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Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Thursday, July 16, 2026

Get Tenkar’s book

 https://m.youtube.com/watch?v=-yYZdrUi_Zw

Transcription from vids, so it's not super fancy prose... it's just basic info, which is just fine. It'll be updated a couple times a year. 

He says "Download link is right here https://tenkars-tavern.games/TavernGuide

— no email, no signup, no store page. It's CC BY-NC-SA 4.0, so print it, share it, post it in your Discord, hand it to your table. Read the chapter that matches whatever's actually broken at your table this week, pick one procedure out of it, and run it three times before you judge it. Then tell me whether it held up."


Extra good parts: 

  • The Three Steps, on page 7. 
  • Telegraphing Danger: The Escalation Ladder, on page 8. 
  • Room Description: Scene, Oddity, Risk
  • Adding These Procedures Without Burning Your Table Out
  • What This Handbook Assumes: The B/X Loop - ...common sense first, dice only if needed....

The three steps (I'll paste the whole thing)

Step one: the player states intent, and "I search" doesn't count. "I'm checking the fireplace for drafts." "I'm feeling the mortar lines for a seam." "I want to know if that chest's lid seam looks tampered with." Intent tells you what kind of clue to hand back.

Step two: you respond with information, not a verdict. Not "you find a secret door" — "the soot above the fireplace is thicker on the left, but there's a clean arc on the right, like something's been swung open, and you feel a faint cool draft near the right inner stone." You've told them nothing is confirmed and everything is worth pursuing. Layer the clues if a player keeps investigating: one standout detail, one suspicious detail, one confirmation of safety.

Step three: roll only when time, risk, or precision are actually in question. Not "did you find it" — "can you do this quickly," "can you do it quietly," "does this trigger while you're working it." The roll stops being permission to discover and becomes a cost for speed or stealth.

Applied to traps, the same three steps hold, with one addition: think about what job the trap is doing. Traps exist to make the dungeon feel engineered — somebody built this place and expected intruders — and to make time matter, the same way searching does. If a trap doesn't create a decision, it's just random damage.

WORKED EXAMPLE — THE NEEDLE CHEST

Slot-machine version: "I check for traps." Roll. Fail. Open it. Save vs. poison or die. Nobody learned

anything — that's a death tax, not play.

Clean version: "Before we touch it, I check the lock, the lid seam, the hinges — anything out of place."

You: "There's a hairline scratch around the lock plate, like it's been removed and reset. The keyhole smells

faintly of bitter almonds." Now the table has a real decision — rotate the chest so the lock faces away and

work it with a pole (slow, safe, a turn); force it (fast, loud, risks the contents); or hand it to the thief with

time to work (a roll, but a chosen one).

Give real credit to good tools and good method. A 10-ft pole probing ahead, chalk or flour dusted on a floor to catch a disturbed seam, a mirror on a rod checking behind a statue, water or oil poured along a seam to reveal airflow — if the approach is sound, let it succeed outright. The thief's Find/Remove Traps skill isn't the only way into this system; it's the cleanest option for a fine, dangerous mechanism under time pressure. Everyone gets to investigate and attempt a bypass. Only the thief gets to neutralize the hard ones cleanly.


 

Telegraphing Danger: The Escalation Ladder (just a piece of his write up below)

Three rules keep this from turning into spoilers. Give clues, not labels — "little animal skeletons in the corner, all frozen mid-scream," never "this is a basilisk's lair." Make every warning actionable — a scratched note reading "mirrors help" is useful; a vague sense of dread is not. And keep the truth accurate but incomplete — the player should be thinking it might be poison, might be gas, might be something on the ceiling. Uncertainty creates tension. Ignorance just creates resentment.



Room Description: Scene, Oddity, Risk (summary here, but read his details, good stuff)
  • 10 second delivery
  • Scene -Shape and obvious function of room. 
  • Present one oddity - something that invites interaction. 
  • Imply one risk. What it might "cost" to interact. 


Adding These Procedures Without Burning Your Table Out
  • If it doesn't fit your table, don't use it at your table. 
  • Add one tool at a time, so you can keep up. 

What This Handbook Assumes: The B/X L
  • The referee describes a situation. The players ask questions and declare actions. The referee resolves — common sense first, dice only when needed. Time passes, resources get spent.

Saturday, July 11, 2026

Magic item ideas - old school

 Time 10:37 https://www.youtube.com/watch?v=K_wxKYt_www&t=611s

  • Ring of the mole - puts out a magical shell in a 5' radius. Digs thru dirt or ice at 10’ per old school Turn, aka 10 minutes. The tunnel fills in behind you. 
  • Ring of Flashing Swords - produces a magical energy sword that can cut through any non-magical armor. 1-8 dmg. Can be used by any class. 
  • Ring of Reverse Striking - cursed. Looks EXACTLY like hte Ring of Flashing Swords, but once in combat, it attacks the wearer's head. 
  • Ring of Water Walking
  • Ring of Weight - Cursed/trick ring. Looks just like Water Walking ring, but it waits for you to be above a 20 foot drop in the water, then you sink. Cannot remove after activated sink curse, except for Remove Curse. 






Sunday, June 14, 2026

Gloomraider - I got more of the PDFs

 https://www.drivethrurpg.com/en/product/513378/gloomraider-osr-rpg-quick-start-basic-rules

Gloomraider - this indie game by  Daedalus Game Foundry, what looks like a one man army, that is based sort of on Shadowdark but also focuses on AD&D/D&D from the1970s and 1980s, but with modern (easier) mechanics like ascending AC, called DS. See below .

I even paid money for some PDFs... I think the designer and the artist deserve a couple of bucks for sure. I need to leave a review before too long on drivethrurpg. I'll put one here for now, which might be just random points:

  • The vibe is very OSR. It's about dungeoncrawls and dangerous monsters and cool art. 
  • Read his reply from drivethru, tells a lot of how it is made, red is my emphasis:
    • "Thanks! In short I'd say GloomRaider is like Shadowdark for AD&D instead of 5e. The primary difference is the way various mechanics are handled. I go more with old school D&D mechanics as opposed to 5e mechanics. If you are familiar with all the editions of D&D, you'll see bits and pieces of many of them in GloomRaider, like: - Ability score modifiers are the traditional bell curve -3/+3 (Basic D&D editions) - Modifier improvements are more tied to leveling than increasing ability scores (Pre-WotC D&D) - Racial ability score adjustments (AD&D) - Racial traits (AD&D) - Spells (AD&D & Basic D&D) - Casting spells includes "Vancian" style - Monsters (AD&D) - Class traits more in-line with AD&D Things from Shadowdark that I handle differently: - Advantage/Disadvantage is adding or subtracting 1d4 - Class traits are a bit different, but generated similarly to Shadowdark - Incorporates "roll-to-cast" spells differently - Gear slots is very similar but has slight differences The one-hour real time light is unchanged from Shadowdark. In general GloomRaider is more like AD&D and Basic D&D than 5e and Shadowdark, but is easily adapted into Shadowdark as houserules."

  • Page 8 of the basic rules lets you know all the abbreviations and anything non-standard from old D&D
  • AC = DS (defense score). Pretty smart to call it something other than AC to signify ascending AC. Most new game designers would be tempted to just go with what the public would know... so once again I get the impression that the designer is about quality over mass appeal. Good. 
  • Orcs in this game are called Orocs
    • This is to distinguish them as the pig faced monsters of 1e and maybe 2e AD&D. He mentions that he did this to help out modern players or folks who just know 10 versions of orcs. I 100% like the monstrous version before they turned into whatever later. 
    • Boarocs. Harder orcs are called Boarocs, Think wild boar. Way more hair, almost like a werewolf. 
  • Templars = paladins basically. 
  • Sorcerers = old school Magic-Users, but more flexible casting. Reading straight under that section of the basic rules, you start with 3 spells in your spellbook (but you get stuff like detect magic, read magic, and sort of identify item for free at will casts). You only can cast 1 spell at level 1 via the memorization/Vancian style... but then you can Wildcast. OK here it is, Wildcasting is roll to cast. 
    • So yeah, way more fun than a 1980 Magic-User at level 1 who couldn't do much. 
  • Magic - I need to reread, but I think there are options for Shadowdark/DCC roll to cast. And definitely Vancian options. 

Example of Sorcerer level up coolness options (feels like Shadowdark):





I'm going to paste in the languages, because this shows what sorts of monsters are around:

COMMON LANGUAGES

Language Who Speaks It Alphabet

Aquan Mermaids, sahuagin, sirens Elven

Common Humans, halflings Common

Dwarvish Dwarves, gnomes, kobolds Dwarven

Elvish Elves Elven

Giant Giants, ogres, trolls Dwarven

Gnoll Gnolls None

Goblin Bugbears, goblins, hobgoblins Elven

Reptilian Lizardmen, troglodytes None

Sylvan Centaurs, dryads, faeries Elven

RARE LANGUAGES

Language Who Speaks It Alphabet

Abyssal Demons, orocs Infernal

Celestial Angels Celestial

Draconic Dragons Draconic

Druidic Druids Druidic

Infernal Devils Infernal

Primordial Elementals Draconic

Thursday, May 28, 2026

OSR vs. Newer Games (3.5e and 5e D&D)... doesn't need to be so disparate

 https://www.youtube.com/watch?v=HG6XcyqF3A0

I like my comment... of course I would, it's my comment. Just kidding, I've been thinking this one over for months and this might just be a short enough version of my thoughts to get the point across to somebody:

I think there are good things in nearly every version of D&D. The OSR: I love the art look. I love the way there is no "one solution only" mindset... usually there are several ways to creatively get something accomplished. Common sense works just fine in most situations without having to roll, I like that a whole lot. Watching some Tenkar's Tavern, I have learned tons of OSR tricks that I never picked up in my youth (never got to play much back then). Newer games (say D&D 3.5e or 5e): the art look has been diminished quite a bit for me, but I do enjoy lots of powers to keep the variety going. Maybe you concentrate less on super creativity using basic things (a spike in your pack used to block a door and hold back the giant spider), but you can often be very creative with your powers, assuming the table has the right mindset. Maybe you cast sleep under the door crack because it's got over an inch of a crack under it, you got down on your belly while the fighter held the door, and bam you put the giant spider on the other side to sleep. Or maybe you try to cast fireball under the door with the huge crack... maybe you can only do it with a wand of fireballs and you slip the end under the door, or the DM let's you know it'll be a very hard aim (50/50 on the dice) ... and then it's up to you whether it is worth the risk. So yeah, it is easy to say newer games refer to the character sheet too much (they do), if you have the right mindset and some exposure to older styles, you mix them up, then you get so many options nobody ever gets bored. That is a recipe for fun in my book.

Tuesday, May 26, 2026

The No ai b&w art man, great

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


John Cichowski is the B&W artist


https://www.youtube.com/watch?v=T1r7lW7MJEs

He has some good B&W dnd classic OSR style stuff to buy on drivethrurpg. He made art for the GloomRaider guy (the sort of Shadowdark but more AD&D 1e. See those vids. 

Here's some GloomRaider stuff, like this module for levels 1-5, with undead: https://www.drivethrurpg.com/en/product/545072/gloomraider-osr-rpg-the-risen-from-the-tomb?src=hottest_filtered

Here's that free one (again?): https://www.drivethrurpg.com/en/product/515076/gloom-beneath-the-sorcerer-s-tower-osr-adventure-for-gloomraider-rpg?src=hottest_filtered

Monday, April 20, 2026

GloomRaider - a small TTRPG (free stuff), like Shadowdark

GloomRaider... guy says "Gloomraider is an RPG based on Shadowdark, but with many changes or adjustments taken from or inspired by the 1970s and 80s editions of D&D. In this video I .."

It is interesting, and I'll say very cool for gamer folks to make their own thing to such a degree it's an official release. Wish I had the time and umph to make one. 


Well, here is a lot of it for free or pay what you will:

https://www.drivethrurpg.com/en/product/513378/gloomraider-osr-rpg-quick-start-basic-rules 

Free module, basic on purpose: https://www.drivethrurpg.com/en/product/515076/gloom-beneath-the-sorcerer-s-tower-osr-adventure-for-gloomraider-rpg?src=also_purchased 

  • I need to go review it, once they make me wait long enough ... reading this free module, it sounds really solid (if simple). 

Personally, if it has ascending AC, I wouldn't mind giving it a try. I like what he says here:

Thanks! In short I'd say GloomRaider is like Shadowdark for AD&D instead of 5e. The primary difference is the way various mechanics are handled. I go more with old school D&D mechanics as opposed to 5e mechanics. If you are familiar with all the editions of D&D, you'll see bits and pieces of many of them in GloomRaider, like: - Ability score modifiers are the traditional bell curve -3/+3 (Basic D&D editions) - Modifier improvements are more tied to leveling than increasing ability scores (Pre-WotC D&D) - Racial ability score adjustments (AD&D) - Racial traits (AD&D) - Spells (AD&D & Basic D&D) - Casting spells includes "Vancian" style - Monsters (AD&D) - Class traits more in-line with AD&D Things from Shadowdark that I handle differently: - Advantage/Disadvantage is adding or subtracting 1d4 - Class traits are a bit different, but generated similarly to Shadowdark - Incorporates "roll-to-cast" spells differently - Gear slots is very similar but has slight differences The one-hour real time light is unchanged from Shadowdark. In general GloomRaider is more like AD&D and Basic D&D than 5e and Shadowdark, but is easily adapted into Shadowdark as houserules.

Official description partly says this, which I like:

You have been blessed with certain gifts above the average folk in the world that you have chosen to put to use to either defend the world from those denizens of the dark or simply to raid into the gloom to return with riches and glory. You are known to the common folk as a gloom raider! A hero to some, a menace to others.

The idea behind GloomRaider is to take place in a "world of megadungeons". To do that, take any medieval fantasy/D&D setting (published or homebrew) and advance it 2,000 years after a post-Medieval apocalyptic event where gods, angels, titans, demons, devils, and dragons warred for control of the world. The common peoples living on the surface went underground for protection, carving out vast labyrinths in which they lived for a thousand years before being forced to escape back to the surface. And for another thousand years they've been remaking their civilizations in the sunlit world. Those old underground homes are now the "megadungeons" of the Gloom, as numerous under the lands as cities and towns are on the surface.

Gloomraider is an alt-D&D RPG that came out of work I had been doing to create my own OSR RPG since 2009 after running the Castles & Crusades RPG for a couple years. It is a mix of AD&D, B/X D&D, with some 3e D&D elements and heavily influenced by the Shadowdark RPG, plus some of my own additions.


And he said all money (from the small pay what you will thingie) will go to paying for custom art to put in the main books. Cool.  

Saturday, January 3, 2026

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." 

Monday, December 29, 2025

D&D type History of Dungeons

 https://www.youtube.com/watch?v=g5zDD-vPH6s at time 2:18, Agranak Studios, he's doing a video about Bob Worldbuilder+friends new book. 


Lists progression: 

Blackmoore, Tomb of Horrors, Keep on the Borderlands, Caverns of Thracia + Dark Tower, Ravenloft, and the 2014 Mines of Phandelver (b/c boxed set had it). 


Important Dungeons, honorable mentions:

  • Old greyhawk castl (1972) G. Gygax
  • The "lost dugeons" of Tonisborg (1973) by Greg Svenson
  • The "Zenopus" sam;e dungeon (1977) by John Eric Holmes
  • In Search of the Unknown (1978) Mike Carr
  • White Plume Mountain (1979) L. Shick
  • The Village of Hommlet (1979) Gygax
  • The Temple of Elemental Evil (1983) Gygax
  • The Queen of the Spider (1986) Gygax




Borshak's Lair, Judges Guild, White Dwarf, Jaquays, AND way more references to older OD&D modules

 There are places to get the pdf Free. It's an old Judge's Build Jaquay adventure, put in The Dungeoneer, an old Zine I believe. Beoric from tenfootpole thread says:

I had never heard of this module before, but it looks like it was published in 1976, in a fanzine created by Jaquays and some friends, while she was still in college. She had been playing for about a year. 

https://www.youtube.com/watch?v=4Bkqf6iZTXA

Tons of references to other modules, and editing corrections recommended for the Borshak orc lair: https://tenfootpole.org/forum/index.php?threads/borshaks-lair-is-this-thing-supposed-to-be-good.451/

  • Other old adventures/modules
    • Night of the Walking Wet
    • Caverns of Thracia - Goodman Games did a remake. Jayquays.
    • Dark Tower - Goodman Games did a remake, I bought it, haven't opened yet. Jayquays.
    • Palace of the Vampire Queen - apparently the first module ever(?), by one definition. Some don't love it, would take a lot of work to fix, eh?
    • Barrowmaze - Some say Free PDF, but? Big. Labyrinch Lord maker mainly made it, revamped around 2014 (see intro on PDF). Many ppl love it, some say too huge? 

While we are here, what is The Lichwayhttps://www.youtube.com/watch?v=Kj_4IZEvfEA

Back to Borshak's Lair - gotten
  • "Fred" as a name for an amulet is too silly for me. I'd just change that, easy. 
  • Interesting about all these other old JG released modules mentioned in that thread. 
  • The DUNGEONEER Paul Jaquay[s] with Mark Hendricks and Randy Cox
  • Reprinted in the White Dwarf Best of (which Volume? 1 or 2?)


Friday, December 26, 2025

Our Hexcrawl, super easy mode for the DM

So before reading up on the official "how to do a hex crawl" I drew up a "hex crawl" and got the kid to help populate the two random tables. We'll be sticking to our easy basic hex crawl mostly, but in the previous post I found those nice free (or PWYW) PDFs that will be very nice to give further ideas as needed. 

Goals:

  1. Easy to run as a DM.
  2. Easy to run, really.
  3. Flexible. We'll learn as we go. 
  4. Basically a one-shot (maybe over a couple of days). 
  5. Playing 5e, level 3 characters, so we want a good few encounters. I want it to be maybe 15% chance of a TPK from start to finish. 



So I made the map look like, top to bottom (so kinda backwards, see picture above), something like this:

  • Final Area (circle/hex) and the kid as DM fills in the blank here.
  • 3rd areas that lead to Final are any of the 3
    • Cross a river - big river, bayou, or small creek... maybe a ferry, swim, rope, log... whatever you like. 
    • Forest trail
    • Rocky hills
  • 2nd areas
    • Swampy
    • Pine forest trail
    • Cave
  • 1st area outside a village is only one
    • Mixed forest trail
  • Starting area, only one
    • a Village
So we are playing fast and loose. To get from one area to another, it might be 4 hours (and 4 random encounter checks) or it might be more or less. We don't know, going to wing it. 

Rules we made up/borrowed:
  • 1d10, on a 1 you have an encounter. Do that once per hour. Assuming it takes an hour to move through an area. If you are in the labeled "swampy area" for instance, maybe that's 4 or 8 hours of swamp. 
    • Worth clarification... one circle on our "hexmap" is not one single encounter... it'll take 4 to 8 hours to get through there, so 4 to 8 encounters. We think that many, going to find out... we want a good few encounters. And I think the kid has a couple of "automatic encounter areas" with more complex stuff. He's good with a fancy cool set up.  
      • The river is probably the exception... doubt it'll be that many encounters, but it's trickier so, yeah. 
      • The cave is probably at ground level, and the exit of the cave is deeper into rocky hills... maybe it cuts through a hill. 
  • 1d20 (maybe 1d24, borrowing DCC dice) to see what the encounter is. See below. Wanted one to be a dragon, AKA super impossibly hard, and then a mix. 
  • Distance of encounter, 1d6; 1 = close, 6 = 500 feet. 
  • 2d6 reaction/morale check at start of encounter. Using the B/X rules for that... I thought it was something like the following, but each edition is different it seems: 
    • 2      = attack (immediate)
    • 3-5   = likely aggression (hostile, possible attack)
    • 6-8   = neutral (uncertain, monster confused)
    • 9-11 = curious (no attack, monster leaves or considers offers)
    • 12    = friendly (Enthusiastic friendship)
    • Tenkar's https://www.youtube.com/watch?v=8_wY-dP17e8


    • This blog fellow has one that is fairly good, and 5e here also good:
      • 2d6       Reaction
        2-3        Hostile
        4-5        Unfriendly
        6-8        Neutral
        9-10      Friendly
        11-12    Helpful
    • This guy has info on the 1983 Mentzer Basic more complex one: https://yumdm.com/reaction-rolls/




    • And this one, I kinda like it for "monsters" specifically (more hostile), came from https://illusoryscript.com/2d6-reaction-roll/



I made two random 1d20 (or 1d24) tables, I'll list the ones I have, but the kid has 8-16 secret ones. 


FOREST OR HILLS (+CAVE) 1d20 TABLE:

  1. Green dragon
  2. 1d6+1 bandits
  3. 1d2 owlbear
  4. 1d4+1 hobgoblins
  5. 1d6+1 guardsmen/soldiers from village
  6. Animal trail, leads to a hidden loot stash (wooden doors into the ground, weird and cool)
  7. ? kid's secret since he is the DM for this
  8. ? kid's secret since he is the DM for this
  9. ? kid's secret since he is the DM for this
  10. ? kid's secret since he is the DM for this
  11. 1d6 gnolls + 1 hyena
  12. 1d6 lost travellers
  13. 1 orc shaman + 1d4 orcs
  14. 1 goblin adept + 1d4 goblins
  15. Bear
  16. 1d6 snakes (has to be extremely close, can't be 100+ feet away)
  17. 1d6 brownies
  18. 1d4 helpful fairies
  19. Ancient ruins
  20. Roc (can be extremely far away, since you can spot one miles away in the sky, if you have sky)

SWAMPY (+RIVER) AREA 1d20 TABLE:
  1. Black dragon
  2. 1d6 Lizardmen
  3. 1 giant alligator (or croc)
  4. 1d4+1 gnolls
  5. Pixies
  6. Rope ladder tree, leading to a box (maybe roll 1d6 to see what's in the box)
  7. ? kid's secret since he is the DM for this
  8. ? kid's secret since he is the DM for this
  9. ? kid's secret since he is the DM for this
  10. ? kid's secret since he is the DM for this
  11. 1d4+1 troglodytes
  12. 1d6 lost travellers
  13. 1d4+1 cultists
  14. 1 kobold sorcerer and 1d4 kobolds
  15. Blackscale lizardmen (see 3.5e or 5e stats, the big lizards)
  16. 1d12 stirge (wide number variation here, how easy or hard will this be?)
  17. 1d4+1 militia
  18. Giant crawfish
  19. Ancient Ruins
  20. 1d6 zombies


UPDATED MONSTERS FOR ANOTHER TABLE

  1. Giant snail
  2. Bullywugs
  3. 2e adnd Mystara minster list has lotsa good ones
    1. REMEMBER CONVERT B/X to 5e: 
      1. AC IS  19 minus the old AC; 
      2. HP is double the avg or so, maybe 150% of max of old
      3. To Hit is 20 minus ThAC0 
      4. Dmg is about double the old dmg 
  4. Acaeon - Elkman, 11 hitdice eh?
  5. Agarat - Undead midlevel, temp lvl drain i like
  6. Decapus
  7. Dusanu

11 hitdice elkman https://www.completecompendium.com/catalog/ms/2501/actaeon/


  1. Undead w temp lvl drain https://www.completecompendium.com/catalog/ms/2501/agarat/


    Decapus (not octo) https://www.completecompendium.com/catalog/ms/2501/decapus/


    Dusanu, Spore weilding undeadish https://www.completecompendium.com/catalog/ms/2501/dusanu/


UPDATED BELOW, IDEAS

  • Monsters running back to a prepared area for defense
  • Monsters can have loot, else party only avoids them
  • Running into a fight between 2 things or teams
  • Signs of something 
    • Dew on grass spider webs disturbed 
    • Freshly cut or brushed aside vines
    • Autumn leaves crushed underfoot
    • Crows startled and fly away in distance
    • Vultures circling
    • Wolves running away from something 
    • Insects on carvass = older (depending like maggots), or Lack of = recent
    • Urine on trail (smells like canine, or amount indicating horse,… or perhaps in a place likely a humanoid)
    • Ants on breadcrumbs/ no ants on crumbs means very recent (15 minutes)

MY PARTY
  • Wizard
  • Druid or cleric
  • Cleric or fighter (ranged focused?)
  • Fighter




Procedure OSR Hex Crawl - Free PDFs

 Tenkar's link, if you google those four words: What is a HexCrawl and Why Should You Run One  

His video on the topic: https://www.youtube.com/watch?v=raRxoj5lXl0

TWO FREE PDFs on the topic:


So yeah, we are about to do our own version of a hex crawl. Thought we had enough ideas to go forward, but it cannot hurt to see what all of this is about. Free info is good info. 

Tuesday, December 9, 2025

Tenkar’s… 3 mega dungeons

 https://www.youtube.com/watch?v=DNRFuBSMLx0


  • Stonehell - BX feel.Easier for new DM. 
  • Castle of the Mad Mage - based on Gygax castle.  Is adnd and is Gonzo, weird.  But great .
  • Barrowmaze - a maze under a barrow. Undead. I have heard lots.

More great megadungeons in comments = 

  • Arden Vul and Rappan Athuk
    • AV is more than 780 pages, ouch. 
    • Rappan Athuk has a Sword and Wizardry version, but it started life as a 3rd/3.5ed D&D mega-dungeon, just for context. (There is also a 5e version too)
    • Ardun Vul (which I own in print and have yet to fully read) I'd likely need to run through an AI service just to bring it to manageable pieces I could digest in my lifetime ;) I ran some Rappan Athuk about a decade ago using S&W, and it was a blast.
  • I'm running Stonehell as my first megadungeon. It's extremely easy to use at the table for a new GM.
  • I love Stonehell, some of the most memorable Adventuring I have ever experienced, but it utterly falls apart on Level 10 - though I doubt that many will ever get that far.
I might try the easiest one out as the kid to DM, if he would. Or maybe I'll DM again. 

Thursday, December 4, 2025

can’tRIP’s how 10-minute turns make your dungeons fun

 Great ideas here, never saw these guys before.  From Spain?

https://www.youtube.com/watch?v=Mt96-EqkY8I

It explains how old dnd worked for dungeon maps… very nice stuff.  Definitely a mini game in the game if done rifht.

  • The more time spent, the more dangerous the dungeon becomes 
  • Failed str check on door? Ok, take ten minutes, but 1ouutta 6 chance wandering monster
  • Move 120 ft quietly qnd checking for hidden doors… or fast and noisuer but 600 ft move.

DragonSlayer vs. Labyrinth Lord 2e, Tenkar’s Tavern guy

 I think I better get DS for art

Art talked about here https://www.youtube.com/watch?v=DdHDfxv7tPI

Other here

https://www.youtube.com/watch?v=q8dJOesNffE

10 osr rules to steal here, oh these are good: https://www.youtube.com/watch?v=gP75JE2vv9o

  • 10 - Labyrinth Lord2e's Reaction roll, morale
    • No guaranteed combat. B/X style. 
  • 9 - DragonSlayer's equip tables and starting kits. 
    • adnd ish. 
    • Easy to make new char. 
  • 8 - LL's Try things and exploration procedures. 
  • 7 - DS's full HP at level 1
  • 6 - Laby.Lord's ??Sapient Swords? Safety and Swords?? i cant hear him. alignment damage, motivations, willpower contests. 
  • 5 - DS's Expanded spell list. Great hi level spells. 
  • 4 - DS's, You can only memorize a spell once per day (literally can only use it once per day). 
    • Encourages creativity, but... 
    • yikes. Not sure about this one. 
  • 3 - LabyLord's simple monster stat blocks
  • 2 - DS's Cleave for fighters. 
    • Keeps them deadly at all levels he says. Speeds up combat (goes thru low level mobs quick. 
    • I Say, it does overlap vs. AOE spellcasters tho, careful). 
  • 1 - LL's Referee advice and table culture section. 
    • mapping tips
    • running wilderness
    • managing retainers


Wednesday, December 3, 2025

A D&D thought to keep treasure interesting I think

Thought stemmed from here: https://bxblackrazor.blogspot.com/2025/12/ad-assumptions.html

The thought is, sometimes it is a character's JOB to get money or treasure. Why?

A paladin or cleric needs to get money for the church to survive and spread the word. 

Maybe a druid even needs stuff like:

  • gold to create a magical item to help a grove do something.
  • money to "pay off" the nearby town so it doesn't infringe on a forest. On 2nd thought this feels a little off, but maybe something around this idea would work... heck  you could say money for weapons, and then chase off poachers or something. 
Any class, that is good aligned:
  • money to help a poor town better build up defenses/ defend itself from bandits or monsters.

The kid figured this out during the Strahd/Ravenloft games we had (our weird mix of 1e and 5e)... he gave away the thing, what's it called... it reminded me of a robot and an iron golem, but it was super powerful. He gave it away to the town b/c well, the town was surrounded by evil creatures and was desperate. Nice kid I have, huh? 

Tuesday, December 2, 2025

Some OSR relevant sites, OSR(?) Lingo, at least some info from dare I list, 1d6chan

I am newly discovering 1d6chan the website... or at least I forgot about it previous. 

  • https://1d6chan.miraheze.org/wiki//tg/
  • OK, starting to think they are like the other chan sites that are not kid friendly. You have been warned. 
  • Their quote sums it up maybe: "Just saying, if you're a noob, casual, WAAC-faggot, that guy, or dedicated eldar-level troll, beer and pretzel gamer, foreveralone, it doesn't matter. None of that shit matters. You can always come fucking chill with /tg/ on bad days."

You've got ENworld of course, but it does all versions, not so much OSR focused, though many OSR guys are there: https://www.enworld.org/

Check out: https://www.tenkarstavern.com/

Check out this (definitely not really OSR specific, all kinda stuff): https://kelvingreen.blogspot.com/search/label/*ROBES and his B/X stuff. 

Of course: https://grognardia.blogspot.com/

D&D design, hardcore math guy: https://deltasdnd.blogspot.com/2012/07/g3-hall-of-fire-giant-king.html


Lingo

  • WAAC = Win at all costs. See Here
    • Actually this includes CHEATING, so no it's not your regular min-maxer optimizer type guy. 
    • At first, I'd probably call them a Min-maxer OR what's the nicer word that Brumble Stonefoot ... Brumblefoot, Brumford, Dornstone, (actual name?) uses... build-optimizer maybe . 
  • WotC = pronounced "Watt see", as in Wizards of the Coast, the company that seemed OK in 3rd edition D&D but has recently went way overboard with the weirdness in a bad way... killing off orcs as monsters, making lots of pastel colored art, etc. and all the stuff the grognards hate.
  • Grognard = "old school gamer", comes from French old solider or something, but that comes from "grumbler" which is a rough translation of the word in French a long time ago. 
  • Referee = DM = Dungeonmaster = GM = GameMaster. 

Sunday, November 30, 2025

LichHouse on Isle of Dread

 https://www.youtube.com/watch?v=3kFIxrBjYCk&t=120s

Great info early on.

  • Bundled in Expert set.
  • Fan favorite but controversial bcuz
    • Thin story. (Fine by me). 
    • Monsters are a little just thrown in all over. That’s fine too. 
    • But lotsa potential 
  • Kinda Jurassic Park, Indiana Jones, kinda Pirates of the Caribbean
  • A lurking evil hides on the isle
Mystara info, cool, around 14-15 minute mark. 
And here is The Great One, the patron immortal of all dragons in Mystara:



Sunday, October 19, 2025

Dungeon mag has Paizo’s famous adventure paths; Huge Bestiary for Shadowdark; Pits of Brund

 Right after 3.5e dnd, see Dungeon magazine.  

LichHouse explains at time 4:20 in his vid “review of Shadowfinder Complete Bestiary for Shadowdark Rpg” . Btw, 1700 monsters listed, borrowed from old old dnd and old Pathfinder! Much Lovecraftian, much horror. 

https://www.youtube.com/watch?v=J4OJPOnVVHg

His affiliate link: https://www.drivethrurpg.com/en/product/527598/shadowfinder-complete-bestiary-for-shadowdark-rpg?affiliate_id=2093185

1700 mobs is pretty nice. If I was playing Shadowdark I'd have to get it. Still tempting to get, but... maybe after I finish going through the billion 2e dnd monsters. 

Well this is very interesting... says Also compatible with the Pathfinder 1st Edition Role-Playing Game. Really, so 3.5e DnD style stats? That seems a little off. Well hell, maybe not... and 5e is just that jacked up. Orc had 5HP back in 3.5e and has 15HP now in 5e. Funky. 

OK random find, the The Pits of Brund... the same Menangerie Press that did that giant Bestiary, also did this. What a cool read on the preview: https://d1vzi28wh99zvq.cloudfront.net/pdf_previews/507036-sample.pdf ... lemme copy paste a little. It's cool, like each monster has a backstory. A wight, and Otyugh, etc. 



Wednesday, August 27, 2025