Random Prehistoric Swamp Encounters On Retro Pulp Venus Table For Cepheus Engine rpg & 2d6 Old School Science Fiction Rpg

Swords & Stitchery - Mon, 06/29/2026 - 22:49
 Welcome back to the steaming, perpetual overcast of Cytherea! Adapting this setting for the Cepheus Engine (and classic 2D6 sci-fi systems) means swapping generic fantasy descriptions for explicit mechanical hazards: Endurance (END) checks, Survival skill throws, vacuum/hazard suit tracking, and raw UWP-style planet side dangers.The untamed, hostile wild of Pulp Venus — where planetary Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Hills have SCREAMS

Ten Foot Pole - Mon, 06/29/2026 - 11:11
By Dinko "Salty Nick" Galeti?
Salty Nick's Tavern
Generic/Universal/D&D
Levels 5-6

Strange phenomena plague the land: saltwater rain, shared dreams of a tide covering the land, shallow puddles reflecting deep, strange oceans. Some people have even fallen into puddles and disappeared entirely. The epicenter of the phenomena has been traced to the mausoleum of an eccentric who believed the whole land was once under the sea. Whether to stop this, explore it, or just to loot the tomb, the players have arrived to the mausoleum.

This eleven page adventure uses two-ish pages t describe about five-ish rooms in a mausoleum being invaded by an aquatic entity. There are hints here of sophisticated play, and maddeningly abstracted text that somehow is also wall of text. The theming never comes through well and it’s hampered by it use of a 5e style guide.

What can i say, I found the title appealing. Alas, there are no hills or screams, much less SCREAMS.

Some dude really thinks the world was underwater at some point. He has a massive tomb built, is buried in it, and then his belief in that idea is so strong that a water-plane entity uses the belief to try to force its way through to our plane. 

There’s an interesting concept in this adventure in the way it handles illusion. Basically, the tomb is full of illusions, or, maybe, altered realities, but the adventure uses the word illusions. Before the first room you make a choice, after talking to the dudes friendly spirit, as to if you believe his theory or not. If you do believe then you treat the illusions as real and the non-illusions as illusions. If you do not believe then the illusions are illusions to you and the real dungeon is real. Like one of those scifi episodes where half the cast is out of phase or some such.  Some of the sections of the dungeon are filled with water, and there are shafts, so if you believe then you can swim up a shaft, and things like that. (And need water breathing!) The concept is haltingly implemented and not leaned heavily into, but the idea is an intriguing one. 

There’s one or two spots where the some interesting things come in to play. The standard “clear the rubble away” thing in one room has the note “Clearing it without precautions causee another collapse.” Excellent cause and effect there and a lack of punishment for players who are not on autopilot. In another section, where you meet the dudes spirit at the start “How to summon Sutton’s spirit is up to the PCs. As a rule of thumb, spending a resource such as a spell slot should work. Actions such as meditating on the bench or lighting the statue’s pipe reveal that the spirit wants to manifest but is struggling to.” Again, pretty decent old school sensibilities. Nothing prescribed but some direction to the DM to have some latitude in their judgements. This is akin to something like the Bless spell being a good catch-all for solving many problems. Rulings, not rules, yes? I suspect, from this, that the dude is a decent DM. 

But author …

There are a few quibbles here before the major issues. We’re told that people are missing, strange things going on, etc, and “The epicenter of these phenomena has been traced to Lubber’s Rest” with nothing more beyond that. In spite of the intro background, which is non-trivial, this is essentially just a site in the middle of nowhere for you to explore, even though “the PCs arrived to Lubber’s Rest with hopes of stopping these events and finding the missing people.” So, the framing to support the intro is just not present. At all. Which would be fine if the intro didn’t imply that it SHOULD be there. We’re just looking at a site.

But, more than that, there are some issues with the presentation and abstraction. The “5e template” was used here. This means sections of italics that are longer than they should be. This means long paragraphs of text with little in the way of formatting to help you scan the adventure. You’re digging through A LOT of text in this, with little to separate things and help you locate information. It is, I think, an issue with Wall of Text, even though there are line breaks and some bullets, there’s not section headings or bolding to help a DM figure out where to look for what. And that’s a major problem. 

Second is a frustrating amount of abstraction and things simply left out. You will run in to weird symbols that are being used to help summon the aquatic planer entity … but no mention of destroying them. And this is theme, the lack of even minimal guidance for things you WNT to fuck with. When you combine this with the amount of text used to describe and denote other, trivial things, it makes you wonder why the emphasis was placed where it was.

Eleven of the rooms are simply abstracted away. Roll on a table to add a couple of features and then roll on a table for an encounter. An encounter like “Aggressive illusory creature swims in. (Submerged rooms only)” Uh. Ok. And, yet, here’s room nineteen “Contains a heap of rocks, with 4d8 embedded raw rubies. Dumped here by thralls.” This is aggressively terse. Was there not enough room in the adventure for the other rooms, given the terseness of this one? And no value for the rubies? 

And, further, note the lack of evocative text. Nothing about a tomb or aquatic/semi-aquatic environment comes through here at all. And this is par for the course in the adventure. There’s a hefty intro. There’s a hefty appendix. But the actual rooms are terse without actually giving much of an impression at all.

What’s a DM to do? There’s little favour here. And I can roll on a table out of a book.

This is Pay What You Want at DriveThru with a suggested price of $5. The preview is ten of the eleven pages, so, a decent preview. You can see both the wall of text in the rooms at the beginning as well as the overly terse ones at the end, and the lack of specificity and lack of formatting to help locate information.

https://www.drivethrurpg.com/en/product/569157/the-hills-have-screams?1892600

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