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Monday, January 12, 2026

Spotify - get better randomization

 MORE RANDOM. Gonna try this:

  • Open Spotify on a real PC
  • Cntrl+A, drag them to a new playlist. 
  • Put that playlist "through a shuffler". As in, some 3rd party tool somehow. I used https://spotifyshuffler.com , and it supposedly let's you sort of kill your account on their website if you want. I might. 
    • Works, after a couple of tries. 
    • WELL I cant find a way to "delete my account". It just auto logs in after the first time you log into spotify and give it access to ALL YOUR INFO. Annoying. How do I undo this now, to be safe? 
      • FAQ says: 
        • How can I close my account?
          • The shuffler only ever has temporary access to the Spotify account. Each time you return to the site access is requested again [[[this is misleading the way he words it]]]. If you'd like to remove the access you can do so via the following link: https://www.spotify.com/uk/account/apps/
  • Resave new playlists... so you can see it on your phone
    • Obviously this is one point in time, and you'll have to keep redoing this to get 
      • new random orders of songs
      • and even just new "faves" that you add each week. Boo. 

Super inconvenient. And the fkers at spotify say they'll never give true random. I see a bunch of websites for shuffling, but surely that is for PC only. UPDATE: Yeah, you have to install the "windows app" and then do it there. Then u see on phone too, after. 

Media Quality -
I'm turning it from "auto" to HIGH. Tempting to go Lossless (aka actual super high) but,... cellular sucks so maybe not. 

Sunday, January 11, 2026

Monty Haul Origins, Gygax. Plus Holmes info not common

New to me YTer: On Holmes https://m.youtube.com/watch?v=m2B8Pnyz1tc&pp=0gcJCU0KAYcqIYzv

Monty Haul, re: Gygax, re: the Monty Haul style is fun: https://www.enworld.org/threads/the-origin-of-monty-haul.666872/

  • James (Jim) Ward says he still writes modules and puts a lot of treasure in there, but a lot of folks complain. He says it is fun, just scale up difficulty of encounters. 
  • Other ppl talking about still putting in some hard things in 5e so players still might have to run away (we do that). 

Obscure Zines that had some cool cover art. One named Monty Haul.
 
Some still current blogness on Monty Haul Zines and whatnot:



Bucketlist d&d and OSR Modules

 https://m.youtube.com/watch?v=1h3k68b50Yg&t=192s

Lich house has a big list 

Lichhouse's lists below. Some wotc ones, i havent done. 



B/X or BECMI

  • X1 The Isle of Dread - dino
  • X2 Castle Amber - more and more ppl talk about it. I think a "funhouse" style. Yellow + giant busting up a castle from up top cover. 
  • B1 In Search of the Unknown
  • B2 The Keep on the Borderlands
  • B4 The Lost City - the purple one with the guy wearing the golden monster deity mask and multi-flail thing. 


AD&D (or kinda) 

  • Tomb of Horrors S1
  • Ravenloft i6 - Yep, was solid. Still felt weird putting "dracula" into D&D, but it was well done. 
  • G1-G3 - the giants, almost done.
  • Vault of the Drow D3 - coming up soon!
  • The Temple of Elemental Evil
  • Night Below - I've heard this one a lot lately, including the British folks. 
  • The Caverns of Thracia - one of the big Jaquays ones. 

WOTC (including 3e 3.5e, 4e, and one 2e maybe)

  • The Gates of Firestorm Peak (looks like 2e?)
  • The Sunless Citadel - one of my favorites. 
  • Lost Mine of Phandelver
  • Tomb of Annihilation
  • Curse of Strahd - used some of this when we did Ravenloft/i6.
  • Thunderspire Labyrinth (4e) (Instead of Keep on the ShadowFell)
  • [The Red Hand of Doom] - another guy brought it up. Buy pdf or convert to 5e, new blogger site, https://chaoticneutralchronicles.com .


Some OSR ones like

  • Stonehell Dungeon
  • The Hole in the Oak
  • Tower of the Stargazer
  • Barrowmaze
  • Deep Carbon Observatory - (graphic in vid was the one w/ the hidden title) review - 
    • Don't think this is my style:
      • Various factions are racing against the PCs, but none is as iconic as the Crows, the nastiest rival adventuring group I've ever encountered in 20+ years of TTRPGs
      • Evil NPC with "murdered mages" and An opium pipe.
  • [Veins of the Earth] [this wasn't his list, but another]. https://www.nobleknight.com/P/2147664688/Veins-of-the-Earth
    • Oh, by or for the super duper duper "adult themed" Lamentations of the flame Princess. I think I must pass.  

Quote for Veins of the Earth sounds awesome though -

Blurb from the publisher: 'The endless descent...

At the deepest point of the dungeon, behind the throne, beyond the rooms where the battles took place, after everything is done and the enemy dead, there is a crack. A black empty space where the wall joins the stone floor, a foot and a half high and three wide. A breeze comes out. You'd never notice it. You could lie on your belly and fit inside.

It never ends. 

You have existed, up to this point, on the illusion of a plane, bordered by mountains, rivers, seas or the politics of maps, and this life has been a lie. Its borders are made up, its seas are gateways, its mountains are cradles of deep life. There is no plane.

You were raised within a history running back through recorded time, written in ink, carved in stone, scooped from clay, hidden in songs. Your primal myths are an eye-blink of the memory of that place. Your history is a candle burning out.

The real world, the deeper, more true world, is bordered only by light above and fire below, and perhaps not even by that.

When you loathe gold for its weight and count your wealth by a radius of illuminated rock and think yourself lucky to do so, then you have passed into the Veins of the Earth.

Expertly written and profusely illustrated by the veteran team of Patrick Stuart and Scrap Princess


Saturday, January 10, 2026

Magic-User in B/X, Tenkar’s

Level 10. 

Level 25. 

Level 35. 


 Magic user in B/X. Low levels, how to. Tenkar’s. 

https://www.youtube.com/watch?v=B8L0nTXKffA&t=326s

  1. Levels 1-3, job is support. 
  2. Stay behind 2 bodies from front. 
  3. Avoid open rooms. 

MU should hide among these to avoid archers, which are the main danger. Remember, any hit will waste your spell.

  • Corners
  • Pillars
  • Darkness

And naturally, a LOT of people rely on the DM to give them something. I mean, at least a Sling would be fine to do something, I mean seriously it would get boring. But a lot of ppl give scrolls or a wand that does low damage ranged spells. One commenter gives his MU a wand power that does 1d3 + level dmg, but with "save against wands" for enemy. 


BTW, in the AD&D sense:

  • What Good is a First Level Wizard?
  • “Whenever possible, stay away from the enemy."
  • Even choosing among the basic weapons is tricky. Each offers a distinct advantage. First, consider the melee weapons. The staff is a likely choice: it inflicts the most damage of any of the wizard’s weapons and costs the least. A good bargain. If lost, a staff is easily replaced. It is also likely to be found in magical form. If the DM allows for it, a fine quality or exceptional quality staff able to provide non-magical attack or damage bonuses could be commissioned at low cost — if a weapon maker skilled at constructing staves can be found. For that matter, a better quality weapon of any sort allowed by a wizard should not be too expensive.
  •  The only advantage here is that the wizard is virtually guaranteed first selection of any magical protections that the party may come across. Magically protective rings, bracers, cloaks, etc. are almost always given first to wizards. These items weigh little and most provide saving throw bonuses as well as Armor Class bonuses.
  • A knife or dagger can be used either as a melee or missile weapon. Although it causes less damage than a staff, a dagger, too, is frequently found in magical form. Knives and daggers have the benefit of being easily concealed. Several should be carried and at least one kept handy in case the character is caught in a net or in close quarters.
  • Both the dart and the sling are effective missile weapons. The sling is cheap, highly concealable, inflicts good damage if bullets are used, has virtually limitless backup ammunition in the form of stones, and has excellent range.

    Darts, however, are the weapon of choice in close combat. Despite their seemingly puny damage, their high rate of fire means both higher total damage than the sling and multiple target capability. Also, if a wizard’s attack or damage capability is magically enhanced in any way, the higher rate of fire capitalizes on that improvement. Improving damage by +1 means only one more point of damage each round with a sling, but potentially three more points of damage with the darts.
  • AND
  •  Even a beginning mage can probably afford a trained war or hunting dog. 

Shadowdark spells new

 Listed https://m.youtube.com/watch?v=VOn6JD9rCs8&t=665s

Druid

  • Downdraft - tier 3 (lvl 3 )- target flying creature. Str check or forced to land. Larger than you creatures have adv on roll. 
  • Cool metal- tier 2- 1d4 dmg per rnd. No save  
  • Cal lightning- tier 3 - 3d6. Outside only. No saves
  • Elemental breath - tier 4 - cone, near, 3d6+3 dmg to all. No saves  
  • Fire shield- tier 3- 2d4 fire dmg if enemy close. And u take half dmg deom cold. No saves for enemy
  • Freeze surface - tier 3- freeze water 5 rnds. Can just coat the top of something with ice too  
  • Fey cloak - tier 2 - lije inviz if dont move. Turns off and on for 10 rnds. Every time stop moving u r inviz again  
  • Fey door- tier 4- go into big rock, bring 1 friend, teleport somewhere u can see  
  • Greater sleep - tier 3- lvl 4 or weaker category creatures. Dmg or super shaking them wakes  
  • Earth tremor - tier 3- mini earthquake, rocks pop up, u fall amongst them take 2d4 per rmd for 5 rnds… dex save 13 dc means zero dmg each round u make save  
  • Ice armor - tier 2- lasts 5 rnds, +2 ac, +4 on crit success. Creatures near take 1d4. 


NECROMANCER

  • Deathly whispers - tier 2- u soeak thru any dead body or undead creature u have previously touched. U cant see or hear from it tho. 
  • Talking skull - tier 2- 25 words , then skull inert. But u pick trigger





Fighting Fantasy - Vault of the Vampire, chest riddle

 

Idea for dnd riddle. From Spellsinger’s yt https://www.youtube.com/watch?v=tsXCFx-7FWM&t=837s

The text

Gfgfho sid bqnnvq pe Thffgqjde

Sid dgbho lbhm ng sid wzmhbmu nod

Ugsdf gvmeqfc bme ejeux tdqzszud mhojt

Ng ejmfru zslptsdr dqbeu


I thought bqnnvq might be armor, but then it was so misspelled as armmur I figured not, then I quit trying after the first line and a glance at the rest (figured some 2 letter words were “of” and some three letter words were “and” or something… shoulda tried harder).  Well turns out it sure was armor… spelled “armmur”. I mean “armour”, since it’s the British way of spelling. They got me. Looked it up, found answer on blog below. There are some actual misspellings (how many? Just the first word maybe… great, since we start at the start) in there to throw u off though. [UPDATE: the screw up on that first word is considered a mistake, apparently. ]


Here’s the answer https://berolisden.blogspot.com/2011/11/vault-of-vampire.html

 123: You remember that Lothar referred to the Count saying "Forward and back" and laughing. You translate the code on the chest by advancing every other letter one place in the alphabet, and regressing the remaining letters one place. 


Herein the armour of Siegfried

the chain mail of the valiant one

three hundred and fifty separate links

of finest armourers craft


I started to translate based on https://berolisden.blogspot.com/2011/11/vault-of-vampire.html


Hehin the amour of 

Friday, January 9, 2026

Archaeology yt ideas dnd and just plain interesting

 

https://www.youtube.com/watch?v=0c1f_fBMuhQ

5:50 time, Bark hut early in vid

9:30 time, Human sacrifice… like 55 at a time in Illinois.

Time 16:30, the Egyptian symbols (r kinda like Soviet ones), like Farming and Herding. Hook and flail. Crook? It’s the shepherd hook. 




Underdark Ecosystem - Flumph is useful

 Never knew. Thanks to: https://oldschoolfrp.tumblr.com/ again. 

I don’t think there’s been a more humble origin than the flumph, introduced in the 1981 Fiend Folio as a hovering jellyfish that floated around defending itself as needed. But later publications turned it into an interesting and useful part of the Underdark ecosystem. It detects strong positive and negative emotions and changes its own colors to reflect its mood, making it a valuable companion that can sense the approach of violent monsters with ill intent.

Details: https://forgottenrealms.fandom.com/wiki/Flumph

2e Orc/Goblin Art, inspired by LoTR/Hobbit cartoons.

 Let's discuss some 2e Orc/Goblin Art, inspired by Lord of the Rings/ Hobbit cartoons. 





These orcs or goblins are much like the style from the cartoons of old. The large almost toad-like mouths, the tiny noses, etc. 








Thursday, January 8, 2026

My Hexcrawl or Wilderness clues, and dungeon clues

  • Tracks in the morning dew. (spiderwebs in grass with dew)
  • Disturbed spiderwebs.
  • Crunched up leaves from likely large feet or many boots.
  • An odd vine that turns out to be a rope or snare on closer inspection.
  • Mismatching leaf patterns of the ground (covering a pit trap).
  • Bushes or brambles recently cut out of an older path.
  • A hack mark on a tree indicating someone wants to remember it (something hidden near?) or use it as a trail blazing guide.
  • The lack of birds in the area.
  • Startled birds from a distance.
  • Missing sounds (no birds or angry squirrels in the day, or no crickets at night).
  • A swarm of flies and a smell of rot (dead game, corpse, or undead?).
  • Bones, cloth, burnt out campfires. …
  • And some advice from earlier tonight I was a player, don’t send the whole party to investigate a distant out of place green “grassy?” mound in the distance when there are rumors of a lazy green dragon in the area, heh.

I replied to a guy here, one of Tenkar's, https://www.youtube.com/watch?v=NN2hgtCsc6s

And Tenkar has great dungeon examples halfway thru. 

Lone Wolf - game book choose your own adventure type

 https://lonewolf.fandom.com/wiki/The_Masters_of_Darkness

Thanks to this guy again: https://oldschoolfrp.tumblr.com/

Some interior illustrations from Lone Wolf 12 - The Masters of Darkness. Brian Williams, 1988.




Wednesday, January 7, 2026

Drow Tactics

 

  • Patrol groups usually separate into smaller bands to prevent foes from trapping them in a narrow tunnel or dead end passageway. 
    • Scouts go in front and behind a patrol
  • Ambushes and counterambushes are common, and
  • hit-and-run tactics are the norm. 
  • A favorite drow tactic is to levitate near a cavern ceiling while cloaked in magical darkness
  • Silence bubbles (not the full 15' radius, b/c it makes you deaf)

Dwellings:
  • gotta have many escape routes b/c, many things burrow through stone

Mining is noisy aka dangerous:
  • Mining expeditions are particularly dangerous, for they generate a great deal of noise and must be defensible.
  • Dwarves and svirfneblin always establish traps and blinds in the surrounding tunnels before excavating, and they
  • keep numerous escape routes ready.

Drow Infravision vs. Darkvision

Starting in D&D 3e, they went to Darkvision, b/c Infravision was more troublesome in game apparently. 

I'm struggling a little to just do Darkvision. The more I remember from the Drizzt books, the more I read on some of the source books from 1993, etc. ... the more the infravision is cool. But it's hard to run as a DM/fair game surely. So let's list some of this out. 

Book, Drizzt Do'Urden's Guide to the Underdark - 1993. Reading it now. 

This site lists some things about Infravision that make me think: https://ladyinferus.tripod.com/drow/mysite3/darkvision.htm

  • Inviz spells would be a problem, if they could see your hot footprints. But the site says Drow's inviz spell works perfectly to hide that, too, while upper world spells do not. 
  • Water and mirrors wouldn't reflect normal light. Just show a temperature. 
  • Inks and writing wouldn't work without extra light.
    • I do recall them using faint light for this sort of thing in the Drizzt books, right?
  • "Furthermore a Drow can identify how long ago an object has been held or an area has been passed through based on its 'visual' temperature."
    • Seems like trouble... you could never escape easily.
  • Hiding:     The usual ability to hide, assumes that you can hide in shadows, or out of site. The Drow have mastered a special form of hiding only possible in a lightless world. They can pick a spot in a cave wall that more closely matches the temperature of their clothing and blend in. Anyone else attempting to hide from a Drow would be spotted instantly even in the darkest corners.
    • Yeah. Problem.
  • Ranged Weapons:     There is little purpose in carrying a long ranged weapon in the underdark, first of all because most caverns wind long before maximum range, and second because drow darkvision only extends to 120 feet. Therefore the standard hand crossbow is the ranged weapon of choice.

Well that site is likely going away any second, so let me just copy paste all the text. Sorry for the duplicates. 


The Underdark is a lightless place, yet Drow have developed eyes that can see down here. They use the infra-red spectrum to pick out differences in heat. Unlike Low-Light Vision however, they can see almost anything in great detail, since their eyes are so sensitive to even minor differences in temperature. This great adaptation also puts the Drow at a disadvantage if they ever see real light, the drow will be blinded while their eyes slowly adjust - remembering the genes of their Elven forefathers.

A Drow can see shades of red and white through darkvision (infravision). The brighter the red, the hotter the source, white results from very hot sources or real light that's not quite bright enough to make the drow shift into the regular spectrum. Here is an illustration of what the Drow actually sees with her eyes:

Because of the absence of light, several things are done differently by Drow than would be done by surface dwellers. First of all the heat sense allows a Drow to easily identify the state or arousal of another drow, as well as states of emotion. Furthermore a Drow can identify how long ago an object has been held or an area has been passed through based on its 'visual' temperature.

Mirrors:   There are extremely rare in the Underdark. Since mirrors relly on reflected light to work, such a device would be quite useless. Only in the presence of real light would the mirror show a reflection. Similarly, liquids don't show reflections, but are usually cooler than their surroundings.

Inks and writing:     A few minutes after a Drow writes a letter, the parchment and the ink become of a homogenous temperature and look blank. Wizards and Priestesses often use real light in the form of candles expressly for the purpose of reading scrolls or spell books. Special fluorescent inks are also available, however these are expensive and never last forever.

Faerie fire; dancing lights:     Faerie fire and dancing lights is one of the drow's innate abilities, the light produced by these sources is too faint to even read by however and in no way disrupts darkvision.

Darkness:     The special ability of all Drow is to create a globe of darkness, like with the wizard spell, even darkvision doesn't allow sight within the globe.

Hiding:     The usual ability to hide, assumes that you can hide in shadows, or out of site. The Drow have mastered a special form of hiding only possible in a lightless world. They can pick a spot in a cave wall that more closely matches the temperature of their clothing and blend in. Anyone else attempting to hide from a Drow would be spotted instantly even in the darkest corners.

Ranged Weapons:     There is little purpose in carrying a long ranged weapon in the underdark, first of all because most caverns wind long before maximum range, and second because drow darkvision only extends to 120 feet. Therefore the standard hand crossbow is the ranged weapon of choice.

Invisibility:     Invisibility cast by a Drow functions perfectly, masking even heat emanations. Invisibility cast by a surface dweller makes the caster invisible to a drow, but you can still see the warmer spots where the caster is standing on the ground.

Bright Light:     Bright light hurts the Drow's eyes and blinds them temporarily. It is often used as a weapon.

 

DROW DOs and DONTs

Do
Pay attention. The smallest detail can save your life (or ruin it).
Think only of yourself. No one else will.
Work together. When an enterprise benefits both parties - why not?
Speak when spoken to. Volunteering information is considered suspicious.
Control your emotions.
Assume the worst.
Make yourself appear stronger than you really are.
Gain power.

Don't
  • Refuse a Priestess.

  • Kill a Spider.

  • Talk back to the Matron.

  • Make TOO many enemies.

  • Try to make friends. The Drow don't even have a word for 'friend.'

  • Assume someone is your friend.

  • Tell them all you know.

  • Speak out against Lolth.

  • Attempt to invoke pity. You will not get any.

  • Be satisfied with what you have.

  • Trust anyone.

  • Appear weak.

  • Forget

  • Fail