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Friday, August 15, 2025

Great way to intro 4 mages amd orc to a party

 https://m.youtube.com/watch?v=HufXdgNet9g&t=218s&pp=ygUVWmFyZ29uIGdvZXMgb24gYW5kIG9u#menu


See time 3:00 or so to 3:30. I love his intros and the characters… awesome personalities… one evil mage with a sneer.  Use my imagination as to Why the party would run into these blokes.  

Love also commentors quote, “ Dread on the horizon, the wizards are coming.”

That Old 1982/1983 Fantasy Novel - The Lost Price - Dark Border 1 vs. Game of Thrones

The Lost Price - Dark Border #1. The author is Paul Edwin Zimmer.

4 Main books, but there are short stories too, see wikiped. 

  • The Dark Border Vol. 1: The Lost Prince - Publisher: Berkley (September 15, 1983)
  • The Dark Border Vol. 2: King Chondos' Ride - Publisher: Berkley (September 15, 1983)
  • A Gathering of Heroes - Publisher: Ace Books (August 1987)
  • Ingulf the Mad - Publisher: Ace Books (June 1989)

https://en.wikipedia.org/wiki/Paul_Edwin_Zimmer#Books_and_short_stories_of_the_Dark_Border





https://www.goodreads.com/book/show/1297709.The_Lost_Prince


So a teacher obsessed with reading gave me that book back in the day. Not sure I ever read all of it, but people say it's pretty good. But somehow hard to come by... no PDF version around? I still have my original. 

Here's a pretty good review from PoisonedBlade on Amazon:

Reviewed in the United States on May 30, 2010

Although this book is 28 years old, it still one of the best in the fantasy genre and has inspired many other writers.

Story
Fragile alliances among human kingdoms deteriorate as an army of demons, goblins, vampires, and other foul creatures plan a massive invasion.
Conceptually, it is similar to a Song of Ice and Fire by George RR Martin. While you're waiting for GRRM to finish his series, this is a great way to pass the time!

World
The human kingdoms are similar to medieval Europe, with one exception. In the south, there's a land of shadow full of nightmarish creatures. The creatures are held at bay by a line of magical towers, an ancient race of magic users, and the bravery of the men on the borderlands. The world is complex, dark, and rich in history and tradition. Hey, in GRRM's book there's a nation of creatures held at bay in the north by a wall of ice. Go figure.

Writing Style
This is a complex book that fans of world building will enjoy. You can't really skim this book. You really need to read it and comprehend what's going on. There are many strong characters and a complicated web of alliances which change as the story progresses... kinda like GRRM's books.

Characters
There are noble monarchs, valiant heroes, despicable villains, and great evil. Overall, you'll want to root for the guys that you are supposed to root for and root against the villains. Although, the characters are very good, they seem to take a back seat to the events that are happening in the world.

Action
There's loads of graphic violence throughout the book. Men fight Men. Men fight demons. Demons fight men. Mages fight demons. Demons eat people. Demons even eat other Demons.

Maturity
This is for young adults and adults. There are complex plots and themes, graphic violence, and sex.
Kind of like GRRM's books.

Overall
This is a classic tale that spans an entire fantasy world. It's a great book.
Although, the first 30 pages may suffer from fantasy overload as many different kingdoms and rulers are mentioned, the book becomes more focused about a third of the way through and becomes easier to follow. Once the main character story arcs are revealed, this becomes a page turner.

Read it if you like dark fantasy, GRRM, Classic fantasy, and deep worlds.
Avoid it if you like simple stories, happy books, or anything related to Twilight.


Influenced GRR Martin? People on Amazon say it heavily influenced GRR Martin and Game of Thrones. 

Dark Border 1 Detail: an evil enemy (including vampires which are undead) is held at bay with a magic border of towers, forming a sort of magical wall. They come from the south. 

Game of Thrones: an evil undead enemy is held at bay with a magical wall. They come from the north. 

Read this stuff about the Dark Border main character... sounds a LOT like Jaimie from GoT: Istvan Divega, a world-renowned swordsman who is a master of the three swords school and mercenary leader, who travels the world fighting for various kings and emperors as well as the Hasturs when required. Zimmer told his friend Bruce Byfield that Divega was based partly on watching noted science fiction and fantasy writer Fritz Leiber as an old man fencing.

Istvan is an older man who has outlived his son and wife, and who fears the onset of old age and the infirmity that it brings. Yet despite these fears his skill with the sword is undiminished. His body, although not as strong as it once was, still has its lightning quick reflexes honed through years of battle and training, while his mind is as sharp as it ever was, despite all the horrors and ruin that he has seen in his years of fighting. Istvan remains a man of principle, a man of honour, whose word once given is unbreakable. He has been summoned by his cousin Olansos the King of Tarencia to help oversee the investiture of his son prince Chondos. Olansos is aware that Chondos has personal issues that could lead to his undoing once he is gone and hopes that Istvan may aid the young prince in sorting them out before they become a danger to himself and the Kingdom at large.

Istvan bears a Hastur sword, a weapon made by the Hasturs that reacts to the presence of the dark things, and that is capable of destroying creatures of shadow and is virtually indestructible.

Despite his skill as a swordsman he is best known as Istvan the Archer - a name he hates and is ashamed of, because it refers to an incident in his youth in which he slaughtered men from afar. Ironically, it was in this incident that he first gained fame and his almost inhuman skill with the bow became known. In "A Gathering of Heroes" a famed Elven archer tells Istvan that it has been almost a century since he has seen a mortal shoot as well as Istvan. 

Thursday, August 14, 2025

B&W OSR video game? The Secret of Weepstone

 BTW, might should get this Wizardry redone game from 2024: 

Wizardry Proving Grounds of the Mad Overlord        https://wizardryarchives.com/downloads/archivesmanual.pdf

and see https://steamcommunity.com/app/2518960/discussions/0/4360124542799041847/ 

and see https://www.tk421.net/wizardry/overview.shtml 


The Secret of Weepstone.     It LOOKS great.

Wishlist [meaning?] On Steam.

Talesworth game studio. 

DreadXP.


  • Black and white lineart style influenced by the early days of TTRPG's.
  • Roll dice for combat and skill checks.
  • Face traps, puzzles, secrets and more as you delve into unknown depths.
  • Fight a menagerie of foes, each rendered in hand-drawn black and white art.
  • Outfit your party with weapons, equipment and magic items.
  • Embrace the inevitability of death, gain unique "Mortal Favors" whenever characters die.
  • Guide a party of up eight members, filling your ranks with common villagers, battle-worn adventurers, possible heretics and more.

Saw on IGN yt

And https://www.dreadcentral.com/news/540037/the-secret-of-weepstone-dreadxp-announces-nostalgic-tabletop-rpg-inspired-throwback/

And Inspired by classic DnD, The Secret of Weepstone is a beautiful ... https://www.pcgamesn.com/the-secret-of-weepstone/reveal

1 day agoTalesworth Game Studio's The Secret of Weepstone is a hand-sketched love letter to the classic Dungeons and Dragons manuals I grew up with.

Art, retro, pulp, fantasy, etc.

 https://www.this-is-cool.co.uk/category/retro-sci-fi-fantasy-and-horror/

That has a ton of good stuff. You can even buy some reproductions of old pulp books. 

Lotsa good art by some classic D&D artists like: https://www.this-is-cool.co.uk/the-classic-sci-fi-fantasy-art-of-clyde-caldwell/

By the way, more classic DnD guys listed here on Enworld:

1e: Erol Otus, Jeff Easley
BECMI: Larry Elmore
2e: Larry Elmore, Clyde Caldwell, Jeff Easley, Keith Parkinson
Mystara: Clyde Caldwell
Dragonlance: Larry Elmore
Dark Sun: Gerald Brom, Tom Baxa
Planescape: DiTerlizzi
Ravenloft: Stephen Fabian
3e: Todd Lickwood, Wayne Reynolds
Eberron: Wayne Reynolds
5e: Tyler Jacobson


Tuesday, August 12, 2025

Questing Beast has a nice OSR style recap

 Problem solving ppart around time 6 or 7:00.,

SOLUTIONS WITHOUT A PROBLEM. Stuff about give a bunch of random noncombat magic items. Players will figure out ways to do stuff…. Beat boss in one round  type stuff. 

Find yt questing beast dnds most controversial playstyle osr https://www.youtube.com/live/b_krKx8NOhM

READ Matt Finch’s “quick primer for old school gaming”. Reference here https://www.youtube.com/watch?v=E1BkHdu3ffc

Btw, maybe check this https://m.youtube.com/watch?v=nWmkOTR5Z2k

Quotes from Questing Beast video

as the players find solutions to
6:29problems that I never imagined. I love
6:31it when they find new ways around. When
6:33they manage to MacGyver together
6:34inventions to defeat monsters. When they
6:36beat the boss in a way that I never
6:38expected in one round flat
. That is
6:40awesome. That's a sign of a group that
6:42is engaged with the game and is treating
6:44the world like it's a real place. One of
6:46my favorite ways to encourage players to
6:48think this way is to give them a lots of
6:50weird magic items, especially ones that
6:52do just one weird thing, usually not
6:54combat related. Give a bunch of these to
6:56the players and they will find a way to
6:59use them in unexpected ways. I call this
7:01giving players solutions without a
7:03problem.
But you should also be giving
7:05them problems without a solution. And

----

UPDATE, MY TAKE: 

OK, I'm reading something about it. And this is where I like it but I'm also concerned, doing things OSR style per some descriptions. 

  • If a 10 foot pole is an automatic find a pit trap in a door b/c it has a hinge and is easy to feel the square tile move... then now 10 foot poles always(sort of) stop pit traps? 
    • So players literally say "I'm going to 10 foot pole every square I see in front of me forever"? Is that good?
    • Or worse(?), now the DM let's it slide a dungeon or two. Then suddenly there is a smart dungeon that has tiles that require 170 pounds of force, so the 10 foot pole can't detect it, but you still fall if you walk on it. ??? Is that better? 
      • Do dungeons just keep escalating in crazy difficulty? 
    • Is it supposed to be "player skill", as in... once you know the secret formula, no trap can ever get you? That seems like knowledge, not skill really. Not sure I totally agree with that. 
So I'm sort of complaining/worried about implications, but on the other hand, I love the idea of problem solving based on physical or magical realities. So... something in between, huh? I dunno. 

G3 Next Time, preparing; TSR Lizardman Logo Stories

As an aside, how about this cool story posted by Ernie Gygax (bottom of comments) related to the Lizardman logo changed to the Wizard. The article talks about technical difficulties: https://playingattheworld.blogspot.com/2018/10/artistic-arcana-impostor-lizardman.html



G3, the Hall of the Fire Giant King D&D Module

Maybe use alt statblocks here: https://www.emptyhexes.com/monster-mondays/fire-giants

Take note on Firegiants' look, they have jutting teeth/jaw/mouth, just like in the 1e drawing, see:  https://adnd2e.fandom.com/wiki/Fire_Giant 

They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12-foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old. 


Entrance Desc. and Map stuff:

Use some of this AI generated description/tactical info stuff. Gonna take some out of course. 

The mouth of the cavern yawns wide, its jagged archway blackened and cracked from centuries of molten heat. Rivers of sluggish magma ooze from fissures in the basalt cliffs, casting a hellish orange glow that dances along the obsidian walls. The ground crunches underfoot with a brittle layer of cooled slag, sharp and glassy, littered with warped fragments of rusted armor—remnants of intruders who came too close. Sulfur and scorched metal sting the air, while deep within the tunnel, a low, resonant rumble echoes—like the breathing of something massive. The shadows within seem to shimmer from the heat, but every so often, a faint glint of gold or steel betrays the treasures—and dangers—that lie beyond.

Funny how cha7tgpt cut off the legend. 


Tactical info:

Here’s a battle-ready tactical breakdown for the Firegiant king’s cavern entrance:


Map Dimensions & Layout (Entrance Zone)

  • Width: Main cavern mouth ~40 ft across at the base, narrowing to ~25 ft after the first 15 ft in.

  • Depth to First Bend: ~60 ft before the tunnel curves, breaking line of sight.

  • Ceiling Height: 30–35 ft, slightly irregular with hanging basalt stalactites.


Choke Points (((my note, game module says 1 entrance only, 2d6 fire dmg if bad luck timing)))

  1. Slag Funnel – Just inside the entrance, fallen rock and cooled slag create a 10 ft wide path between sharp debris. Movement is halved here unless wearing heavy armor protection (or immune to piercing damage from jagged edges).

  2. Heat Vent Crevice – A 5 ft wide crossing over a molten crack. This natural bridge is a prime ambush spot for defenders.

  3. Magma Channel – At 50 ft in, a narrow crossing over slow-moving magma (15 ft across) forces attackers to either jump, use a fallen chain bridge, or detour to a dangerous side path.


Environmental Hazards

  • Magma Splatter: Periodic gouts erupt from vents (roll d20 at the start of each round in the hazard zone; on 18–20, a random 5x5 ft square is splashed for 2d6 fire damage).

  • Superheated Air: Creatures without fire resistance make CON saves every 10 minutes or suffer 1 level of exhaustion. (((maybe not this crazy, gotta have a way to deal with it)))

  • Slag Shards: Moving through slag piles without care deals 1d4 piercing damage per 5 ft unless proper footwear or levitation is used. (((yeah, remembering Arizona, I can see that)))

  • Ceiling Stalactites: Weak points can be triggered by giants or siege weapons, dropping for 3d10 bludgeoning damage in a 10 ft radius.


Visibility Issues

  • Heat Distortion: Within 30 ft of magma flows, ranged attacks beyond 60 ft are at disadvantage due to shimmering air.

  • Sulfurous Smoke: Occasional plumes drift in from deeper vents, creating areas of light obscurement (20 ft radius) for 1d4 rounds.

  • Light Source: The magma itself provides dim light within 60 ft, bright within 20 ft. Darker recesses past the first bend require darkvision or torches.


Defender Advantages

  • Elevated ledges (10–15 ft above the slag funnel) allow giants or sentries to hurl boulders with cover.

  • Defensible narrow crossings force intruders into single-file combat.

  • Magma channels and heat vents can be used to corral enemies into kill zones.

G2 Results so Far, the Jarl went Down

 OK, so the kid did pretty well. He did have the weaker version of Horn of Valhalla, so he got 5 or 6 Berserks spawn to help him. He also used our custom Sticks to Snakes spell, which calls two venomous snake swarms that don't require concentration. So he had all that ready, and then got a surprise attack in with AOE spells. The 20 or so giants in Room 18&19 I think it was, were pissed and wanted at him. But he mostly blocked things off so they couldn't swarm him. 

Deadlands maybe. Brom's art. 

But I did warn him the Jarl, who he had spied, would hear it and come soon enough. Eventually 2 winter wolves popped in, with the Jarl and wife one round behind. They were held at bay by, one snake swarm, two(?) berserks, and the fighter. Chokepoint.

At the other larger chokepoint north of the party, looking into room 18 and 19, the kid first had used Spike Growth. I did some random rolls and more than half the guys near it did not notice it. And a lot of them even when they got hurt by it, just plowed through, thinking they were mighty giants. 

DAMGE: Fire storm does some good dmg by the way. So does Crown of Stars, gotta roll to hit, but it hits a lot. The anti-giant sword + Barbarian frenzy raging + Amulet of Hacking (2 rounds gets +3 to all I think we said) = maybe 75 dmg a round if all hits and rolls go well. 

DEFENSE: The dern Fighter got hit every single time I think, his 23AC did like nothing that whole fight, just unlucky. I almost got a first hit Crit on him by the Jarl, then we realized he shouldn't have been able to reach that easy b/c was so tight there with the wolves and doorway. But the wife did get a couple of crits I am pretty sure. 

BTW, I used Firegiant attack stats for the Jarl + Cloud giant other stats (200 HP mostly). Used fire giant stats for the Jarl's wife. 

Soon the kid did a wall of thorns, and it came into play a lot. I rolled impatience on the giants b/c they were mostly stuck, and a couple of them thought they could get through or over the thorn wall. Little did they know how magically painful it would be, and got nuked pretty hard. One time the warlock blasted one giant (lady) back into the wall from far, she went down from max HP to nearly dead (Hill giant stats, so like 105HP max) and fled the scene (she's going to show up later with the rezzed cloud giant probably). 

I mostly had fun with making the giants kinda impatient and stupid. One was stuck behind the Cord looking giant, and he kept attacking the snakes in Cord's space which hurt Cord. Finally he jerked "Cord" away from the snakes but accidentally into the wall of Thorn, oops. Lol. Was fun for me. 

It still was a darn hard fight. The Jarl + W.Wolves + Wife looked dangerous coming from behind, but soon the Jarl got his butt stomped by the Crown of Madness(?) spell which makes him see a super illusion and take a ton of psychic damage. The wife really hated snakes, so she wasted a round trying to attack them, before really wailing on the fighter and company. 

The Fighter was knocked out right at the end. Rest of the crew were barely harmed if at all though. All the berserkers and snakes died, but did a good job up through the end. 

So end result, it was a well balanced to be difficult but winnable fight with all the extras and all the lenient up front damage + 5 or 6 bersers and the 2 snake swarms, and the Jarl coming to the fight late,  giants being a little too wreckless and stupid, etc., etc. As a DM I had fun, even though the giants didn't get to do anything interesting from a magic or attack standpoint, it was fun just having them be goofy bastards that kept making mistakes. Lol. 

Monday, August 11, 2025

Gerald Brom’s art is great

 He did a bunch or all of Dark Sun. Has magic the Gathering stuff like that crow lady w red head. The “undead druid” one i used. Need to see more. 

And according to his page, he did work on Diablo 4 (the game) art. I see Tyrael, etc. 

https://www.bromart.com/page-2  and see a youtube analysis.

Honey Bucket by Melvins inspired by White Zombie?

Is Honey Bucket by Melvins inspired by White Zombie? [The vocals] Sound pretty similar. I do love the crazy thrash video in a barn of sheep. Those dudes always know how to not take things too seriously. 

But yeah, that album was released 1.5 years after the Thunderkiss album if spotify is correct. 

Sunday, August 10, 2025

Hilarious but DnD inspired Stonehenge theory on BBC; Indonesia still cuts and moves giant stones.

 https://www.bbc.co.uk/news/uk-wales-57639510

So the machine might be real, but is there anything weird about that drawing? Why is there a wizard and a 12 foot tall giant? Heh. 

BTW, how the heck DO you move many many tons per stone stones 250ish miles from Wales to England thousands, many thousands of years ago? That just blows my mind. 

But this does sort of line up with that recent documentary… I think it was in Bali, Indonesia, where they cut a giant stone and move it a ways with the old funny lady rising on top of it, cheering them on. They probably move this stone much less than a mile (I'm guessing, go watch it and find out). Looks hard but doable... for like a 100 yards. 


They mention rival clans of headhunters. Whoa. 

Alain Compost is a French-born wildlife photographer and cameraman with extensive experience in tropical wildlife and environments. Alain is based in Indonesia.

@ArishWoro 6 months ago says
Indonesia, one nation with A thousands island, hundreds native culture and native languages, with one national language,bahasa Indonesia. This is A good and nice documentary video. Thank you


Tuesday, August 5, 2025

Random Loot Generators, Which Ones I like

1. At the table this one is fun and works for me, just using the absolutely complete random generation a few times, then picking one or two that make sense. 

https://www.mysticwaffle.com/loot

 

2. This one lets you be very detailed in what you are picking (Loot Tables Tab). Comes in useful, but I like the random random of the mysticwaffle more right now at least. 



Some ideas after rolling a few:

Sunday, August 3, 2025

To buy? Epic Encounters, Gnolls? LevelUp's Monstrous Menagerie 2?

 We like our gnolls.  https://steamforged.com/products/epic-encounters-savannah-of-the-gnoll-pack

20 miniatures plus a dbl map.  Tall grass might provide cover.  $60.  Not bad price actually. 


UPDATE: OK, I bought the Monstrous Menagerie II (aka Mon.Men.2),... spontaneous buying when I've got a cold I guess... and it looks pretty good. Check out the Crimson Sporecap, CR 7... I'm using that SOON. Maybe it followed the drow into G3. And it has stats for a Crimson Sporecap Thrall, yes indeed, it can mind control you. 



LevelUp's Monster Menag.2, a lot of weird monsters so I need to think on it, but damn the first book was the best:

https://d1vzi28wh99zvq.cloudfront.net/pdf_previews/505128-sample.pdf

https://www.drivethrurpg.com/en/product/505128/level-up-monstrous-menagerie-ii-hordes-heroes-a5e?keyword=level%20up

BTW, they went "free" recently I guess with the Monstrous Menagerie 1

Monsters from Monstrous Men-age-rie 2 (note, big categories like Oozes or Elementals are semi-overlapping with Mon.Men.1):

Angels 16
Arcanocordyceps 22
Archlich 24
Behemoths 28
Blight Giants 42
Body Bags 46
Bzous 48
Carcines 50
Cloakers 54
Cogs 56
Crimson Sporecaps 60
Deathless Legionnaire 64
Deep Goblins 66
Devils 70
Dragons 86 - you can never have too many cool dragons, but there are all the usual plus some in Mon.Men.1

Eclipsar 118
Elementals 120
Elemental Husks 126
Encanther 128
Energy Motes 130
Eternal Knights 132
Fog Mime 142
Fungus 144
Giant Ant 148
Gremlin 152
Greenwood Child 154
Guardians 156
Heartless Hag 160
Hollowed 162
Hooded Crow 164
Hypnopotamus 166 --> Heh, this looks funny... I guess they have at least one jokey named monster. 
Iscon 168
Khalkoi 170
Langabugs 174
Longfinger 176
Loving Lichen 178
Mephits 180
Mercurus 184
Mimic 186
Mome Rath 188
Moonbloom Hydra 190

Ogres 192 - the Mon.Men.1 has a regular Ogre entry already. 
Oozes 196 - Mon.Men.1 has black puddings and grey oozes already. More I'm sure here. 
Primordial Lycanthropes 202
Reborn Gods 206
Shades 220
The Skar 222
Sleepless 228
Spiders 234 - surprised not in book 1. 
Stitchweaver 238
Storm Spirit 242
Tomegrub 244
Unkawi 246
Vile Urchin 248
Warlock Wights 250
Whisper 252
Whisper Snake 254
Wickerwitches 256
Zombies 260 - surprised not in book 1. 


Appendices
Appendix A:
Horde Monsters 265
Appendix B:
Heroic Monsters 277
Appendix C: Conditions 294
Appendix D: Stat Blocks
by Challenge Rating 301
Appendix E: Stat Blocks
by Name 306