Search This Blog

Wednesday, January 7, 2026

D&D lotsa old art blog err tumblr - really good unique

 https://oldschoolfrp.tumblr.com/

He's got some good stuff. Oh, tumbr, not blog. Says some interesting things per pict, where it came from, etc. Tons of stuff I've never seen before. 

Examples:

 Lone Wolf 12 - The Masters of Darkness. Brian Williams, 1988.

From Wizards Handbook 2e AD&D 1990.

Gargoyle in B12 Queen's Harvest, 1989. 

OK probably saw this: orcs in 1989 B11 King's Festival by Carl Sargent.








Tuesday, January 6, 2026

BECMI HITDICE D8 for monsters

https://m.youtube.com/watch?v=lBa551SCZBQ&t=1069s

 Woah Nellie, I forgot that. Was thinking d6 even for BECMI

SAVE AS: F1 means like a Fighter at lvl 1. Look at that chart.

Asterisk  * means pay attention special stuff. Reqd desciptioN.  
Name w a * means gotta hit with silver or magic weapons. 
Hitdice w a number of * means that many special abilities. 





Some hidden top 10 d&d, Brit guy Owen Edwards.

New  Brit review  guy Owen Edwards. (((note, he is fine w/ Labyrinth Lord, science-fantasy stuff too, so has a less narrow taste than many)))

  • NIGHT BELOW box by Carl Sargent has The Sunless Sea… old one about Underdark. City of the Glass Pool. (Gold as XP. ). 3 adventures. Levels 1-12. AD&D 2e. 
  • Return to the Tomb of Horrors (he likes this new one pretty well, despite other reviewers not)
  • D3, but loves all Gygax. Drow are weirder and eldrich than in Salvatore’s. 
  • Nightwolf, he loves that author.
  • Fabled city of Brass City one, about Efreeti
  • Broken Castle


https://www.youtube.com/watch?v=lKINq-YFqYk&t=981s

Commenter thuumhammer says Khosura, Baklin, and Castle Xyntillan by Gabor Lux (and honestly anything by Gabor)

Waterdeep Dungeon of the Mad Mage by Chris Perkins et al (actually has had some really good content for my 5e campaign) Incandescent Grottoes by Gavin Norman (really good OSR tutorial dungeon) Genial Jack Vol 1 & 2 by Jonathon Newell (well written and illustrated adventures inside a god whale) Blackmarsh by Rob Conley (unsure if a hexcrawl counts as a module but very good) Volo's Guide to Waterdeep by Ed Greenwood (again unsure if splatbooks count but it really paints a picture of the city and its locales) I actually picked up Huso's City of Brass at GaryCon, but haven't had a chance to read through it yet. The map is truly beautiful.

Another guy Jeffgsim says

  • Xyntillan
  • Time the Mad
  • Valley of Kishar
  • Dawn of the Ivory Sun
Ned leeds says
  • T1-4
  • Against cult reptile god
  • Sinister secret saltmarash
  • Castle Mistamere
  • Rats in the walls
  • Screech hag crawl
  • Sunless citadel
  • Veiled society
  • Keep on borderlands 
  • Nihts dark terror
  • Lost city 

Monday, January 5, 2026

Tenkar’s visual descriptions

 https://m.youtube.com/watch?v=ew-tZ9OmiaU&t=592s

Tenkar's notes say: An escalation ladder (from vibe evidence first bitecommitment) so danger is readable before it’s fatal.

Tenkar’s 3 things to hint at big danger (thx to ohfoti)

  1. Senses: a vague foreboding or sense of doom 
  2. Physical Evidence: an obvious or visible example of how deadly
  3. Actionable: a hint on the type of danger, but you can avoid. 


Senses Examples (his notes say: Sensory cues that raise the hair on your neck without giving away the answer) (Monster signatures that hint at the threat without naming it)

  • A large slime trail on floor. A terrible smell between wet dog and rot. = clue of black poudding. Or gel cube. 
  • Massive tuft Of shed fur
  • Coins fused in corner from massive heat. 
  • Webs too big for normal spider. 
  • You feel a chill in your bones
  • Torches burn twice as fast here
  • Corridor drains heat
  • *** Green Slime is deadly: Clean cave, maybe a piece of armor or a weapon that was partially dissolved, if you want to be generous, a piece can drop 10' in front of the party that lands with a sizzle - they don't see it, just hear the flop and fizz
Physical Evidence- (his notes say: Environmental tells that show “proof” the dungeon has teeth) 
  • Animals wont go near
  • Priest’s holy symbol cracked in half when tried to bless the place
  • People came back, couldn’t speak (tongue swollen). Died 24 hrs. 
Still on Physical Evidence, plus Actionable? -  (his notes say: Environmental tells that show “proof” the dungeon has teeth) 
  • You see animals frozen (petrified) in the middle of the room. (Instead of saying you see a basilisk). 
  • A statue’s gaze makes your skin itch, you lose 1 dex for ~hour (1d6 turns or something) Shows this dungeon has TEETH. 

  • Trap near miss, darts thud into wall where your head was. Shows this dungeon has TEETH. 
  • Fungus spores… cough for d6 turns hours, cant sneak. Shows this dungeon has TEETH. 
Actionable (make a decision to not get nuked)(notes: NPC warnings and rumors that are specific, actionable, and actually useful)
  • Maybe just being able to escape is the whole idea. 
  • Scrapings on the wall says go the other way.
  • Scratchings on the wall say a mirror will help (vs. basilisk). ((doesn't have to be perfect info tho, keep the truth slightly out of focus. Accurate but incomplete.))
  • Avoid the trap, go another way.
  • Go back and get reinforcements. Hirelings, etc. 
Commitment Points / No turnaround zone (players understand if they cross this line, that's it, can't easily go back): Time 10:30ish https://youtu.be/ew-tZ9OmiaU?t=619
  • A heavy stone door shuts loudly behind you.
  • A crawlspace that is dark and dank... and lets you know if you go down there, hard getting back up. 
  • A rope into scary difficult to return to area
  • Flooded dungeon spot, armor becomes a problem. 

.Extras from Dan S:
@DanStevenson
10 hours ago
Graffiti would tell experience players what type of humanoids are living in the dungeon. Another thing graffiti could tell the players is another group adventurers tried to hit the dungeon but were chased out. The failed dungeoneers could post up a warning or a FU to the monsters who chased them out.  Stink and piss pots dumped near the entrance will tell players humanoids living in the dungeon are present and using the dungeon as a residence. There could be warnings written in goblin such as don't drink from red bottles or booby traps straight ahead. If a character speaks goblin it could come in handy. 

If there are streams or ponds near by the dungeon the monsters of humanoids would create well worn trails to the water sources. This could lead to finding tracks along the banks of the water allowing players to know what is lurking in the dungeon. Butchering locations were the dungeon inhabitants have been dressing out deer, boars, and people that are being eaten by whoever or whatever is in the dungeon. If there are a lot bones and hides that means there is a lot mouths to feed in the dungeon. 

Fake signs written in common could trick players to enter a booby trapped room. Signs that read treasure room, armory, or lord's chambers could draw in greedy players.


OTHER PPL'S ADVICE


  • That guy at that time has a good one vs. humans. B/c humans might be level 0 or might be level 15 assassins. Basically you have to say "they look battle hardened, the grip their weapons with ease and confidence... you[r instincts tell you that you] are outmatched. What do you do". 
  • ObsidianKnight90 says: telegraph individual attacks by monsters, especially the big flashy powerful ones. Having the red dragon take its turn, and finishing it by telling the players that smoke is coming from its nostrils and flames are licking out between its teeth is a GREAT way to tell him that it's going to use its Breath Weapon next round. The evil mage grabbing a lodestone and staring dead-eyed at the Rogue, mumbling arcane curses over and over, can let them know that Disintegrate is incoming. This let your players mitigate this incoming threat, by diving behind cover before the dragonfire hits or knocking the component out of the mage's hand.
  • WilliamBarnes says: house rule in my campaigns. When the turn starts, I go in REVERSE order, with the LOWEST init declaring what they're going to do FIRST. People with higher inits, get to have foreknowledge of what the lower init people are going to do, and can respond or interrupt. Then after everyone has declared, the events HAPPEN from high to low.
  • What monster left its tracks amidst the bones.


Sunday, January 4, 2026

Results so far - hexcrawl / pt. crawl, kinda oneshot

 Sunday night



  • Alligator. Druid used animal spells to calm it, it left. 
  • Giant Crawfish at night, distant but dangerous, avoided.
  • pixies stole a potion
  • More lost travelers to send home. 
  • A day of no problems.
  • While resting at night, a shaking ground. What the. Another thud and ground shakes, it's coming closer!  An unnatural fear. Something huge (the green dragon)! Get the heck out of there. We walked faster ... looking back our campfire went out. OMG we were just there! and finally started running as the fear took hold. Our campfire attracting its attention apparently.  :P Got out OK. Lost a tent and some minor supplies, but that's ok. 
  • As we ran 30 minutes away, slowed to find a new campsite. Saw a light in the distance. Investigated.
  • More Cultists!
    • Spotted them in the dark. Snuck up on them, 3... one with red robes, other two normal black robes. Greenish and reddish fire again. Swamp area. Attacked with Moonbeam first, they were confused. 

    • Chromatic Orb, attacked from dark, so rolled with advantage. Hit, did a little dmg. 
    • Main bad cast a bonfire type fire near us to spot us. 
    • Fighters ran in. One of the cultist pulled a sword and swung through the fire, it gave something to the sword in the attack. 

    • Later main baddie jumped in fire... heals and extra spells. 
      • Druid moved moonbeam in there, but he stayed in the fire anyway (healing him some). 
      • Main baddie, used fire to do a small AOE, hit both fighters (10 and 5 dmg with dex save). 
      • Big Flame, demonic face appeared, 3d10 firey spell, hit the druid pretty hard (12 dmg)!
    • Finally we eliminated 2 minor cultists, 2 handed fighter ran up to main cultist (who had been hit a little from moonbeam and Magic Missile) and critted him for big dmg, took him out. 
  • 2 trogs
  • short rest
  • 7 undead trogs (harder than normal). Something sent them on us. 


Pronounce British Town Names Correctly yt

 https://www.youtube.com/watch?v=H3DfunCCoIQ

I never realized just how many syllables in SO MANY words (old town names mostly) are skipped in British style English. 


  • worcestershire pronunciation
  • salisbury pronunciation
  • Birmingham
  • Nottingham
  • Durham
  • Buckingham
Ton =~ Town some say
  • Brighton -- use the schwa sound
  • Southampton
  • Luton
-wich = "ich"
  • Norwich
  • Greenwich
  • West Bromwich
-cester = "stuh"
  • Leiscester = "lester" in American I would say or "lestuh" in Brit
  • Gloucester
  • Worcester = "wuh stuh" in Brit and the difficult "wer ster" in American. 

BECMI Magic User and monsters moving into MU dungeons

 See BECMI Berserker’s yt on creating a MU time 17:00, where explains MU w a tower will want monsters to move into his dungeon to keep out trespassers. 

https://www.youtube.com/watch?v=NtMZDCOHFns&t=1052s


How interesting a concept. It could explain why lower deeper lvls in dungeons have harder monsters. Some magic encouragement or similar. I also imagine the harder monsters want to be further from humans to avoid fights at home. 

Ideas spurned by comments from his B5 Horror On the Hill yt https://www.youtube.com/watch?v=HKqdMus1LcA&t=1098s

NPC idea - gargoyles following him on adventures sounds rather cool… picturing this MU leaving his tower with two gargoyles in tow just simply puts a smile on my face. My next NPC also thanks you.

Saturday, January 3, 2026

Old dinosaur books etc

 https://www.thevintagebookcompany.co.uk/products/dinosaurs-ladybird-series-737


Ladybird books

Dinosaurs 

Castles 

More

https://chasmosaurs.blogspot.com/2013/04/vintage-dinosaur-art-how-and-why-wonder.html?m=1

 I had this one below! https://chasmosaurs.blogspot.com/2013/05/vintage-dinosaur-art-dinosaurs-little.html?m=1

And this https://chasmosaurs.blogspot.com/2015/04/vintage-dinosaur-art-dinosaurs-start.html?m=1


Need to find that stamp book  and the one from library i drew horns on protoceratops  

Stamp one here https://chasmosaurs.blogspot.com/2016/04/vintage-dinosaur-art-animals-of-past.html?m=1

And from 1970s http://www.dinofan.com/dfcollectibles/dfCollectiblesImages/1087_1.gif


Iniarv and Ebondeath vs. The Barrowmaze

 See wiki, very cool Forgotten Realms story

https://forgottenrealms.fandom.com/wiki/Iniarv

https://forgottenrealms.fandom.com/wiki/Mere_of_Dead_Men


Via DodCheddar’s comment on Loki Lair’s yt on Barrowmaze. https://www.youtube.com/watch?v=eNrICmCezgM

He was saying it seems like Barrowmaze is a retelling of the Ebondeath twin dragon story around Iniarv and Mere of Dead Mean, from FR. 

Another comment was@philv2529 "Mark Evanier wrote a dungeons and dragons cartoon episode that took place in the village of Helix." 

Friday, January 2, 2026

Results So Far -Point Crawl One Shot, kid as DM

Been a blast. First time (in a "real TTRPG game") playing a straight up Wizard and not a Sorcerer. I'm manning four level 3 characters:

  • wizard
  • druid
  • fighter
  • fighter

Previous nights: 

Forest, mixed forest, then caves.

Teenaged big brown bear, no conflict. 

Ran into 4 guardsmen from town... they helped us fight some of the 5 goblins + adept. Ended up getting hurt as they went in first (and were fired on first) when we found a couple of huts

Sent a lost traveler back to the village. 

Avoided two owlbears (2d6 roll attitude and another roll for distance, both pretty heavy in our favor, meaning they almost attacked anyway). 

Found the 2 strange cave fairies/pixies... they were helpful, had some +1 arrows. 

A brownie. Told me about the hut (with the centipedes). 

Stayed in an abandoned hut, two giant centipedes

Two Worgs attacked. Spike growth to deter, but they kept at it. One finally ran, one died. 

Found a crumbling tower of sorts, had steps up to a high pine tree. Saw gnoll writing (goblin = enemy).  Wildshape as cat to get up there easily. Found a longbow. 

Fought goblin ambush and 2 bugbears. Web spell saved the day, was fun. Wizard's Web + druid's bonfire spell was a nice combo. Bugbears hit HARD at this level, was scary, one fighter was down to 1/5 of his HP... half a hit away from 0.


Tonight:

Found a halfling who had been changed into a skunk (he could still talk) by goblins with experimental potions. How are they getting or making these potions?

70% swamp, 30% forest area. Witnessed the often foreshadowed goblin clan vs. goblin clan fighting each other. Could have went in for a fight, but instead snuck in as a robin with wildshape. Found some potions, changed to a hawk to carry out a couple. Was able to sneak out. Cured the halfling. Let the goblins kill each other, slipped away quietly. 


Full Swamp area.

4 Stirges came at us. 

Negotiated with suspicious but 3 non hostile lizardmen. Went fine. 

The Cultists = *the highlight of the night. 

From DeviantArt, name indicates Dravek's work. 

Via Blakmoor.

Via Barrowmaze.

The Cultists! Dark hooded figures, black ripped robes, briars around their shoulders, faces hidden in darkness the entire time. Four of them, we had spotted a fire as it got darker outside. Tried to sneak in for a closer look, startled a crow which alerted them to us. Decided to announce our presence and appear non hostile. Fire was unnatural, some ritual.  They asked about their "god". We tried to part ways, they spoke to their fire, which had been rising higher before we disturbed them. A weird fire of red and green. And now a mouth appeared above the fire, ordering them to not let us go (apparently, couldn't understand). They got hostile... roll init! 

My guys got some lucky rolls. Trapped them with spike growth, Chromatic orb level 2 hit for big dmg twice. Got two crits. When the first one died, the fire "swallowed him". When another died further from the fire, we saw a slight ember of flame in the would as he died. Another died close to the fire and the wound's ember went to to the fire. Etc.  

Are the cultists in cahoots with someone in the swamp? 

Druid from BECMI - Creeping Doom

Creeping Doom.  Oh yeah, this is the Druid version I first knew. Completely broken powerful magic at high levels. Creeping doom is the best broken spell ever. I also love the flavor of plant door, pass plant, transport through plants. 




BATTLE SCENE w/ Creeping Doom

Let's play one out b/c I'll never get to use it in a "real game". Well… never say never as a DM. 

SCENE: The orcs and ogres have assembled a small army, perhaps 3,000 in number. Nasty, motley armored, and with a great many blades of steel, missiles, and weapons of war.  They come, to press against the distant villages of man... they would come through His wood. They will not live to regret it, because the Druid knows they move today. The animals speak to him of it. 

He is ready. He's watched the skies and feels a storm many leagues away, he shall draw it closer now; it begins. The orcs squinting upward think the darkening skies are a not a portent of doom, but a cloak of favor to hide the hateful sun. Oh how very wrong they are. The air veritably crackles with energy... the Druid feels the power swelling slowly as the clouds gather strength. Now from on high he sees the evil band of monsters far away on their approach.  They march to their doom, he thinks to himself. Never again will they trample and tear at this blessed place as long ago they might. No, they mustn't; he will uphold his duty. 

With the power of the living world around him he gathers his thoughts and reaches out to the primal forces of the elements. His mind becomes cold, focused, sharp,… like a clear shard of icicle on a cold winter’s morn his thoughts converge. Slowly he raises his hands towards the sky, then as blue-white power crackles between his fingers and from his eyes, he points now to the still distant horde. A blast of lightning erupts from the clouds in a crack and thunder, smiting a flank of monsters - burning, erupting, and charring them to pieces. And again lightning flashes, thunder pounds, and fell beings die. The creatures in great fear move away from the blasts, stupidly gathering closer together. Like flies to the biting plant they move.... or is it the other way around

The Druid closes his eyes. He clenches his jaw and breathes in slowly, ... a moment passes and the air warms... a single wasp lands on his shoulder for another moment then flies away. Suddenly the man exhales in a roar like a hundred bears in a language much like the wrath of violent tempests, but others might simply call those words CREEPING DOOM!

In the meadows below, a green eldritch light shines down from the dark clouds. The dirt stirs from a million tiny legs, and the grasses blow from a million small wings. A magical swarm of hating, angry insects and small many-legged creatures shimmer into existence, some tiny, some giant.  Like a vast muddy storm swollen river they writhe and crawl, quickly blanketing, biting, and stinging vast swathes of the evil horde. Eyes and ears fill with angry ants and tiny powdery moths. Orc necks swell as they choke on screams of hate and terror, mouths instantly filled with biting tiger beetles, running cockroaches, and stinging bees. Huge beetles bigger than the ogres’ own fists bite at the ugly creatures feet, monstrous centipedes crawl up legs stinging as they will, while giant wasps with a strike like a rogue’s poisoned dagger pierce the ogres faces, swelling them till they can no longer see, can no longer taste the sweet air. Scores of two-legged villains fall dying and dead. 

Those horde’s soldiers with life yet slash at the small creatures vainly, for destroying one where a hundred take its place is hopeless. They are DOOMED

 The few of the horde at the rear flanks break away before they too are covered and bitten to grisly death. They run. The lucky few that abandon their plight might live to tell the tale… back to the dank caves from which they came, they run. 

The front flanks break away too, but not so lucky, straight to their death as thunder bolts flash down from the darkened heavens to explode around them. More evil falls dead. Others feel the sting not of the wasp, but their own armor burning them like the burning of red magma from hell’s furnaces. They fall, sickly smoke rising from the carcasses. 

A group of large orcs with tattered leathers and warpaint stained bows in hand make it past the milieu, hate in their red eyes, they see the druid on his perch high above them. Before they can knock a single vile black arrow, their bows glow with a purple and violet, then bend and twist and warp into useless sticks… strings falling away. Our druid points at the vile creatures, his mind reaching out, “Hunt, my friends!”. 

And the wolves and bears from the forest do hunt. They track down every last black-hearted monster that remained and devour them. What the beasts leave behind, the raven and vulture peck, the maggot and worm gnaw, and soon enough there will be naught of the devastated horde but white bones that bleach in the coming suns. Then the druid and this forest realm are sated; calm returns.   

 

... [to be finished in a bit. ]

 

 


See https://www.youtube.com/watch?v=G5Byz_06Okc , but mine would be named Brainy not Beardy, if we play his light-hearted game of names.   

Even without that, I see now great combos (note, Rules Encyclopedia lists one extra spell per level than the Blue Companion set book)-

  • Get a Ring of warmth (is there a ring of cool?) plus Control Temperature (50 degrees F up or down)… nobody could fight you in melee for long.
  • Obscure… makes you invisible and more.. use with above rings and control temp to walk around battlefield
  • Heat metal, incredible 
  • Warp wood… affects wands and staves too (saving roll)… all bows, arrows, etc destroyed (magic weapons save roll). Take out all ranged attacks from an army. 
  • Metal to wood. Similarly powerful (magic items have better saves than before). Take out an army. 
  • Summon weather plus call lightning plus obscure. Massive damage from afar and they don’t know it is you.
Low levels even have some good ones
  • Detect Danger spell,  protects from traps, bad potions, hidden enemies, maybe hidden motives. 
BTW, this fan suggestion list for the DRUID in BECMI is interesting; don't touch Creeping Doom tho, heh:

Thursday, January 1, 2026

Tenkar’s how to traps (less rolling); No Death no Tension

 https://www.youtube.com/watch?v=WkY3i9TNZlg&t=92s


Technically he calls it NO CONSEQUENCES NO TENSION, NO GAME. Has good points-

https://www.youtube.com/watch?v=uO2pvoloEB4&t=635s

Ex. 

  • Nearby dead goblin has blackened fingertips. (Hint… fire trap). I LOVE this one. 
  • A smell of almonds in the air (probably poison? However, we learned some arthropods make that smell, too. ) 
  • Hinges look too new on chest. 

BW art, Blackmoor, Dave Arenson’s campaign from before OD&D, Hidden in Shadows blog

Blackmoor, the “real” Blackmoor.

B&W art time 25:20, get it.

Definitely an evil mage of some sort. Gotta use in ours one day. 

Is that lizardman mid left? Interesting, I like these not quite pro drawings. 

AZmountaineer's vid on Blackmoor part 1 is very good, Dave Arneson stuff, he let them publish via Judge's Guild in the 1970s: https://www.youtube.com/watch?v=y1_RJ59BlgU&t=483s&pp=0gcJCU0KAYcqIYzv

Monster Locations, Interesting

  • Earth elementals in swamps? Interesting, why not, doesn't need to be rock. 
  • Baslisks (not basAlisks) are kinda all over. Spelling =  Copyright worries?
  • Giants only in one spot
  • Rocs
  • Trolls
  • Lyc. = lycanthrope I guess
  • WRights? Very common, but wRights? Is that similar to a Wight? Copyright worries? 



Hidden in Shadows blog, by Danielboggs2013, seems to know a ton. See his comment on AZmountaineer/oldschoolrules yt video about it (yt link above)

https://boggswood.blogspot.com/


Maybe relevant, random google :