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My friend Joe the Lawyer and I are having a live discussion about the Northern Marches, along with other OSR and RPG topics, tomorrow, Sunday at 5 pm Eastern Daylight Time.
I hope you will join us. Feel free to ask Joe and me questions during the livestream. If you are unable to make it, post your questions in the comments on the post or video, and I will try to answer them.
Into the Majestic Fantasy Realms the Northern MarchesI have been fighting the world’s worst case of startitis for a couple of weeks now. At least a couple of times a day I find myself wandering over to the ball winder and swift, sometimes even with yarn in my hands. I’ll think to myself that all of my problems would be solved if I just cast on a new project… a fun project, a fast project, a project that’s going to be different than all my other projects and then I’ll suddenly snap to my senses and plunk the yarn down on the piano near the swift and exercise every ounce of self discipline I’ve managed to grow in my life and walk away. (There is getting to be quite a pile there now.) The canopy of the stash – that uppermost layer that is made up of recently bought yarn or yarn that’s surfaced from the depths because I think I’m going to use it soon… that layer is no longer just the icing on a yarn pile or the garnish on a shelf of stuff. I’ve rootled through it like a wild pig hunting truffles so many times looking for the exact yarn for the perfect project so many times that it’s like someone took a giant shaker full of yarn and sprinkled it round the place. It is yarn chaos.
There are two skeins of yarn on my desk, waiting to be a Ranunculus because I saw the one that Ann knit in a yarn that I just happened to have the yarn for, plus Ann said it was fast and I thought “Oh I bet it is” and the next thing you know I’ve got the yarn in my hands and I’m drifting to the winder again. The next day someone complimented a yellow top that I made a while back and I remembered I had some grey (and blue) and could make another one (or two) of those. That yarn’s on the piano. (The blue is in a basket by the tv.) There’s sock yarn everywhere, stationed around the house like I’m throwing a party and they’re the canapes. There’s a sweater’s worth in a bag by the back door. Yay verily I have even ordered more yarn in a desperate attempt to scratch the itch, and as I type there’s a rainbow themed project sitting right beside my laptop and I was just telling myself that it would be stupid not to start (and finish) that right now because it is Pride, after all. If not now, when?
Now, normally I don’t fight back this much. The urge comes over me to start something new and I go with it. It’s not a moral victory to control that urge, it’s not like I believe that good people are monogamous knitters and bad people are… me. Knitting is my passion and it makes me happy and if I can’t indulge in it whenever and however I want then what’s the point? It’s supposed to be fun. Cast on whatever you want. Do it. Do it now. So.. why am I resisting?
Meet the two projects I’ve promised myself that I’ll finish before I start anything new. This here? That’s Elliot’s Birthday sweater. Yeah, yeah his birthday is in early April. Usually if i wasn’t feeling a project I’d set it aside, come back to it later – but Elliot’s asked after this sweater, sweetly inquiring if I’d finished it yet and that sort of affection for knitwear should be rewarded. We’re trying to build a certain kind of person, one with a respect for the textile arts and if the kid wants a sweater, I believe that the grandmother code dictates that I have to knit one – and before he outgrows it while it’s still on the needles.
The thing is… I hate it. Don’t get me wrong, I love the yarn (Double Sunday) and it’s a hoodie with a dragon on it so I really dig the idea of the finished sweater too, but I am so not grooving on the intarsia that it’s been sitting in a bag forever. When I started it was like it always is with a new love and everything that is intolerable now was charming then. The pattern’s only in french? J’adore. Fantastique. I’ve been meaning to practice anyway. Who needs Duolingo when you can knit in french? There will be a million ends? No problem, why else am I on earth but for that? Time wore on, the back flew and then the dragon got me. I started setting it aside for longer and longer periods and the more I did that the more complicated it seemed to pick it back up and spend three minutes figuring out where I was. Anyway- last week Elliot asked if I was almost done and the guilt washed over me like a wave. (Especially since I’ve just finished a sweater for me.) I’m done the front and back, I just have to visit Sleeve Island and wander the wastes of Hood Holm.
It’s better than dealing with this – the argyle socks that were supposed to be my May SISC pair have made little progress. (See the way I blame them there? Like they’re the ones who don’t have it together?) These were started promptly after the dragon sweater even though I had already started to remember that I don’t love intarsia, never mind intarsia in the round which is a complete pain in the arse. I’ve restarted these three times and I’m not any happier with them. I know now it’s that I’m using the wrong yarn – this is a vintage Shibui sock yarn from … oh, 20 years ago? At the time of the purchase I remember wondering sort of absently if I’d like a superwash 2-ply for socks and it turns out that suspicion was valid. I don’t like it at all, but I feel like I’ve made a commitment to these socks. I’d like to say that I’m no quitter but I sort of am, especially when it’s something as unimportant as whether or not I finish a pair of socks but somehow I’ve decided that this is a hill I’ll die on. Not only are they not finished, I’ve let them derail my June socks as well, since I was supposed start those when these were finished and well. You see where we are. I blame the yarn and the knowledge that this is what happens when you’re not true to yourself. I knew how I feel about superwash 2-ply for colourwork. I (mostly) remembered how I feel about intarsia. I dwell now in the land of regret, but I’m going to dig myself out. Soon. Right now I’m leaving now to go ride my bike 100km (I am behind on training for the Bike Rally) and I’ll write about Team Knit in the next few days (I am behind on that too.) If you were contemplating a donation today would be a great day for that.
The world is shattered, the wizards are gone, and the sea swallows the ruins of their age. Scattered across the waves lie the broken islands of a forgotten empire places of fire, frost, and ancient magic. Among them stands the Isle of Ruk, a frontier of black sands, steaming jungles, and secrets buried beneath volcanic stone. […] The wizards are dead. Their secrets are not.
This 64 page adventure uses about seven pages to describe about fifty encounters in two dungeon on an island, with all of the supporting pages being abstracted worldbuilding. There’s a whole lot of generalizations and could be’s in here with actual encounters and locations that don’t come close to realizing the designers vision, I suspect.
This is an island with a couple of towns on it, a barrow field with sixteen locations, and a three level dungeon with about 45 or so rooms. With got this world where WIZARDS fucked up, they are all gone now but the world is blanketed in ice except for these volcanos around that keep things warm. A pretty decent number of pages is used to describe all of this, although it plays little to no import on the adventure. It’s just an island with a couple of towns and a couple of adventuring locations. The ice and volcano doesn’t really come through much. There is a volcano/volcano cultists/fire spirits, especially in the main dungeon, but that theming is still not really present at all.
The main town is described in a somewhat interesting way, at least in the keys for it. “1. Church of Foki has a large cauldron and offers free food for all.” That’s the first line for the temple location, in bold, as a kind of a location header. It’s an interesting way to embed the crux of the location in to the key title, allowing you to know immediately what the main thrust of it is. There’s a related concept with dungeon keys that I sometimes talk about, where instead of “11.” or “11. Bedroom” you put something like “11. Mildewed Victorian Bedroom.” In that instance you are framing the room encounter, preloading the DMs mind, so they interpret what is to come in the description with a “Mildewed Victorian Bedroom” mindset. It’s not exactly consistently used in the town descriptions, but it is present in places and does a great job when it is present.
The rest of the adventure is much murkier in its descriptions.
There’s this abstraction going on, a bit different than other abstractions I generally see. It’s written almost like a regional guide that introduces mysteries without explanation. This is pretty consistent in the overviews of the various areas, which do seem to take up the bulk of the adventure. It comes off with a hefty lean to the purple side of the spectrum. “Thin wisps of yellow smoke coil lazily from the darkness within, carrying the acrid tang of sulphur and old fire. The mountain air snatches them, pulling them apart and scattering their scent into the breeze, but the trace remains a lingering reminder of whatever festers in the depths beyond.” That whole last sentence, with the snatching and scattering and festering in the depths beyond. It’s clearly going for inspiration for the DM, but there is FAR too much of it, especially considering the depths beyond don’t really live up to the concepts introduced. It certainly feels like the bulk of the adventure is made of these general overarching theme writing sections that meet more novelization rather than turning in to something concrete.
This can then be contrasted with the actual location descriptions in the adventuring sites. “3.7 Firedrake (1) has made its lair here.” That’s not much of a description, eh, for a festering depth? Or, for another one “Black stone walls. In the middle of the room is an ancient ashy corpse. A Shadow (1) preys on adventurers.” A little more to this, but still not really living up, I think, to the vision the designer had in their minds when putting this down to paper.
And then there are a few out of place things present. One room on the second level has a table and two chairs and a wardrobe in it. And a sad eyed bard sitting at the table drinking. Uh … there are fire spirits. Fire cultists. Gomens. Shadows. And dude is just sitting there in his cups? A dungeon population table can help inspire us to encounters but it does needs to be placed in context. Lost his party? Just hanging out for funsies? Refuge from a cult? The framing here, or complete lack of it besides him drinking in a room with a wardrobe, just is out of place. Minimal keying would have the DM making things up, as they would if populating from a table. A word of two of context would allow the DM to riff. I’m not really sure what to make of something so seemingly out of place. “Uh, there are a bunch of civvies on level eight of the balrogs lair having a format dance? Uh …”
There’s just this disconnect. The page count is devoted to the world and generalized framing that is leaning purple while the actual dungeon keys are less than thrilling in the capacity they serve. The vision presented in the world building never really comes to pass.
This is $5 at DriveThru. The preview is four pages and doesn’t really show you anything, just a brief overview, this is what an RPG is type of things. We need some meat in a preview to understand if the product is right for us.
https://www.drivethrurpg.com/en/product/568698/dungeon-module-isle-of-ruk?1892600
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The Academy is entwined with the city of Abraxad, a municipality that is home to a number of former graduates, and practitioners of allied arts, as well as the typical artisans and workers found in any thriving town. Relations between the Academy and the townsfolk has never been better, owing to the unique structure of governance that unites the needs of both Academy and city under a central authority. Though historically there may have been tensions, students of the modern era are always welcome in local establishments.
Each student will join one of the Academy's seven colleges which are smaller academic communities within the larger whole where they will learn the fundamentals of magical practice and begin advancement within a particular school of magic. Each college has its distinct traditions and history of which new students will become forever a part.
No discussion of the school would be complete without mention of the Archmagus, Verraine has presided over the school longer than many of its magi have been alive. Though none would be so rude as the enquire regarding the Archmagus's actual age, the older townsfolk are fond of pointing out fading wall mural in the over 300 year-old One-Eyed Grimalkin Tavern depicts an elvish woman who broadly resembles the Archmagus assisting in driving out a Fomori raiding party at the end of the Demon War.
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The Ridgeline Stripes Crochet Cowl Tutorial walks you through every step of creating this gorgeous neckwarmer in two different styles! Whether you prefer a simple circle or the trendy bandana style, you can crochet along with the right and left-handed video tutorials below! Disclaimer: This post includes affiliate links. Be sure to scroll down past […]
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2Doctor Who: Circuit Breaker #1. Art by Jay Anacleto (c) Titan Comics Circuit Breaker continues with Adversary of the Daleks, from Titan Comics on the 8th of July
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MooglyCAL2026 Block 13 marks the start of the second half of this year's crochet along! Kelly Baum-Sehon of Cocky Crocheter has designed the smooth, sleek T.G.I. Phi-Day Square with simple stitches and a mathematically minimalist result. Get all the details for this free crochet along, and the free pattern link below! Disclaimer: This post includes […]
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I have written about Psi*Run before. My most detailed description of it can be found here from 2018. It is my favorite one-session pick-up game.
I originally discovered it as an Ashcan edition that I played at Gen Con back in 2007, and it completely fascinated me. I have run it with my regular weekly group more than once and brought it to the Puerto Rico Role Players Geeknics a few times as well.
The core idea, psychics (or supers, if you prefer) waking up after an accident with amnesia, running to escape from their captors while exploring their powers, and trying to piece together their past, is incredibly compelling. I have run it in a modern city, in a steampunk setting, right here in Puerto Rico, and even on a spaceship! I love the concept and the system. Honestly, I am sincerely surprised I haven’t run it more.
Now, there is a Kickstarter campaign for a 2nd Edition! Check out the campaign here: https://www.kickstarter.com/projects/1179631078/psirun-second-edition
According to the campaign page, here is a breakdown of what to expect:
What’s Changing?
The focus for this edition is on refinement rather than a complete overhaul. The creator is taking 15 years of play feedback to heart, specifically focusing on:
The Stretch Goals
The campaign is also looking to expand the game’s utility, particularly for modern play. If they hit their higher funding targets, there will be a write-up for playing Psi*Run online. Specifically, it will feature an experimental format designed for social media platforms like Bluesky, where you play the Runner while others take on the role of the world around you. I would absolutely love to see this in action.
I am already a backer and wholeheartedly recommend this game. Go check it out!
Happy late June, all! Summer is officially underway, and it's time for another Crochet and Catch Up with Moogly. We'll chat about all the crochet goodness on Moogly, from new patterns and projects to upcoming events and favorite finds. I'll be live on YouTube and Facebook, sharing updates, answering questions, and showing off a few […]
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0The adventure starts in the rough-and-tumble port city of Warrenburg during the revels surrounding the imminent hanging of a notorious pirate. The Player characters are enlisted to explore the enigmatic cave system some locals refer to as the Caverns of the Dead god.
This 28 page adventure uses about thirteen pages to describe a cave/dungeon full of cultists who just LUV insects. It’s heart is in the right place with a decent amount of interactivity beyond stabbing, supported by a some weirdness and some good use of language in places. It’s lacking just a little in the setup vibe, but the major pitfall is layout nd the need for a HARD edit to bring the rooms in to better focus. Your highlighter is going to go a LONG way with this one.
First off, while listed as OSR, this is clearly a DCC adventure, down to Luck and other terminology. That’s not such a high hurdle, and I used to review many a DCC adventure before finding them a little linear. There’s nothing inherently linear in DCC though, and its nice to see a more traditional crawl trying to cross game system boundaries.
The setup here has some interesting qualities. We’ve got a town of 3,000 people which has swelled to 4,000 for some festivities: an infamous pirate is about to be hanged. At the same time a group of teenagers has gone missing, including the son of a local magistrate. Did I fail to mention the new priests in town who are giving out food and items to the poor? The swelling of the towns population gives a decent enough pretext to why the town isnt looking for the teens; a riff on the old “the kings armies are engaged with a neighboring kingdom” thing. The hanging and town swell offer a nice slice of life to the adventure and are great examples of specificity leading to things that the DM can riff on to add local colour. The hooks, or perhaps “quest givers”, also have a decent mix, from the magistrate to the sheriff to a do-gooder to a local worried that HE’LL be blamed if the kids show up dead. A nice mix of chaos and town “factions” I guess you could call them. Beyond the verbosity of the town/background section, my only complaint here is the lack of a few more specific situations for the DM to riff on during play. Hirelings and rumours are well covered, but a few street scenes would have gone a long way to helping reinforce the chaos of the town swell, the jubilant and chaotic atmosphere of the hanging, etc.
The caves are a relatively simple affair, in a mostly star layout on the map. Nice use of things on the map to lend information, like curtains and statues and the like, but noting lights and sounds on the map, as well as creatures, would save me the trouble of having to note them myself. Entry is through a hole with a rope, always a personal favorite of mine. Unrealistic, but fun! This also seems like a good place to note that the cultists inside don’t really have an order of battle. There is a general note that they will prepare for return expeditions and set traps, but nothing more beyond that.
Interactivity inside is decent. We’ve got status and curtains and porculii to mess with. There’s a spinning gizmo, like a gem, in one room, and a smokey archway in another. Riddles are present, which are NOT a favorite of mine; I like my riddles a little more engrained into the adventure and more subtle than the old say the answer thing. But there’s no question it’s a classical element. Also present is a gem inside of a skull … that you feel a certain compulsion to swallow. I think the last time I saw a swallowed magic gem was in, what, Dungeon of the Bear? Wonderfully non-standard! You do get your fair share of stabbing here, cultists and bugs, but this leans heavy in to the non-standard OD&D vibe. I wouldn’t want to say it goes too far down that path, but there is a sense of wonder here and there that I generally only get from those OD&D centered adventures.
Language use is generally good as well. It’s hidden, sometimes, in the verbosity of the entries, but you do really get the sense that a scene has been painted and/or situations have been brought to life. In one room, were you find captives, “The door here is barred. This darkened cavern reeks of the eye-watering smell of filth. A dozen gaunt, reeking individuals huddle here, shielding their eyes from your light as you fight back the urge to gag.” (There’s no real read-aloud here, in spite of the use of the word “you” in a couple of places. I’ll forgive it as poetic license.) The cavern REEKs. Eye-watering. Gaunt. Huddled. And then, with one of them, “wet, rattling breaths speak of imminent death.” Just a couple of words to really bring home an awful situation. The usual “captive are here” is done more with, and then a situation is introduced, tersely, and not elaborated upon. This is what specificity buys you. Not only a great mental image but also one that you can then riff on as a DM. And this is not a cherry picked example, the use of language can be startlingly good in many of the areas.
But I’m not going to recommend this. It’s because of the layout, formatting and editing. I want to give you a mental image. Imagine a full page of text that is all center justified. So you have both a wall of text issue and the center justified issue to contend with. Now, this is NOT what the adventure layout is doing, but I think it’s the closest mental image I can describe that relates to the issues. This is all a single column, which of course contributes to the issue. When a paragraph is a sentence or so long and it ends a word or three in to the newline then you get this weird effect that almost mirrors a center justify. Especially when combined with a CRIMINAL lack of blank lines to help separate thoughts and sections. Almost a complete lack of bolding, or other elements to help orient the reader and help them locate information. And then a certain verbosity. It’s not appears to be, or room histories or motivations or anything like that, except it is all of them, and more, contributing line after line in very small ways. Things that build up, word after word and sentence after sentence, combined with the lack of formatting and single column.
This needs a REALLY hard edit to focus in without losing the specificity and vibrancy hinted at, combined with some small efforts in formatting, bolding, white space and so on to call out aspects of the rooms, combined with nearly ANY other layout style. Were that done this would be a pretty decent adventure. As if, though, you’re gonna need a box of highlighters.
I am hopeful. The interactivity is decent and the language use, what I think is the hardest aspect of writing, is good. Layout and formatting and ruthless editing can be learned easily enough.
This is $9 at DriveThru. Alas, there is no preview. A good preview of a dungeon room or two gives potential buyers a chance to judge the adventure for themselves before purchasing.
https://www.drivethrurpg.com/en/product/566897/caverns-of-the-dead-god?1892600