Thursday, October 23, 2025

Pack it up, we're moving!

 I have been side eyeing blogger for about a year now. While nothing is inherently broken right now, the website feels like it is abandonware. I've been wanting to move my blog to a different platform, but things just kept getting in the way.

Well, now they haven't.

As of today, this version of Gorgon Bones is no longer going to have any new posts. I have migrated my blog to bearblog, and you can find the new home of Gorgon Bones >>RIGHT HERE<< 

Please add that one to your RSS feeders if you are interested in reading my session reports or whatever other nonsense I have decided to waste people's time about on that given day. 

Cheers, and see you around! 

Saturday, October 18, 2025

Zandan Megadungeon Session 6 - Hunt for the Basilisk

 

   

Characters

  • Hoot (Owl Primal Chaos Worshiper)
  • Varg (Wolf Troglodyte)
  • Borg (Ogre Shock Trooper)
  • Mortaron (Ogre Bogatyr)  

Session Recap 

    Last session the players agreed to assist the bogatyr Brainimir to help him hunt down the Basilisk of the Deep Forest. They recruit a pair of beefy ogres including Mortaron, another bogatyr and Borg, a former soldier and shock trooper. Stepping out of the comfort of the Domovoi Camp, everyone feels a sense of unease. It is as if the dungeon itself was darker, more hostile and on edge. The group head out to the crevice in the caverns to the east of them, which is the only certain entrance into the forest they know of. 

Descending down the ropes used by some of the hunters, the group find themselves in the Deep Forest - a strange place even the standards of the dungeon, with large vast rooms filled with all manner of twisted trees and plants. Having gotten some quick directions from the hunters in the cave above, they head to the second hunter camp down in the forest. Along the way they find a lost a John the Opossum (who had joined the hunting expedition a few sessions back) and helped him back to camp, where they boasted to the hunters about their victory over the Goat cultists and recruited two hunters to come join them in finding and killing the Basilisk. The hunters provided them some more directions, but the truth is they try not to roam too far off camp as the Deep Forest has the habit of sprouting entire new branches and rooms and so it's easy to get yourself turned around.

Returning back to the hall with the crevice in it the group then got their bearings a bit better, finding a suspicious pile of heavy stones but decide against trying to move them. Branimir also points out that it is unlikely a large beast like the Basilisk would be hiding its lair behind the rocks.



    The party decide to head westward, following the knowledge that a forest witch lives nearby and figuring she might be a good source of information. Along the way they see the Leshi of the deep forest - a pale and disheveled being made of sticks, moss and greenery. They hide and let it past, then proceed along their journey. As they try to find their bearings in the next wide "room" of the forest, Branimir and Varg sense something approaching them, and as they turn they find themselves face to face with the Basilisk itself. Branimir lets out a battle cry, while Varg uses his magic to conjure up a static illusion of Branimir right in front of the Basilisk's face. The trick works, as the beast is disoriented and ends up attacking the illusion, giving the rest of the party enough time to gather their wits and attack. Hoot unleashes a horrifyingly strong blast of chaos energies, using the power of the bronze sphere he found at the end of the previous session, nearly killing the Basilisk outright. Borg's shotgun and Branimir's club finish the job, the bogatyr viciously smashing its skull open and taking its fangs as a trophy for himself and Hoot (who also later takes the strange crown-like bone growth from the Basilisk's head).

 Finally making their way to the witch's cottage the party seem to aggravate...something. An invisible snorting animal of some kind charges towards them, smashing right into Hoot and knocking the poor owl unconscious. The commotion draws the witch Agata out who calls off her guard pig (named Dancho) and apologizes for its behavior, invites the party in and heals Hoot. They exchange information and small talk, she says she's willing to trade with them for various things, and the group heads out. 

Continuing south Agata catches up with them again, having completely forgotten to talk to the two hunters and they figure out some deal of their own, before she heads back out. Exploring the room the party find a hole in the ceiling, seemingly leading up into the dungeon (it does!), and also find another passage way hidden by thick vines. Deciding to investigate the group find a room with a giant oak tree and a camp full of people. Varg sneaks in and discovers some dangerous looking armed men. Bandits! 

Deciding that 12 guys with rifles are likely more than the party can handle right now, he sneaks back and the group proceed east, trying to make their way back to the hunter's camp. Along the way the poor wolf gets assaulted by strangling vines, and eventually the group make it to familiar (to the hunters) territory. A part of the forest overgrown with mushrooms and fungi and lichen of all kind. Gathering some of them, Varg discovers a passageway overgrown with a strange puffy type of mushroom. He decides to cut one of those off, but doing so releases a cloud of spores right into his face and he starts to choke, his muscles aching and convulsing. 

Everyone rush north back to the hunters camp, Varg barely alive as the poison from the spores spreads through his body. Luckily for them, the hunters have a potion from Agata the witch which can cure him, and it ends up saving the wolf's life. They share their adventures with the hunters and decide it is time to head back to safety.

The way home is slow, but mercifully uneventful, until the group are almost at the Domovoi Camp. A small old man dressed in scintillating green robes seems to be waiting for them near the staircases of the dungeon. Varg tries to distract him by summoning another illusion, but the old man is unimpressed and simply dismisses it, approaching the party. He introduces himself as Valvirian the Green Death. Hoot, still mostly out of it from his encounter with the invisible pig, tries to hide behind Mortaron but it is of no use. Valviran had sensed that magic was flowing through his bronze orb and kindly asked the party to give it back. Not willing to pick a fight with a powerful wizard the group handed the artifact back. Valviran, for his part, decided it was fair to repay them for finding his lost property and offered two spells of his impressive repertoire and as well as an engraved pesoglav skull which he had been using as a temporary magical focus. He then leaves down into the deeper parts of the dungeon, and the group finally make it home.

 

Map of the Deep Forest explored in the session, provided by one of the players.
 

 Observations 

    A lot ended up happening this session. I only had two players, so each ran two characters each (plus Branimir who is a fairly beefy NPC). They decided that even with reduced numbers it was important to honor their word, so off they went into the Deep Forest.That part of the dungeon I actually structured like a point-crawl rather than the typical detailed rooms. The spaces and size of the place are bigger, each node on the map taking 3 turns to traverse or to explore and each connection also taking 3 turns just to cross. While it didn't matter as far as encounter rolls (which happen once per node and once per transition), it did matter in terms of the light the party had as they managed to go through the entire large bottle of lamp oil the camp gave them, plus some of the batteries on their newly acquire flashlight.  Luckily for them a good chunk of the Deep Forest actually has a bioluminescent shimmering light in it, providing enough light to at least navigate on. 

For this session random encounters happened on a 2-in-6 rather than 1-in-6 chance and it definitely showed. Despite the session being only about 3 and a half hours, the party had five encounters, though to be fair not all of them hostile. The reason Agata ended up following the party for example is that she was rolled as the random encounter, and while I could simply just pick a different one if that made no sense, I thought it was kind of funny that she had ended up following the group when they left the node her house is in. 

Overall the deep forest pointcrawl worked quite well,  I think, and the upside of this over a more precise dungeon is of course it is very easy to just pile more and more stuff on there. The Deep Forest does have an effective depth of 3, which matters for Saving Rolls and general challenges to the party, but honestly they seemed to be doing quite well for themselves. 

The Basilisk deciding to ambush the characters was also purely a random encounter roll. The fight with him was quite short and brutal. It is likely the only thing of the session I found rather disappointing. Not that there was anything inherently wrong with it, but this has been the first fight using T&T that I felt just ended up feeling a bit flat. The players utilized their abilities and spells quite well and it lead to their victory. I had been worried the Basilisk had very low monster rating (85 in this case), but it also made no sense to have it be stronger. The fact is, concentrated ranged and magic attacks should, in fact, neutralize a singular enemy pretty well and they did. The illusion I thought was a brilliant way to give the party a chance to skip their surprised turn and let them act. Had Branimir and Varg failed their rolls (which both were very tight successes), the whole situation would have likely ended up much, much different. The Basilisk would have likely killed Branimir outright, likely also taking out at least one of the PCs too. 

While I do still enjoy T&T combat a lot, this was the first time I felt like this could have been a more entertaining battle using some version of classic D&D instead. 

Session Stats

Rooms Explored: 8
Enemies Defeated: 1 - The Basilisk 
Characters Dead: 0

Saturday, October 11, 2025

Zandan Megadungeon Session 5 - Goat Cultists, the Final Chapter

   

Characters

  • Flake (Owl Village Spirit)
  • Zlatia (Human Troglodyte)
  • Grismelda (Human Religious Radical)
  • Hoot (Owl Primal Chaos Worshiper)  
  • Reynaert (Fox Journalist)
  • John Shepherd (War Bear Peasant)

Session Recap 

    Leaving the safety of the Domovoi Camp once more, the group decides to try a sneaky approach near the territory of the Goat cultists. Using only the jar of glowing grubs as a dim source of light the party sneak their way north-east. Unfortunately just as they approach the junction they were going to take, they see a patrol of five goat cultists heading off from their own camp and out to look for victims. Deciding to use their sneaky position to launch an attack Zlatia and Hoot fire off magical bolts, taking out two cultists (including the one holding their torch), and then Flake and Grismelda rush towards them, but the cultists manage to repel them and disengage. The party do not feel like following deeper into the cultist territory, so they also step back. The groups have a tense standoff broken by the cultists demanding what their fucking problem is. Accusations of "You guys killed our friends!" fly from both directions, and the cultists just tell the party to stay off their fucking territory and they won't kill them anymore.

The party agree and continue eastward, making it only a few meters before the (in hindsight fairly obvious) betrayal as a group of six cultists sneak up on Zaltia and shank her to death, then proceed to push into the rest of the party. Grismelda turns with a roar of "THE EARTH MOTHER WILL DEVOUR US ALL!" and launches herself in a doomed attack at the cultists, who subdue and take her down as Flake and Hoot run past them and back to camp. 

They quickly recruit some more help, with Reynaert the Fox joining up and John Shepherd (not to be confused with the other John), a ponderous war bear peasant who also decides to come along. Hoot and Flake also spend quite a few turns resting to try and recover some of their magical energies, before the group ventures back out, this time deciding to avoid the cultists entirely and instead explore the southern parts of the dungeon.

They make their way into the overgrown massive cavern where the Domovoi hunters make their camp (only running into a pair of guys watching over the camp, with the rest of the hunting expedition down in the Deep Forest), who exchange some niceties and thank them for the Soup Stone that the party gifted them last session. 

Heading past the yawning chasm in the middle of the large cavern (the entrance into the Deep Forest), the party head north, exploring the best they can the rest of the cavern system. Heading back west they eventually complete the loop, discovering the same passage where they were attacked by the cultists and Grismelda and Zlatia were taken frrom.

Continuing around the caverns they run into Branimir the Bogatyr, a rather haggard and tired looking warrior sitting on a rock. When he sees they are not hostile he greets them and asks for their help - a fearsome and arrogant beast lurks in the Deep Forest, the Basilisk. Branimir has been trying to hunt down and slay the beast to avenge his brother, his lover and other companions that have all fallen to its petrifying poison. The group agree, but ask that Branimir come with them first, so they can prepare for the expedition back in camp. He's willing to join them, and in fact becomes very incensed when he learns about the Goat cultists and what they have been doing, and demands the group go back and confront them.

Emboldened by the warrior's presence the group head back into cultist territory, immediately running into them, and engaging them in a fight. Branimir rushes forward, slamming his large two-handed club in the ground causing a small quake to happen, which knows out several of the cultists. This gives the rest of the party the opening to also rush in and with the Chaos Shard (found last session) humming with magical power, the group make short work of the cultists. They put up a decent fight, but after two rounds of bloody combat there are only three of them left. The group interrogate them about the goat and about why they do what they do, then simply kill them. Unable to find their lost companions, they however find a stash of various interesting and useful items - shotgun shells, a working flashlight, some lanterns, a bunch of leaflets with strange writing on them and a strange bronze orb, inscribed with symbols, including the sigil of one Valvirian the Green Death, a fearsome and powerful wizard. 

Satisfied with their haul the party pack what they can from the cultist camp and leave their corpses to feed the Goat, and head back to safety. 

 

 Observations 

    Man this was a hell of a session. Quite short, unfortunately, as two of the players had to leave relatively early, but in the short time they played they managed to get into several fights (and even won the last one!), recruit a powerful ally and finally get some resolution with the goat cultists.

The Goat cultist thing has been a running through-line since session one, as the party either unintentionally or not keep running into these freaks and the violence between the two groups has kept escalating since then. With over 20 of the cultists left, their power (what little there was) is now very much broken, which will lead to some dramatic changes I would need to make about who and what can now roam in the dungeon. 

Branimir is also one of the encounters I was very pleased with when I was stocking the dungeon initially, and it made me quite happy to see him actually appear in the dungeon! He is quite a powerful fighter, with a good weapon and some magical abilities (like summing a small earthquake), however he also comes with a rather dangerous quest - delve down into the Deep Forest and actively seek and fight a rather dangerous enemy.I, as the referee, am really looking forward to see how this goes for them. The PCs so far have not been particularly good fighters (see previous session reports filled with the group just running away from fights), however some clever use of magical attacks and their new found powerful artifact might be enough to win them that fight. 

Now it just means I have to actually write up the Basilisk lair, hah since I  had not expected them to have to look for it that early! But hey, this is part of writing such a daunting project as a megadungeon - you don't write all of it at once, you simply add and expand as needed. 

Finally, Tunnels & Trolls combat continues to be fast and brutal, and the high level of abstraction is a bit lacking even when compared to just something like B/X or OD&D, it has served its purpose well enough so far. 

Session Stats

Rooms Explored: 2
Enemies Defeated: 12 Goat Cultists 
Characters Dead: 2 - Zlatia and Grismelda

Sunday, September 28, 2025

Zandan Megadungeon Session 4 - Chaos and Bones

   

Characters

  • Flake (Owl Village Spirit)
  • Leda (Human Vampire Hunter)
  • Grismelda (Human Religious Radical)
  • Reynaert (Fox Journalist)
  • John (Opossum Trapper)

Session Recap 

    Venturing back into the dungeon proper, the party decide to check back on the locked and barred doors they found in the previous session. Going to the room with the well dressed skeleton bouncers they are told very firmly that they really need to leave and not loiter in the area, which they eventually do and simply go around to the other set of double doors. Just as they're pondering how to approach the problem, a solution presents itself - the gaggle of ten Small Folk guerilla fighters that they met two sessions back end up in the room, and after pleasantries are exchange the party recruits them to help unlock and then bust down the doors. 

The racket unfortunately attracts the attention of a group of ghosts that have wandered off from the party, and a young officer with a lot of bravado starts shit-talking the group, and challenges Leda to a dual of sabers. Leda clearly is a lot stronger, however her strikes simply pass harmlessly through the ghost's ethereal frame. She decides to go for a disarming maneuver on his ghostly sabre, but he sidesteps it and plunges his blade deep into her, knocking her unconscious.  Pleased with having show a dirty peasant her place he goes back to his group and they wander off. With all the commotion the small folk had also left the room, not wanting to deal with the ghosts.

Setting up Leda up against a wall to recover some of her lost power, the group start rummaging through the room, which appears to be a combination of a shrine and a storage room, with piles upon piles of old and half-rotten furniture, rugs, wall tapestries and other crap. Reynaert the fox sniffs out some feint signs of magic among the trash and starts digging, while Flake and Grismelda mess around with the shrine. They find that there is a pocket of raw Primal Chaos swirling around right in front of an abstract statue that represents it (how appropriate), and end up with a smooth stone out of the whole thing (later turns out this is a Soup Stone. You boil it in water and it makes soup. The group donate it to the Domovoi camp), and Grismelda spends several turns staring into the chaos statue, her understanding of it growing deeper at the expense of getting rather dizzy and making her less precise in her actions.

Finally, Reynaert digs up a strange shard of crystal which he realizes he can use as an improvised sword. Satisfied with their finds the group pack up and head north to the shimmering staircase that leads deeper into the dungeon. Once they get down to the next floor, the atmosphere is clearly different. 

The walls of the room are covered not with the usual primordial bas reliefs, but instead skulls and bones, millions of them all mortared into the walls. 


They also discover a pair of fountains, one with a deep purple, almost black liquid that smells of sickly sweet rot, and one with a thick, milky-like liquid. Grismelda, in her Goo Drinker way, takes a sip from the black one while Leda takes one from the white. Leda's body is wracked with pain as bone plates burst out and cover her skin. While they are hard and provide natural armor, they also end up messing around with her ability to wield her sabre correctly. Grismelda, on the other hand, simply falls unconscious and can not be woken up.

Leaving Leda to look after her, the rest of the party head up one of the nearby staircases and explore more of the dungeon, taking a while to navigate a room where the bones int the wall are shaped like spikes and make traversing the room very slow. While that is happening, Leda is visited by more ghosts. These ones tho appear to be revolutionaries, communists and freedom fighters, who recognize a fellow soul in her and give her some warnings and advice. They tell her that she and her friends have entered the domain of the Patriarch of Bones, that he claims all beings that have died as his servants and thralls. They also tell her that Grismelda will die from the liquid she ingested unless she is brought to a magician who can heal her.  They reiterate the danger of the Pesoglavi, and confirm that they do in fact work with the Red Caps to liberate them from their fate. 

Thankful for the help and the information, Leda rushes to warn the rest of the group that they should leave (which they do proceeding to slowly make their way back, having only made it halfway through the room of spikes). However as they return to the staircase, they find they are not alone. Grismelda's body is surrounded by four goat cultists, who clearly had plans for her, but when they see the group they attack them head on. Flake scares away one of them, and the rest engage the cultists in some close quarters stabbing and pushing, eventually defeating them and killing all three, taking their goat headdresses for themselves and lugging Grismelda's body back to camp.

They get Anya the Healer, a prominent member of the camp, to use magic to heal Grismelda, and set about doing their down time procedures, happy with the fact that they had taken out three more of the goat cultists and excited to have learned more about the dungeon.

 

 Observations 

    This session was kind of a roller-coaster. Initially it looked like I would have only one player (which is fine by me), then two more joined kind of last minute. As such I let everyone decide if they wanted to run one or two characters, which two players did, but one decided to just use a single one instead. Re-threading previously explored rooms also helped them realize errors in their map, which I had made a point to not correct them on (as their map was not unusable or anything, just not quite correct on the dimensions of the rooms). They almost ended up heading into the cultist territory again because of map misunderstandings, but managed to correct it this time and found the right way. 

Also the party have now breached level 2 of the dungeon! The goo drinking continued, mostly working out well for Grismelda.....until it didn't and she drank what is, effectively, poison. Luckily for her the black fountain does not kill anyone instantly, and as long as there was someone left to drag her back to the camp she would have been fine.

The other thing of note was that there were so many more encounters this time around. Which was curious, previous sessions would go for dozens of turns with one, or even no encounters at all, this one had 4! I also loved that I got to use both of my Dungeon Regulars encounters (those are always on a 7), which I had previously determined would be the small folk squad that are patrolling the dungeon and were thus friendly to the party, and the cultists who were explicitly looking for the party. 

It helped provide some good contrast between friendly and hostile encounters, with a 50/50 split. The ghostly communists could have been an outright kill on Leda and Grismelda, had they been hostile, however the dice were incredibly generous with the reaction roll so instead the party got some information and the lay of the land. One of the players also explicitly mentioning that they liked that they got to learn more about the dungeon itself. 

All in all this was a good, straightforward session, and it's exactly what one wants out of a session in a megadungeon campaign - some exploration, finding new things, getting good magical loot, fighting some enemies and leveraging previous encounters in the campaign to one's benefit. 

 

Session Stats

Rooms Explored: 3
Enemies Defeated: 4 Goat Cultists 
Characters Dead: None

Sunday, September 21, 2025

Zandan Megadungeon Session 3 - The Ghost Party

  

Characters

  • Flake (Owl Village Spirit)
  • Leda (Human Vampire Hunter)
  • Rabbit the White (Rabbit Professional Wizard's Familiar)
  • Boris (Human Religious Radical)
  • John (Opossum Trapper)
  • Zlatia (Human Troglodyte) 

Session Recap 

Before the party heads out, they realize they don't really have any consistent light aside from the jar of glowing grubs. Having helped around camp they very politely ask to borrow one of the gas lanterns, which they get with the agreement they should bring it back in one piece and ideally without wasting too much fuel.

Without any clear direction or plan, the group decide to spend some more time exploring their surroundings, heading north west and finding some kind of high-society ghostly party, guarded by a pair of skeletons dressed in incredibly fancy clothes and incredibly heavy armor. The skeletons give the party one look over and immediately know that this ragtag group has no invitations to the party, but through some quick thinking Flake declares that they are actually entertainers. The skeletons don't entirely buy it, but are also not really paid enough to care beyond this, and the group looks mostly harmless, so they let them pass.

At the ghostly party the group tries to socialize and  talk to some of the guests, who are generally polite enough, but seem to not show much interest and get easily distracted. The party is looked over by the stern statue of a skeleton dressed in priestly robes and a fancy crown. Leda, Boris and John all decide to help themselves to the amazing  (if slightly transparent and ghostly) looking food and drinks. They each feel some of their Strength seep away from them, but their Metaphysical attributes become a bit more pronounced. They also are now very slightly transparent. Not as much as the ghosts, but more than they are normally used to.

After spending some time faffing about in the party room they keep exploring the place, finding a staircase leading deeper into the dungeon, and a statue of a one-eyed hunched out crone dressed in rags.Flake examines the statue for magical vibes, quickly realizing that this is an image of the Liho, a powerful spirit of bad luck and indeed the statue gives off majorly bad vibes. Almost to prove his point Leda gets attacked by the very darkness of the shadows in the room as soon as they came in, only barely managing to jump away before it grabs her.

Shaken the group keep looping back towards familiar territory. As they enter the next room (which has closed doors on all sides save the hallway they came in from) the dungeon itself gives off a sigh, a gust of wind seeming to materialize out of nowhere and nearly blowing away their lamp's flame (luckily the glass protects it). At that John just gets overwhelmed with stress and turns stiff as a board, doing his opossum thing of turning dead. The party are slightly concerned, but decide that he'll be fine.

They try and fail to open a pair of rusted up doors, but between the lock and the bar from the other side, they don't have much luck and the group of mostly tiny animal people does not exactly have a lot of brawn to help break the door down.

Heading back into familiar territory, the  group decide to head north-east, into the territory of the goat cultists. However the cultists have been on high alert ever since the encounter with the party in session 1  and so immediately rush them. Rabbit, who's in the nearby room manages to scare one away using some magic, and the group rushes back to try and get away, however the cultists are hot on their heels.

Desperate times calling for desperate measures, Boris takes out one of his makeshift firebombs, lights and throws it at the incoming cultists. The bomb bursts into a flaming puddle on the floor, however it ends up being mostly a show rather than doing any real harm. It does however dissuade the cultists for long enough that the party can disengage and hightail it back to the camp.  

 

 Observations 

Only three players in this session, so everyone got to play 2 characters each instead of just 1. After all the Tunnels & Trolls rulebook would often point out that small player groups with 2-4 characters each is often a preferred way of play, so we're keeping with the spirit of the thing.

The group has had a fairly consistent turn over due to people traveling, and as such there was a very interesting dynamic at play where one of the players was around for last session, but not session 1, while the other two brand new. So she could only remember some info that others told her, but not all of it, and between getting confused with her own map (partially down to her own mapping, partially due to me kind of making things confusing the previous session) the group ended up going towards the goat cultists when they had explicitly hoped to avoid them! 

The fire bomb was a hell of a play too. I told the player that if he failed his Precision roll to throw it, the bomb would also hit the party as well, since his targets were basically right on top of them. He succeed the roll only by virtue of the Humans' special ability to succeed on rolls they would miss by just 1 point (a thing I have always wanted to include as a special power or ability in a game), and then proceeding to throw three 1s on the 3d6 damage for the bomb. Still, while it didn't wipe out the cultists (a good possibility), it at least saved the party so that was worth it.

Overall the session was relatively short, as players took the time to chat with the ghost party, but they did explore some more uncharted territory, which does contribute towards the exploration Adventure Points goal, so progress was still made. 

 

Session Stats

Rooms Explored: 5
Enemies Defeated: None! 
Characters Dead: Also none! 


 


Saturday, September 13, 2025

Zandan Megadungeon, Session 2 - Drinking the Goo

 

Characters

  • Hoot (Owl Primal Chaos Worshiper)
  • Varg (Wolf Troglodyte)
  • Flake (Owl Village Spirit)
  • Grismelda (Human Religious Radical) 

Session Recap 

During their downtime in the Domovoi Camp, Hoot and Varg get some more info from the "locals". Hoot agrees to spend several downtimes apprenticing and assisting to Anya the Healer, who in exchange will teach him a spell that can transfer the life force from one person to another. Varg learns that Gargaram the half-giant is willing to teach magic too, however in exchange he wants a flask of the black ooze the party found in the hidden shrine on the previous level of the dungeon. 

Further more, two members of the camp, Flake and Grismelda, agree to join the party in exploring the dungeon.

 Heading back up to Depth 0 of the dungeon, and decide to stop in the conical room in which all of them emerged in the dungeon, in order to partake in some corpse pilfering and rummage through the pile of corpses and trash. Hoot manages to find a sword and a decent looking shepherd's axe, Grismelda finds a knife and a strange canteen filled with apparently cool and still fizzy sparkling water, and Flake, for her trouble, gets a pin stuck in her arm.

The group then makes their way to the shrine and Grismelda declares that this is a place of importance to The Earth Mother, and shoves a handful of the ooze into her mouth. The ooze burns as it goes down, but makes her feel more in tune with the unnatural ambience of the Zandan. The darkness no longer feels as alien and concerning. The rest of the party are a bit less enthusiastic about all of it, and instead fill up some bottles, flasks and Grismelda's fancy canteen with the black ooze and head back down.

Returning to Depth 1, they decide to explore the southern side of the dungeon, finding rooms of varying degrees of dampness, a room with a fountain filled with magical water (which Grismelda promptly takes a sip from, only losing a bit of Power for her troubles), and eventually stumble into a small side room with an electric feel of raw magic in the air. 

Hoot, unable to hide his excitement, lights his Chaos Lantern, and in the sickly purple light of the device the group see the swirling colors of manifestation of pure, unformed Chaos. Seeing this as his moment to shine, Hoot performs a spell to invoke the power of Chaos and allow it to take material shape, at which the cloud spits out a fancy looking leather girdle, the only effect of which seems to be to make the already diminutive owl person look even slimmer. 

Flake decide to toss a coin into the chaotic energy, which responds by whipping a tendril of scintillating light back at her. With surprise she finds she know hows how to magically lock doors and containers, and has a bit more weirdness to do so. With this the cloud vanishes, its energies spent and formed into solid reality.

As the group keeps exploring they run into a pair of war bears, seemingly twins, that introduce themselves as Misha and Masha. They seem standoffish and make it clear that they would like the party to get out of their way, not follow them and just generally leave them be. The party take the hint and instead decide to go move a pile of wet rocks in the adjoining room, finding behind it a natural cavern filled with glowing grubs. In the middle of the cavern they spot an odd sight - a greenish blue man with webbed feet and hands, lounging on top of a submerged hut and smoking a pipe. The man introduces himself as Bogdan the Vodnik, and chats with the party, giving them a tour of his submerged home and offering them a jar of glowing grubs (light as candle, but longer lasting) in exchange for a crumpled up cigarette's worth of tobacco that Girsmelda manages to fish out of her pockets. 

Leaving Bogdan's place (and placing some of the rocks back so people won't disturb the vodnik, who in turn also won't just drown and eat any interlopers that stumble in there) the group decide they've given enough space to the weird pair of War Bears and head back to where they were, finding the regular dungeon shift into an overgrown cavern, filled with shrubs and strange trees. Hoot decides to see if he can get some sap from a particularly larger tree, while the others gather sticks they can use to make torches. As he approaches the tree he suddenly gets surrounded by 10 diminutive people, none looking quite the same as the others, and all wearing various red felt hats. The group brandishes knives and declares that nobody move or else the owl gets gutted.

 After successfully diffusing the situation the party get to talk to the fighters, who are escaped slaves of the Pesoglav mines who have been waging guerilla warfare against their much stronger foe, and are currently on this level of the dungeon to find a recent outpost that they heard the Pesoglavi have established. The party agree to keep an eye out and bring back information or, better yet, bring heads of any pesoglavi they slay. The small folk in turn warn the party to be careful, and to avoid the trap they had set, and then proceed to vanish into the bushes to keep laying in ambush. 

 


Continuing onward the party discover a vast cavern filled with vegetation, and a strange green-yellow light permeating the hazy air. Varg's sensitive nose detects the smoke of a campfire, and the party quickly discover a hidden campsite with several hunters. While Hoot and Varg have never met these people, Grismelda and Flake recognize them as hunters from the Domovoi Camp. The group exchange information and chit chat, and offer to bring some of the meat back to camp, which the hunters are thankful for. Warning them of the nearby ambush, the party pack up as much meat as they can carry and head back, along the way stopping to inform the small folk guerillas about the hunters, and also giving them a bit of meat, which the little fighters appreciate. Without much other incident, the group returns to camp to rest and continue on their activities. Hoot and Varg take a drink from the bottled goo, however they realize that its magic does not seem to affect them when not in the shrine itself. They still present a bottle to Gargaram in exchange for the study of magic anyway.

 Observations 

Second session was a lot shorter than the first (7 hours is....a lot. This one was 4), however the party still got quite a bit done. While there were zero fights and the group have not explored enough of this depth to really get the exploration bonus, they managed to run into various NPCs, and get some minor magical trinkets as they snooped around.

That and of course much goo was drunk, and the player was rewarded by some shuffling of attributes and gaining an ability which they have not yet manifested. Reaction rolls were very key in this session - Bogdan the Vodnik can be a very dangerous enemy if found in a foul mood, but he rolled almost as high as possible on his reaction, and so was genuinely friendly with the weird gaggle of talking animals that showed up at his home, even willing to trade with them.

The group were a lot faster this time around, not lingering in one spot too long unless they needed to, and just generally trying to avoid fights if they could (which was wise, considering they were relatively squishy and not well armed). 

The party again had insane luck with only rolling 1 random encounter for the 26 turns they spent exploring the dungeon! Honestly I never understand when people complain about random encounters in games, I rarely seen any and in these two session so far there have been even fewer than normal! And this is pretty standard 1in-6 chance per turn too! 

Not much else to really mention about the session, except that the way I handle experience (in this case called Adventure Points) in this game leads to odd moments where the entire party have not earned any actual XP (no combat, no exploration bonus), but between all the spellcasting and saving rolls involved in exploring the place characters did get some AP of their won anyway. It's something I am keeping an eye on, since while this is a levelless system, it is important to keep track of just how fast or slow characters can grow, and whether I need to adjust things. 

Session Stats

Rooms Explored: 7
Enemies Defeated: None! 
Characters Dead: Also none! 


 

Friday, September 12, 2025

Pesoglavi

 

Taken from Wikipedia, art by Nadezhda Antipova
 

The Psoglav (or Pesoglav as I write it, because it rolls off the tongue better) is a chimeric creature, having the head of a dog (with one eye), the body of a man and the legs of a horse. They also have very sharp teeth made of iron. 

Living in the deep and dark caverns of the underworld, where they hoard precious gems and are known to be man-eaters, digging and consuming the corpses of people, they make for ideal enemies in a dungeon, which is why I use them in mine. Below I present to you stats for using them in B/X and in Tunnels & Trolls. 

B/X or OSE Stats

Pesoglav Feral 

AC:  As Leather (7 DAC 12 AAC)

HD: 3+

Attacks:  2x Claws (1d4), Iron Bite (2d6)

To Hit: +3 

Saving Throws: As Fighter

Description: Feral Pesoglavi are little more than animals, running around naked and attacking anyone they are directed to in a deranged frenzy. They are used as shock troops by the other Pesoglavi, but can also sometimes be found serving as familiars and attack dogs for evil witches, sinister magicians or bankers. 

Pesoglav Warrior

AC:  As Chain+Shield (4 DAC 15 AAC)

HD: 5+

Attacks:  Weapon (1d8), Iron Bite (2d8)

To Hit: +4

Saving Throws: As Fighter

Description: Warriors dress in clothes and armor, often armed with spears, swords, axes and a shield. They too also attack in a deranged frenzy. They serve as the rank and file troops of the Great Wolf and utterly despise all beings that are not Pesoglav, the weak and small among them the most. They delight in torturing and devouring small folk like dwarves, halflings or gnomes.

Pesoglav Leader

AC:  As Plate (3 DAC 16 AAC)

HD: 6++

Attacks:  [Weapon (1d8+1), Iron Bite (2d8)] or Howl

To Hit: +7

Saving Throws: As Fighter

Description: Leaders and captains, often operating with ruthless violence (though they will also occasionally just attack in a deranged frenzy if the mood takes them). They are even more cruel and vicious than the warriors serving under them, but also possess a lot more cunning than the usual foot soldier. 

Special Abilities

Iron Bite: If this attack beats the enemy's Armor Class by 5 or more that enemy must immediately make a Save vs Death. On a failure the Pesoglav bites off one of their limbs (up to the referee to decide which one), destroying any armor the character is wearing and causing them to immediately go into shock and fall unconscious. That character will die within 1 turn if the wound is not closed and healed in some way. 

Howl:  The Pesoglav leader opens engagements they're in by emitting a loud, terrifying howl. All living things that are not Pesoglav within a 40ft radius must immediately make a Save vs Spell or freeze in terror, unable to act within the next 1d2 rounds of combat.

Tunnels & Trolls Stats 

Pesoglav generally have about 20 to 22 Monster Rating, with more powerful ones like warriors or leaders having 26 to 30 MR and have Armor 1 to 3. Leaders and their direct subordinates might also known spells.  Similarly to the above, all Pesoglavi have their Iron Bite, and leaders have their Howl.

Iron Bite:  Spite Damage from Pesoglav combatants permanently reduces the Armor of the enemy hit. For every 4+ Spite rolled in a single round of combat, a pesoglav tries to bite off the limb off a combatant. The person hit makes a Saving Roll on Luck (level as appropriate for the dungeon) to avoid it. If they fail they lose a limb, half of their maximum Constitution and immediately fall unconscious and will die within the next turn if not healed in some way. 

Howl:  Used at the beginning of a fight, the Pesoglav leader lets out a terrifying howl. Everyone who can hear it make a Saving Roll on Charisma. If failed they freeze in terror, unable to act in the next 1d2 rounds of combat.

 

Monday, September 8, 2025

Appendix J - Inspirations and Influences

Apparently the current bandwagon was started by Marcia B. and is about people writing a post with their own personal "Appendix N" style of inspirations and/or influences.

Now me, I don't really have a broader one available, as I draw from different sources for different games I want to run, but I already had one written up about the inspiration for my Zandan megadungeon that I just started, so here goes! 


  • The Woodland Folks series, Tony Wolf - Broad inspiration as an artist and illustrator, as well as a taste in fantasy, full of both whimsical and yet rational interactions between things. The books also did not shy away from getting kind of dark with death and harm coming for characters. Really good children’s books overall!

 

  • Quest for Glory 4: Shadows of Darkness, The Coles - Big inspiration for fantasy adventuring with a Slavic folklore theme. Again, a mixture of fun and lighthearted with dark, brooding and dangerous. Also the artistic direction for the Monastery of the Dark One in Mordavia I directly lifted in how I describe the walls of my megadungeon.

 

  • The works of Ivan Bilibin, notably his illustration of Pushkin’s fairy tales - A real titan of illustration as far as I am concerned, Bilibin’s art and visual language are stunning and beautiful, instantly recognizable in their mix of bold line work and detailed and ornamented borders. 

 

  • The Hill Cantons, Chris Kutalik - Channeling a lot of the same as the above - a mixture of comedic, absurd and yet serious, a genuinely earnest understanding of living in a Slavic country, rare even among the people in those countries, let alone outsiders. A huge, continual inspiration for everything OSR that I do, and also the reason why I have included War Bears in basically every game I've run, save for BSSS. (And I kind of regret not having them there too).

 

  • Bulgarian Folk Traditions and Beliefs, Racho Slaveykov - A book on, well, Bulgarian folk beliefs and traditions, written over a century ago and detailing practices and ideas from a century prior to it. The language, now sounding dated and slightly comedic, also conveys the author’s occasional bafflement at his own countrymen’s archaic practices. Immensely funny in places and offering a great example of the weirdness of actual folk beliefs when not trying to be filtered by romantic nostalgia for “the good old days”. 

 

  • Dungeon Crawl Stone Soup, The DCSS design team - Honestly traditional roguelikes in general, but DCSS in particular, have been an inspiration with their dungeon-crawling focused gameplay, immense megadungeons and outright weirdness of what can be put into a fantasy game. Hunting down the tabletop origins of this style of play is what eventually lead me to the OSR, and it was thus natural that my own megadungeon attempt would be influenced by them in turn.

Saturday, September 6, 2025

Zandan Megadungeon, Session 1 - So it begins

 

Characters

  • Luna Berryfang (War Bear Bogatyr) 
  • Hoot (Owl Primal Chaos Worshiper)
  • Varg (Wolf Troglodyte)
  • Igor Lazarovich (Human Solar Priest)

Session Recap 

The party consisting of Igor the solar priest, Hoot the owl Chaos Worshiper ( already quite the the pair), Varg the Wolf cave dweller and Luna, the Bear Bogatyr (normally not a combination available, but allowed due to nobody spotting the error early enough) awoke in a conical room flooded with blood red light, upon a pile of corpses and junk. No memory in how they got here, and no way out in sight, they proceeded to explore the mysterious dungeon they had found themselves in.

 In the process they ran into a pair of old ghosts and their nobleman son, who tried to fight them after freaking out, but the party easily dispatched them (later in the session also destroying the nobleman's remains by shooting him with his own pistol, and finally banishing the ghosts), ran into a strange overgrown cave filled with plants that defied any actual categorization (and also having a mysterious pit leading down into the darkness of the dungeon) and explored a giant mural on a wall, which hid a secret compartment under the giant wood stove that the nobleman lived on. Luna used her unnaturally cold paws (a side effect of he magical blue ice hair that she started the game with) to pick up the incredibly hot iron case which contained some good weapons and a fancy hat.

The stove itself was quite ornery, belching flames at anyone who tried to approach it.


The party however decided to avoid the impressive double bronze doors leading further into the dungeon, instead deciding to circumnavigate it by going through the obvious side tunnel. In that obvious side tunnel Igor the priest, who was at the head of the group, stepped on a trip wire and a whole mess of pots, pans, knives and other metal junk fell on his head, knocking him out (12 hits out of 12 CON). Luckily the party were in no immediate danger and managed to drag him out, and let him rest a bit to regain his consciousness, but for the rest of the session he was effectively a walking vegetable, unable to really do much except slowly shuffle in a direction and just offer advice in a weak voice. 

I do, Bateman. I do. 


The group decided to instead explore the rest of the floor, finding a hidden compartment leading behind a curious pair of locked metal doors, where they discovered a shrine to some kind of unknown deity, its statue eroded and smoothed by the into a vague shape. They thought better than to drink the strange magical black ooze belching forth from the two cauldrons near the statue, but grabbed some in a bottle just in case. 

Eventually they made their way down the shimmering staircase and into the proper first floor of the dungeon. Finding themselves in a round room with three doors, they decided to take the one with least signs of being used regularly, finding themselves eventually in a natural cavern, with a warm welcoming fire and nine rather odd welcoming people, each dressed in slightly worn out clothes and wearing goat-themed headgear. The people invited the group to sit and rest, gave them some food, and eventually through the conversation the group said they would like to see the Goat that these people worshiped. Willing to oblige, the goat cultists lead the party into the following cavern, where they had two wood posts with manacles and giant splatters of dried blood. At that point the intent was obvious and a fight ensued. 

However with Igor being incapable of doing anything, the group was badly outnumbered 9 to 3, and while Hoot blasted away a cultist with a bolt of chaotic energy, Luna was not really able to withstand the overwhelming numbers and eventually got brought down and stabbed and slashed repeatedly. This however gave Hoot and Varg a chance to disengage and run away, taking potshots with chaos bolts and pistol fire at the cultists, some of which gave chase.

The party ran back into the room with the staircase they came down to, and Varg used magic to seal the doors behind them, stopping the cultists for a moment. Using Hoot's magical chaos lantern they set up an ambush on the stairs, killing another cultist, but the rest would not follow them up, instead retreating back with their fallen comrade.

Heading back down the two animals tried to follow the group's obvious blood trail, but instead saw a side passage of the dungeon, running into a palisade manned by a middle aged woman and several people with rifles. They instantly noticed Hoot trying to peek behind the corner and once they were sure he's not danger welcomed him and Varg in, explaining that their camp is guarded by a powerful Domovi (a house spirit) they call The Host, who in exchange for a gift of the nobleman's fancy furry hat and a nice pipe and tobacco welcomed the two into the camp as his guests and thus provided them with the protection of his magic. The session ended, with the two finally at a safe place and able to rest.  

 Observations 

Well, finally! After a year and a half of writing this goddamn thing I finally started up my megadungeon campaign. The ruleset currently used is a modified Tunnels & Trolls, which so far has worked fine in any game I've used it. We'll see how long it handles over a longer game, but for now it does the job.

The group was only 4 people initially, as it's a three day weekend here in Bulgaria, but I expect more people to be joining from here on out. The players generally seemed to be on top of things, though a bit slow in making decisions. Of note they managed to find the secret shrine on the entry floor of the dungeon, which I did not expect them to do, but also failed to Drink the Goo, so they get points docked off for that one, hah! They also had truly insane luck with encounter rolls on the first floor, never getting to see the guardian of that floor, but feeling its presence with the scent of dog breath, blood and rotting meat haunting them as they explored. 

The session was quite long, 7 hours total with only about 20 minutes of actual break in the whole thing. I normally avoid running sessions this long for weekly games, but it was important for the party to find a safe haven so that their characters don't simply get lost to the dungeon's dangers, and I figured I'd give them a bit more leeway on the first try. Luckily they succeed, after unfortunately running into a trap which took out Igor in a single roll, and then bumping into the goat cultists which, while not dangerous by themselves, tend to have advantage in numbers. Smart play (running away) helped this from being TPK, which it absolutely would have been as the party's toughest fighter got torn to shreds in a single round, taking over 60 hits with her 18 or so Constitution. 

Luna specifically was quite interesting, as the player rolling her up did not actually notice that War Bears can't be Bogatyr, and I decided to just keep it rather than have them roll something else. Add to that the ice blue hair which was a magical item she started with, and that war bear had big "Anime Protagonist" vibes about her, unfortunately dying in a glorious fight to protect her friends. 

All in all the session I think went well, the players ultimately did achieve their goal of finding a safe place to leave their characters between session, allowing new characters to start there. Also exploring fully the entry level granted a hefty 100 adventure points to the party as a whole, which I rule that all characters joining from now on get them as a start, thus avoiding the issue of someone joining on session 5 and being way behind as previous floors have already been explored and the AP for that being claimed. Thus I also think this makes for a good catch up mechanic, a useful thing in a semi-open table setup where people come and go. 

Map by Luna's player

Session Stats

Rooms Explored: 15
Enemies Defeated: 3 Ghosts, 4 Goat Cultists
Characters Dead: 2 - Luna and Igor 

Thursday, June 12, 2025

How I prep my games

Weird Writer suggested this as a topic/challenge for a post, and I think it’s a good idea, so here we go.

Preparing a Campaign


I’ve run three short (~a dozen sessions each) OSR campaigns so far, along with smaller games along the way. I am also in the process of preparing for a megadungeon-focused campaign right now, though it has taken quite a while longer than normal due to life.

Step 1 - What is this going to be about?


The first thing when preparing a campaign for me is to figure out what the hell do I, as a referee, actually want out of it. For example my BSSS campaign was focused on two elements: Seeing how the minor variations of OD&D compared to B/X change the pace of a game, and running a hexcrawl. In my second Greylands game run for my partners the goal was to see how much I can strip back the basic elements of play while still having an enjoyable weekly game. In my current prep I am building a megadungeon from scratch and I also am interested in seeing how sustainable that kind of campaign is over a longer period of time, plus I am testing out Tunnels & Trolls as a ruleset and seeing how sustainable that is as well.

Step 2 - Assembling initial materials


Once I have an idea of what I want, I start to assemble tools and materials that I might need to at least begin the campaign. That usually involves creating a map (and as such also a vague sketch of a setting to provide context), populating it with points of interest (usually pre-published dungeons), writing up any house rules that I will be using and then getting into the weeds of smaller details - a compact setting primer, a player-facing booklet to be used at the table for easy access to the house rules, a spreadsheet to track character and player rosters, in-game calendar, stats about the game etc.

This step can take anywhere from a couple of weeks to, well…months and in the current case over a year and a half.

Expanding on the above listed elements, here is what I find important about each of them.

Rough Notes - I tend to just use a single Google Docs file when I do this, but better methods might exist for others. I make a document about the campaign where I throw every single idea, house rule, setting information or anything else that I would need for it. The file is rarely organized, and I simply use it as an initial repository to make sure i don't forget something. The most useful thing from this notes file is a running list of things I still need to prepare, and things that I have prepared, as well as writing things before I can then copy them into the setting primer or players document.

Map - An OSR campaign needs a map. The locations you will be exploring need context, whether that is a map of the part of the world or a map of the singular dungeon you will be playing in. In all of my campaigns I have created the overall map myself, as I have a specific setting in mind, however I often use pre-existing maps for dungeons by using modules that I feel fit the overall vibe I want. In the case of my current prep, it means drawing and stocking the map of my megadungeon myself.


The BSSS campaign map.  

This is the revised version of the Greylands map. Version 1.0 looked even rougher.


Modules and Points of Interest - I select at least one, usually between 2 and 3, dungeons that I will be using as the initial locations for the campaign. In my Grelyands campaign that was Dyson’s Delve, in my BSSS campaign that was a map from In the Shadow of Tower Silveraxe that I then modified to fit the pseudo-Messoptamian setting of the campaign.

I rarely, if ever, use a module straight as it is without changing something to it. Usually it is simply re-flavoring enemies and encounters to fit the setting better, sometimes adding or changing the treasure available if I feel it is not appropriate for what I want.

Points of interest that I tend to create entirely myself are the “safe” zones - towns, villages, forts etc that I have put on the overall map.

House Rules - I have yet to run an OSR campaign without extensively tinkering with the ruleset I have chosen in some way. In some cases, like the Greylands it was fairly standard B/X(or OSE) with some simple house rules. In BSSS I effectively wrote an entire hack for OD&D to make it do what I wanted. In my current T&T wave I have also extensively redone and renamed elements in the ruleset to make it do what I want.

For me a campaign is always a good excuse to tinker with rules and mechanics. I enjoy seeing how changes in a magic system, or even the dice used for HD, can affect gameplay. While I do not consider any rules text, even the ones I write, to be beyond adjusting and ignoring if needed during play, I do like seeing how tweaks result in broader behaviors and changes during the game.


Setting Primer - Players always ask for some kind of setting primer, so I try and write a few words in very broad strokes about what they might actually need to situate themselves within the game. It can vary - the Greylands game had a very bare bones one, the BSSS game had a rather more detailed one both here on the blog and also sprinkled throughout the player booklet. My current megadungeon one, being focused entirely on the dungeon, has only a few broad paragraphs of setting, the rest being conveyed entirely through character backgrounds and items.

Player Booklets - Because I enjoy making these, in my in-person campaigns I always have a player handbook kind of deal. A collection of the house rules, character information and other things that players might want to look up during play, that is not part of the general rulebook that I am using as a chassis. My BSSS one became quite a bit more extensive as I changed enough things to necessitate it. These don’t have to be physical books of course, a simple google docs or pdf with the relevant information are also useful, and in fact I make a habit of collecting such for other people’s games as I find them endlessly fascinating to flip through.

Spreadsheet - I have found that any campaign I run benefits greatly from having a Google Sheets document for the campaign. That one contains, at a bare minimum, a character roster with relevant information (level, experience, player controlling the character, any notable powers or notes), a quick session recap calendar with both real life and in-game dates for the events, and then usually auxiliary tabs for stuff like hirelings, classes unlocked by the players (if I am doing that), stats for the campaign (I do love me some campaign stats!) and so on. 

The BSSS spreadsheet/roster


Other Materials - That varies from campaign to campaign. I like to usually have a list of names to use for NPCs and/or PCs; a character sheet (either a suitable preexisting one, or a custom one that I make myself); item lists (if not using a default one from a book); reference sheets to put in my DM screen (if needed)

Once I get all of this assembled I print out maps, modules and other reference sheets, booklets and other material, putting them in plastic sheet pockets and those in my referee binder. My binder always has extra character sheets, the world map I’ve made and whichever dungeon or module I am currently running. With all of that out of the way I then begin organizing the game itself (first two were open tables, third one was a closed family game) and begin.


Preparing a Session


Once the campaign gets going the prep I do from week to week changes significantly. I make a point to establish a solid groundwork (as you can see above) so that I have to do as little as I can between sessions, though even then I’ve found that it sometimes becomes too much by the later sessions.

Keeping the sheets up to date - Most important thing to do, and I usually do that after that week’s session, or at absolute latest the next day. Update everyone’s XP totals, changes in character, date, a quick session notes recap for my own sake (I do not keep any real notes during play, so I simply remember everything and write it down as it is fresh in my mind).

Setting reaction and dungeon restocking - The main and often hardest part of the week to week session prep - modeling how the world reacts to what happened in the previous session. Restocking or changing the dungeon(s) if needed, seeing how any factions or power players move in response to the actions of the player (if they know them) or advance their own schemes (if they’re unaware what the players are doing).

This has often resulted in me feeling incredibly overwhelmed as the fictional situation becomes more complex, with multiple factions and dungeons involved. I’ve yet to really get better at handling this, although discussions on discord have lead me to a potential solution which I will attempt in my next campaign - Making a list of any potential reactions or changes by factions, and then rolling a die to see which single one actually happens for the next session.

Preparing additional material - I always make sure I have a clear idea of what players plan on doing the following session (and I tend to hold them fairly firmly to any decisions made), and if that involves exploring new locations or following up on hooks that I have previously set, I then go through the various modules or adventure sites that I have prepared for the campaign or at least earmarked to use in it, and then either simply reread them and do any final adjustments, or if it is something completely new I go through the process similarly to how I do in campaign prep, and read through and edit the text with any changes or re-flavoring I need to make it fit.

Updating binder - I take out material that I will not need for a session and replace it with print outs of stuff I will. Binders get way too heavy and unwieldy fast, so I try and keep mine to the bare minimum if possible, especially considering I am usually also carrying my dice, player booklets, rulebook(s) and other materials when running.

In total I find that short of being swamped by too much reactivity from the world, my weekly session prep involves on average half a day of work, at most a day if I have to prepare something else. My hope with my next campaign is to streamline week to week prep even further, by restricting the play space to a single large dungeon. 

Sunday, May 4, 2025

The Visions of Hazahall

    Back in the mists of time wizards decided to just take power for themselves and quickly formed an enormous and powerful kingdom run by magic. It predictably went absolutely mad and insane and turned to shit in no time, as magic and mutation and horrors consumed and engulfed its population.The few of those sorcerers who still lived and were willing to teach their magic to others would then begin a tradition of forcing any student to experience a very strong psycho-magical vision of the fall of Hazahall, the Glittering Kingdom, as a way of deterring their pupils from lusting after temporal power.

    This is an edited excerpt from a play-by-post game that I played with my partners a few years ago, that I am now posting here for posterity and because I was asked to. The scene involves Valeria - a young noble and later queen of her city-state that wants to learn how to practice magic and Jenx - a wizard and friend to Valeria, as well as mentor and counselor. The two are at the house of Violette, an old friend of Jenx’s, and Jenx is preparing the ritual of the Visions of Hazahall

    The broken up trance of the recitation was interrupted by Jenx suddenly inhaling sharply! He could see, and Valeria could sense it through him, that he was no longer in his friend's house. Instead he stood in the wide plaza of a city. The buildings were of pure white stone, towering above him, glittering like gems. The sky was pink or purple, and the people around him simply hummed with power. They walked around, ignoring him, talking among themselves.

During the trance Valeria had latched her aura into Jenx's with barbs of intention. She could feel his angular body pressed against her flesh. It was grounding and she used it as a conduit to dig deeper into his spirit. She did not want to hurt him but also wanted to be sure the ritual was done properly. When he inhaled she knew he was there. She could not see it but she understood it.

Jenx blinked and the scene changed. The city was still towering and glittering, but the people in it were now...different. Some looked like they were made of glass. Some had their skin become translucent and then shift into different colors. Some simply had an inscrutable look in their eyes. They still seemed joyous and happy as before, but there was a sense of unease. Like the joy was forced for the sake of appearances. There was a tension in the atmosphere, a dread. Like the pit in one's stomach as they are about to step off a cliff.

He took a deep breath. He knew what was about to come. He tensed up preparing for it.Valeria grew tenser with him. He blinked again.

The sky broke. It shattered like the shell of an egg, parts of it falling down, destroying the city, turning bodies into paste, shattering the glass creatures into shimmering mist. There was terror and panic that made his heart rate race like he was about to collapse. The sky broke still. Behind it there was nothing. A void and in it a black sun burned away flesh, thoughts, emotions, stone and wood. It burned away all.

Then there was nothing but a roiling mass of horror. Flesh, stone and glass mixed into one, pain worse than anything a mortal body was able to experience. And the burning of the black sun above. Jenx stood on, or hovered over, a low hill. Around him the roiling color and flesh reached out to him - with hands, claws, eyes, tendrils and other impossible appendages, reaching for help, begging for safety in a million voices. Every time they did not touch him though, pulling back away as if he was just out of reach.

Time became meaningless. There was simply an eternity of suffering in which Jenx was awash, like a man standing on the shore as the tides came in. It was years. Decades. Millennia. Time had become meaningless, just as self, pain, body, up, down, sky and sun had.

Valeria slumped against him. Every ounce of her will was in twined with his emotions. In her mind she clawed her way to him. His mind was locked in horror beyond reason but she clung to him, she loved him. It was like waves of pure terror and misery were trying to drag her down and away, but she clung to him, not just to support herself but also to brace Jenx against the onslaught. Tears flowed from her physical body and fell on his braided hair.

He had stopped breathing. He wasn't sure when exactly, but at some point he had stopped breathing because breathing had become a meaningless idea, just as his lungs were.

The sun had burned everything away - the million colors of the roiling flesh had simply turned to grey ash. Then the sun had burned itself out too. The screams stopped, but their echo continued. Nothing. Emptiness. But in that emptiness, the echo started to break apart. To take on a strange, stunted rhythm. The rhythm of his breath, the rhythm of the verse which Violette was reciting ever louder. And his breathing started again, again following the rhythm. He looked up one final time, into the empty void above where the sky had stood.


It was time to leave.

Sunday, April 6, 2025

Adventure Design - Location, Scenario, Plot

When designing material for play at the table, it is helpful to think about what exactly you are trying to design as that will inform what sort of work you need to prepare before the game. Below I list three distinct (if often related) types of adventure structure.

Location Design


Whether it is a wilderness to explore a dungeon to delve, location-focused design is about setting up a fictional play space with enough things for players to interact with to provide entertainment and enjoyment during the game. This is your standard “sandbox” type of deal. A point-crawl, a hex crawl of some kind, and again, dungeons, all fall into this when they are being made with the primary concern being exploring the fictional space.

Secondary goals might exist such as looking for a specific item or NPC, attempting to do a specific task, or even just getting experience points. However an adventuring Location should work just as well without any objective beyond “this is a place to play in”.

Location-focused adventures can often benefit from having a scenario of some kind set up beforehand, as the two work quite well naturally. A plot of some kind could also be slotted in, of course, but in most cases that will simply overshadow the exploration of the location as a goal in and of itself.

How this differs from Scenarios is that the location does not need to have a specific situation or conflict currently happening as the players enter the picture. It is quite alright for a Location adventure to begin “static” and then react and shift as a result of the actions of the players.

How it differs from a Plot is that a location does not necessarily cares about specific narrative beats happening (either in order, or even at all). If the players do not interact with a specific element of the location, that does not result in bad or subpar gaming experience.

Obvious Example: Here is a dungeon composed of 20 odd keyed rooms. It has numerous enemies, hazards, treasure and obstacles. Some of the enemies form factions and have some kind of broad-strokes predetermined views of other enemies and/or factions, which gives an avenue for the players to engage in picking a side or playing all sides against each other.

Scenario Design


A different type of adventure is setting up a specific situation, outlining clearly the sides involved and their goals and parameters for “success” in the conflict, and going from there.

For me at least this type of design is primarily tied to wargaming (miniature, tabletop or otherwise). Wargaming is about conflict resolution of some kind, and so it benefits from having a scenario which outlines the parameter of the conflict.

An important part of scenario design is that it should depict the conflict already having started, and the players already begin the game by being part of one or multiple sides, and then striving to achieve their side’s goals as best as they can. Once the conflict of the scenario has been resolved, that adventure is now done and concluded - Further scenarios might be devised as logical reactions or responses to the way this first one played out, and stringing a bunch of those in a row is what a lot of wargaming campaigns end up looking like.

How this differs from a Location adventure is that while setting up the field for the conflict is part of establishing parameters, the location and its peculiarities only matter as far as they affect the conflict or scenario in question. It does not matter if over the mountains there exist some other kingdom that has other problems, because that does not directly affect the situation of the two orc tribes battling it out in this valley.

How this differs from Plot is that a scenario might have one outcome or another be more or less likely to occur as a result of the initial setup (in a “doomed last stand” kind of deal, the player or players doing the last stand are generally expected to lose eventually) however it usually does not care for specific outcomes happening or not happening. That contrasts it with a plot-focused adventure, which often needs specific narrative beats to occur so that the plot can progress without having to result to that most dreaded of term “railroading”, in which the referee simply forcibly drags the characters onto the next step of the plot, regardless of whether that makes any sense in the situation or not.

You can’t really railroad a Scenario, because if the conflict already has a 100% certain outcome, then that conflict is not really gameable, and therefore simply unsuited for being used to prepare a gaming session.

Obvious Example: The party and their allies must defeat an imposing Big Evil Enemy. They know the broad parameters of where that Big Evil Enemy is, and the focus of the game is resolving that conflict one way or another. Once the Big Evil Enemy is defeated, or defeats the players, or any other potential resolution to the conflict has occurred, the scenario is complete and finished.

Plot Design


Plot design is the cornerstone of Trad play, and more often than not the one done very poorly. An inevitable result of it being the most broadly done way of running and playing TTRPGs I suspect.

A key difference is that a “plot” is not a “story”. Any of these types of adventures can result in a story, as the story is simply the actual events of what happened (both within the fiction and at the table). One can not write a story adventure, because that is already complete and there is nothing in there to actually play out. So instead, what you do is write a plot.

Plot adventures are most often formulated as a series of narrative elements or beats, some (or all) of which need to be met so that the players may progress onto the next set of beats. You can't go and question the doctor until you find his card at the scene of the crime (or you hear from a witness that they saw him with the victim. Or you find his name in the victim’s day planner, etc.). The reason you can’t is that the doctor might not even have existed as an element in the game, until you found the narrative beat that lets you know he even exists.

The enjoyment of playing through a plot-focused adventure is trying to find the beats and where they lead, with an ideal one often having twists and turns to the plot that the players do not anticipate, but could have foreseen if paying close attention to what has come before hand, leaving them with a broadly conventional narrative or story after completing the adventure.

How Plot adventures differ from Scenarios is that they tend to not have as clear win or lose states as a scenario would. In a scenario each side participating has very clear goals, and there is rarely much care given to results outside of those already established before play even began. In a Plot-based adventure the outcome from moment to moment is a lot less clearly outlined, and in a well designed plot adventure there should be numerous results or actions which still lead you onto the next plot beat.

As for Locations, Plot tends to not care about the fictional space in which the narrative is set in, beyond the obvious effects it will have on the actual plot. Abandoning the plot that supposedly everyone has agreed to follow through on as part of the gaming session to simply explore some other part of the location is often seen as disruptive behavior in a Plot-focused adventure, whereas it is the entire point of gaming in a Location adventure.

Obvious Example: A mysterious crime has taken place, and the players take on the roles of investigators trying to uncover what has occurred, and separate truth from lies. Numerous plot points involving questioning suspects, gathering clues and uncovering layers of mysteries eventually lead to a logical conclusion of the plot in which the investigating players confront the perpetrator.


There are, of course, other ways of thinking about how to structure gaming material for play at the table, but to me these three are the major categories that tend to cover most experiences happening in tabletop RPGs.