Wednesday, June 17, 2026
[Dungeon] The Shining Hexahedron
Saturday, April 18, 2026
Take-aways from running quick pick-up games
The games were all ran on a super short notice – announced circa 30 minutes before starting time (the server has a pick-up-gamer role you can ping).
The setup is quite simple, so that we can get to the good stuff right away:
1. Searchers of the Unknown
a. Again and again, SotU proves to be the best lingua franca minimalist D&D for such quick games. If a person has played any kind of D&D, they are able to pick up right away. Of course, on the DM-side, it requires an experienced judge, who already has a bunch of rulings and tools and procedures memorized.b. A little extra thing I introduced this time was MAGIC WORD based spellcasting. It worked quite well, although no combination spells were attempted, only single-component magics.
2. Pregens!
a. Pregens are a must for such quick games. I guess you can also do the Flailsnails thing and let the players bring in any character they want (esp. if the “setting” is kitchensink), BUT, and this is my next point:b. PREGENS ARE THE SETTING! A lot can be conveyed about the game’s broader setting by the roster of pregens. If the pregens are “elf magic-user”, “dwarf fighter” and “human thief”, that’s a vanilla D&D sort of world. SotU doesn’t use classes, so instead I add a randomly generated two-word description to each character: “ruthless hero”, “vampiric acolyte”, “wild nymph”. They confer the vague vibe of the setting, help the players get into it + I also let them use these descriptors for in-game bonuses and in-setting knowledge. The equipment list is another setting-conferring element (“broadsword” and/or “energy rifle”? “chain armor” or “Kevlar vest”?)
c. In case of character death, left-over pregens can be used as backup.
3. Dungeon crawling (using a dungeon I already have), starting at the entrance
a. That’s where it’s at.4. Short session, aiming for 90 minutes (usually ends up being closer to 100-120)
a. Enough time to crawl through 4-5 rooms, have a fight, screw around with some stuff. You have to run a tight ship, sometimes cut down on random encounters to highlight the keyed stuff, but, overall, a satisfying amount of fun game stuff can happen in this timeframe.5. Tech: Discord voice chat, tldraw for shared whiteboard
Thursday, February 12, 2026
[Dungeon] Wreck Worship - a sea & salt themed cult dungeon
- I picked 8 monsters that fit thematically, put them on the wandering encounters list, and also used that list to stock the monster rooms.
- I rolled up the basic structure and contents from the Atelier Clandestin Sandbox Generator (pretty sweet book!)
- I re-rolled results that didn't quite fit (like overlong corridors) and then modified everything on the go to make it fit better with the theme
Wednesday, February 4, 2026
What do I love in dungeons?
A classic element or two... Idols with gems for eyes. Secret passage behind a waterfall. Statues coming alive. Torch sconce that opens a secret door. Eyes of a portrait that follow you – animate art object or peepholes for a hidden observer? Okay, so most classic elements are about EYES and SECRETS and STATUES. Crystals, too. Crystals, fungi, tentacles. Classic archetypical dungeon stuff that gives you a buzz when it shows up. We don't get to play often. So don't skimp on the classics.
Variety and
reveals. A big change in the dungeon is always cool. Two thirds of the dungeon
might be dwarven-engineered corridors. But then you suddenly transition into a
large natural cave area. Or maybe a section is flooded. Somehow a flooded area
is the biggest fear or many players – it is a gamechanger, your lights and
movement are not as you are used to.
ROPE PLAY.
A good dungeon always provides opportunity for rope play. And masks! Uh... I
mean. Yeah, the dungeon must have places where players can satisfy their urges
to fix ropes to each other. Grappling hooks, basic mountaineering.
Verticality.
This ties in with the rope play aspect, but not only. I love balconies,
overhands, BRIDGES, esp. rope bridges, stairs, ramps. When the way forward is
also above or below. And the opportunity to spy a place before reaching it.
Which also
leads to cool architecture. You don’t have to make every room special, but
rectangular boxes become boring quickly. A couple of pillars, niches,
platforms. Think about the ceiling, is it flat, domed, vaulted? Are all doors
rectangular slabs of wood? Vault doors. Airlocks. Arched passageways. Dunno,
horizontal slits for all those slithering creatures.
Anyway, I
just wanted to put this in writing quickly.
Obligatory
links to the OSR’s classic posts, Goblin Punch’s Dungeon Checklist and
Grognardia’s Old School Dungeon Design.
don’t
forget,
ROLE PLAY
IS ROPE PLAY
and the
game is the door game
Saturday, December 27, 2025
[Dungeon] Underground Station, Long Abandoned (location from The World of Tomorrow science fantasy campaign)
DOWNLOAD PDF
Map: North (N) is “up”. One square = 10’. Treasure values: listed in “standard coins” (c).
Vibes: mole people, Escape from New York, Terminator, Planet of the Apes, Fallout 1-2
Entrance: 500’ deep elevator shaft. Architecture:
concrete walls & floors. Doors: Code-locked
sliding metal doors, numerical panel by side (can be hacked, short-circuited;
codes hidden in safe of #7).
Generator in #1 has three modes of operation:
|
Mode |
Light |
Elevator |
Train |
|
OFF |
no |
no |
no |
|
EMERGENCY |
dim red |
no |
yes |
|
FULL |
bright white |
yes |
yes |
Random encounters: 1-in-6 chance every other turn to run into Amyntor. Introduce
wandering vermin or lesser mutants as needed.
Amyntor (Halfling 3): The main
inhabitant of the station. A cyclopic person of short stature in a ragged
vault-suit, exile from a secret high-class bunker (COMPLEX 4000). Has
night-vision goggles (single-eyed, 60’) and a Puppet-Master 3000 device to
control the Mutants in #3 (it glitches out often, so can only issue commands to
2 random mutants out of the 3 in each round). Shy and paranoid, likely to hide
and sneak around (don’t forget to check for surprise and encounter distance –
the result might mean he is around the corner). If in danger, flees and
activates the Mutants.
AREAS:
1. ENTRANCE HALL. Elevator arrives here. Generator in SW corner,
currently OFF.
2. SERVICE HALL. Train car from N tunnel (#3). Three large garage doors,
each one has a Bulbous Mutant (as Troll) behind it: they are linked to
the walls by feeding tubes, only come to life if controlled by Amyntor.
3. TRAIN CAR. All windows spray-painted black or covered with cardboard.
Two rows of seats. Tunnel around car blocked with debris, but there is a small
passage through the blockage on the top of the car.
4. TRAIN TURNTABLE. Domed hall, 70’ high. Locomotive (#5-6) in middle.
a. Towards “NUCLEAR FACILITY” b. Full of graffiti. Secret door to #9 graffiti’d over
c. Towards “EXPERIMENTAL CITY” d. Dead-end
e. Towards “COMPLEX 4000” f. Balcony of control room (#7), 40’ above floor
5. LOCOMOTIVE PILOT CABIN. Trash and a bedroll. Controls functional
(magnet on/off, speed, open/close doors). Constant white noise with granular
speech and music fragments emanates from a small speaker.
6. LOCOMOTIVE MAGNETIC ENGINE. Hermetically sealed door. If open, all
metal objects in the door’s vicinity are attracted to the giant magnetic coil
in the middle.
7. CONTROL ROOM. Control panels to bring the monorail network online.
Computer logs show last activity was “9999 years ago”. Large safe built into
the N wall: holds blueprints, instruction manuals, 6 platinum bars (3000 c
total).
8. LONG CORRIDOR. “Danger” signs at both ends. TRAP: 1-in-8 chance of
collapse into tunnels underneath in the middle section (20’ fall).
9. DANK CAVE. Metal footlocker: spare vault-suit and Pupper-Master 3000
device (fully functional, but with battery drained).
10. STORAGE ROOM. Dozens of crates stacked high: some tools and parts
can be salvaged (500 c total). Sensitive characters feel tentative
probing: one of the crates holds a plastiglass formicarium of psionic ants. The
hive mind is ready to trade services for food.
11. COLLAPSED AREA. Fungal smell from N.
12. SHRINE OF SHROOM CONSCIOUSNESS. Save vs. Poison; on failure, commune
with the the world-encompassing mycorrhizal network) – treat as a Contact
Higher Plains spell, followed by 1d6 days of unconsciousness.
Friday, May 2, 2025
[Dungeon] Secret Hide-Out of GLAXORZIS, that Sorcerous CREEP!
GRAB IT HERE FOR THE PRICE OF FREE!
Saturday, February 8, 2025
[Secret Santicorn Dungeon] The Dark Keep in the Snow
Tuesday, September 24, 2024
[Dungeon] Hole of the Goblin King
Saturday, January 20, 2024
[Dungeon] "The Arnesonium" - a Blackmoorian exercise
Friday, December 1, 2023
[Review] The Shattered Circle by Bruce R. Cordell (1998, AD&D 2e)
I’m finally taking the time to finish this review, because Jenx told me it’s a good practice to review adventure’s you’ve run. And I agree.
The Shattered Circle is a Dungeon.
It is a
pretty solid dungeon.
It is also
often overlooked, despite having been written by a pretttty famous designer,
Bruce R. Cordell. It came out towards the end-times of TSR D&D (for AD&D
2e), and, among that batch of adventures, it is overshadowed by his works for
later editions, or the Sahuagin or the Illithid Trilogies.
When
compared to those adventure cycles, The Shattered Circle is different in scope
and aim. It’s supposed to be a true adventure MODULE, one that you can easily
slot into your own world. So, while I was also drawn to the over-the-top beauty
of, say, Cordell’s The Gates of Firestorm Peak, I picked this one when I needed
a medium-sized dungeon complex to slot into the 5e campaign I ran back when (there
is a Classic Modules Today supplement available). It’s almost setting-neutral.
And the dungeon’s connections to the overworld are easy to tailor to your own
liking. And you probably should, because the hooks offered in the book are,
hmm, underwhelming/uninspiring. However, as this was an on-going campaign, with
established conflicts and NPCs, I just modified a couple of things as needed.
--- From here
on be spoilers ---
What did I
change? Surprisingly little. I put the campaign-driving portal to the Feywild the
party was seeking down in the deepest room of the dungeon. I got rid of two or
three empty rooms, and the riddle-based tests in one of the areas – I don’t
generally like riddles.
What did
this leave me with? A lot of fun stuff.
This is a
75-room dungeon, spread out over three levels. The Upper and Lower levels are
part of an ancient dungeon complex/arcane laboratory. To keep things varied,
they are separated by a middle area, which is a large cave, with one of the
best set pieces of this module. There is one main entrance into the complex,
but after that there are many passages to follow, with alternative ways of
access to deeper levels.
The main
sentient creatures are the arachno-humanoid Chitines, split into two opposing
factions. You get a lot of variety from the other monsters and wanderers: from the
more common undead to freakin dinosaurs and gibbering mouthers. So there is
definitely a cool weird tinge to this place. The presence of all of them is
explained, and there is ample space in the dungeon between their main lairs, so
there is no “monster hotel” effect.
Speaking of
ample space: I love it when the cramped corridors of the upper zone give way to
the caverns below. And in the central cave, there is the magnificent set piece
of the Chitine city, a gigantic spherical mass of webbing suspended mid-air. Comes
with a great illustration to boot!!
The dungeon
also presents a variety of challenges: from combat through diplomacy to
navigational challenges. There is even a flooded sub-zone. One of the
challenges is a three-component “key search”, which might feel a bit computer-gamey,
but my players actually enjoyed it (and it forced them to face their greatest
fear, the aforementioned flooded area, for some cool underwater action).
I ran this
from a PDF, and printed out the maps for ease of reference. The publication is
overwritten by today’s OSR standards, but many important details are
highlighted, and the room keys are structured in a uniform, predictable way, so
there shouldn’t be much trouble running it after a read-through of the whole
thing. Yes, there is boxed text, generally kept to a sensible length (3-4
sentences), and evocatively written, so I used some of the phrases and
sentences as-is. They give a good description of the initial impression the
party gets from the room.
Overall, I
definitely recommend this adventure. It is a good fit for modern or old-school
games, quite versatile, and evocative. The tone veers towards dark fantasy,
with some Lovecraftian touches you can emphasize if needed.
Friday, August 18, 2023
[Dungeon] Oracle of the Laughing Prophet - a small OSR location
Sunday, July 16, 2023
[Dungeon] The Bleak Corridors - an OSR adventure
I made a dungeon today, in about 90 minutes. The Bleak Corridors: a 15-room factory complex with a dark Victorian/steampunk vibe.
Download here!
It includes a 2-page PDF with the room descriptions, the DM's map, and a players' map with the secrets and traps hidden for use in VTTs (the grid size is 70 px, the standard for Roll20).
There are stairs leading down to a deeper level - just erase those or use something else... Like the Bloodsoaked Gem Caverns!
Let me know what you think!
Monday, April 17, 2023
[Map] LEG DAY! The Dungeon of Stairs
'Now we should like to see our rooms,' Zerd said.The governor led him over to the staircase - the more menial of us followed closely, the rest trailed behind or simply didn't bother - and the governor stood aside to let his guests precede him. I ran up, two steps at a time, and only when I was at the top did I realise that everyone else was still at the bottom.They all stood quiet, with upturned faces, then gasped.'What's the matter?' I said, feeling appallingly self-conscious alone at the top there. T'm sorry, I thought we were supposed to come up here - ' and I began to descend again, feeling the blushes rising up my throat and scorching my cheeks.'How do you do it?' 'Where did you learn?' said several voices.'Learn what?' I asked, most embarrassed.'She ran up, two at a time,' said someone.I was now at the bottom and a crowd of winegirls ran forward cheering me, and Isad came up, dripping wet, hooting on his pet horn. Lara looked sour.'Do it again, do it again!' cried the winegirls to me.'What is it?' I said.'You're so fast, could you do it again just as fast?''Of course, my country is full of stairs. Our houses are often four-storeyed - aren't yours?''No,' Zerd said. 'We don't have stairs in the North. Do it again, Cija, it's fascinating to watch.'So I ran up and down the stairs for them twice more, and they cheered me and chanted compliments, and at last all trooped up after me.
Friday, January 27, 2023
[Dungeon] Temple of the Forgotten God
Download as PDF here!
Thursday, December 8, 2022
Making a dungeon in 5 minutes?! (Enter the House of Metal...)
I saw a title today - "5-Minute Dungeon (and some D&D reflections)", it's an interesting post about a boardgame with that title, go and read it!
But of course my mind went in a different direction before actually reading the post. "So, is this a dungeon you can play in 5 minutes? Or a dungeon made in 5 minutes? Can you prep a dungeon in 5 minutes?"
So I tried to make a dungeon in 5 minutes. As you might imagine, it didn't work out too well, but it wasn't a complete disaster either.
As my timer, I picked a track that's exactly 5 minutes long: "House of Metal" by Chelsea Wolfe, turned it up, took its title as the dungeon's name, and sketched a castle and wrote down everything that came to my head.
HOUSE OF METAL
Gigantic blue metal castle
Wandering monsters:
1. Blue metal golems
2. Sneaky goblins
3. Lost scientist, disoriented
1. Hall with iron guard dogs
2. Lever opens door to #3
3. Giant magnet attracts all metal except blue special metal
4.
5. 1000 sp
6.
7.
8. Courtyard
9.
10. Tower of floating coins.
You be the judge...
I think on a better day, when I'm not so overworked, I could do something better and more focused. But it was a fun little challenge nonetheless. Thanks, Chelsea!
Saturday, October 29, 2022
The Tower of Zenopus map - redrawn by me
There are many iterations of the classic Tower of Zenopus/Holmes sample dungeon map! But this is mine!
I did a Referee map and a Player map (with labels and secret doors hidden). Grid size is 70x70 pixels, so this is compatible with Roll20.
MAPS!
I think there is merit in re-drawing dungeons: by doing it, you gain a better understanding of the map, and it's also a sort of meditative homage?...
You can read more about the history of this dungeon over at Zenopus Archives and the Zenopus blog.
Tuesday, April 5, 2022
The best adventures from Footprints --- seven free old-school modules!
After going through all 25 issues of the old-school zine Footprints, I am in a good position to say that
a.) it's a treasure trove of gaming materials and a real community effort, and
b.) it has a bunch of GREAT adventure modules.
*drumroll*
Behold... The Magnificent Seven!
- "Gilded Dream of the Incandescent Queen", by H.D.A. (levels 3-6), Footprints #25. A floating double-tetrahedron, with lots of weirdness and psychedelic vibes!
- "The Emperor's Lost Army", by John A. Turcotte (levels 5-7), Footprints #9. Sandbox exploration adventure set in an overgrown ruined city; lost world, A. Merritt vibes.
- "The Secret of the Wood of Dark Boughs", by R.N. Bailey (levels 3-5), Footprints #20. Mystery/investigation module with many moving parts, set in a rural area, with folk horror vibes.
- "The Tenebristic Orb", by Malrex (levels 4-7), Footprints #25. Weird dungeon enclosed in an orb! Strong light/shadow/darkness theming.
- "The Haunted Inn of the Little Bear: Revenant’s Revenge", by Brian Wells (low levels), Footprints #15. Mystery adventure with a Solomon Kane vibe.
- "The Mired Cathedral", by C. Wesley Clough (levels 4-6), Footprints #18. A small but solid location-based adventure.
- "Death From Above", by Michael Haskell (levels 6-9), Footprints #10. Flying cloud giant fortress.
Footprints #24 and #25: zine highlights!
Make sure to check out the very last adventure in #25, "Gilded Dream of the Incandescent Queen" by H.D.A. (whose Terrible Sorcery is Without Equal in the West), because it's a great one.
| Footprints #24, January 2019 |
Footprints #24, January 2019
“Centaurs”, by Alan PowersContinued from #23. Includes tables for Centaur backgrounds and skills.
“Revisiting the Ghost Tower”, by Ken Marin
How to fit C2 Ghost Tower of Inverness into a 4-hour convention game? Ken Marin addresses four key problems and offers his solutions. Reference this article if you face the same task!
New monsters for OSRIC: “Creatures Cthulhic… and Chthonic” by various authors. A cosmic horror/weird fiction bestiary, incl. Gugs, Hounds of Tindalos, Night-Gaunts, Quicksilver ooze, Zoog, a couple of deities; and a couple more abominations from the Chthonic section. A solid selection for dark fantasy and weird fiction games! Some overlap with Realms of Crawling Chaos, but there are differences as well.
And my personal favorite: a random generator of Spawns of Shub-Niggurath by Marco Cavagna! I tried this generator on my blog before.
“Dwarf Backgrounds”, by Alan Powers
There are a lot of solid NPC/PC backgrounds in this issue, plus see the Human/Halfling tables in #23. I’m particularly fond of table IX, Dwarf Secrets! I couldn’t find table X, Traits though ☹
There are two new classes, for 2e, “Western Monk” and “Skald”.
“Ruins of the River Gates”, by Andrew Hamilton
Adventure for levels 3-6. A location-based module, very easy to drop into any campaign. I like the location itself: a “river gate”, two towers standing on opposite banks of the water. There are underground chambers beneath both towers, that eventually connect into a large flooded dungeon. Water levels vary between knee-deep and complete submersion; unfortunately, the water level is not noted uniformly, and not marked on the map, so you have to wade through the text to find this crucial piece of info, or extrapolate from the neighboring areas (e.g. water level is not noted for a key location, the throne room… I guess it’s ~8’, because the adjacent room has 3’, then there is a staircase down?). Lots and lots of small, cramped, claustrophobic chambers, and drowned undead, which is a cool aesthetic.
And thus we arrive to…
FOOTPRINTS #25, June 2021
A giant jubilee issue! 198 pages!!!“The Beginning of the Brazilian RPG”, by Pedro Panhoca da Silva
A short but interesting account of the early RPG scene in Brazil. I hope such overviews continue in future issues, as I’d like to learn more about RPGs around the world.
“Behind the Fallen God”, by Joseph Mohr
A short adventure for levels 7-10. Based on a nice isometric Dyson map. Delve into the forgotten temple of an ancient Cthulhoid god. The keys are brief, more in the vein of “modern OSR” principles, less in the house style of Footprints (which is based on the high word-count AD&D modules). The monsters are aberration types. Overall, this is a nice short adventure, although I think the map is too linear.
Two useful supplements: “Random Treasure”, by Jeff Wagner - Revised and expanded treasure tables. Unites DMG + UA. “Barbarian”, by Daniel Ottavio - The UA+Dragon #148 Barbarian adapted to OSRIC.
“The Watch Tower of Quasqueton”, by Ken Marin
I like this running theme in Footprints: publishing additional materials for classic adventures. This one is for B1 In Search of the Unknown. The author notes: “The back cover of the original monochrome edition of B1 In Search of the Unknown features a tower, presumably on top of the dungeon’s hill top, not described in the module itself.” So, he maps out a little tower, that provides an extra entrance into the dungeon – sweet!
“Simulated Advancement for NPCs”, by Ken Marin
What are NPC adventurers up to during their “off-screen”
time? Answer: they possibly level up, or, possibly die and maybe turn undead or
some other mishap befalls them… Some adventurer NPCs simply retire! I think a
lot could be added to this foundation: like tables of possible
occupations/activities for retired NPC adventurers, or more mishaps… Anyways, a
good tool for long-running campaigns.
“Supernatural Diseases”, by Marco Cavagna
A bunch of foul maladies. Yuck.
“Zero is an Apprentice’s Best Friend – Zero Level Spells”,
by Delta Demon
A bunch of cantrips. Summon a skunk to spray a random
person. Cast “Sleepy” to make a person sleepy…
“Colledician Magic Vol. I. New Vancian Spells… for
OD&D games”, by Robert “Bobjester” Weber
Write-ups for titles generated in a Dying Earth spell name
randomizer! I approve. “Deour’s Serene Cigarette”, “Meepo’s Memorable
Superstition”? “Thoure’s Ghastly Spleen”? O yeah.
“The Tenebristic Orb”, by Malrex
Adventure for levels 4-7. Ooooh I like this setup, this is
good fantasy shit. A dungeon inside a magic orb. Light/shadow/darkness themed.
Lots of weird and psychedelic images, strange demons, riddles (twisted
wizard-created pocket dimensions is the only context where I would use a
riddle)… Definitely adding this to my folder!
“Elvish Backgrounds”, by Alan Powers
Rounds out the backgrounds published in #23-24.
“Last Stand”, by Jesse Walker
2e adventure, for levels 2-4. A small 14-room dungeon
adventure, pretty modular (easy to drop into any setting or campaign). This
means it is also quite generic, there is not much theming going on in the
dungeon itself. I do, however, like the final artifact that can be found here:
an arcane clockwork recording device, that can also be used by the DM to deliver
hooks to further adventures.
“Gilded Dream of the Incandescent Queen”, by H.D.A.
Labyrinth Lord adventure for levels 3-6. Yes. Oh yes. I
really like this adventure, and I already have it printed out separately, ready
to be run. It’s a big, complex, and flavorful adventure. A double-tetrahedron-shaped
floating golden edifice. Psychedelic and weird. Inside, space and time do not
follow the laws of nature. The concept of a witch-queen’s failed ascension to
the higher planes is interesting. “I wrote this adventure so that it could fit
into almost any campaign. It does however rely upon that old stumbling-block,
alignment”, discloses the author: yes, at certain points in the adventure character
alignment comes into play.
The silver jubilee issue of Footprints, thus, ends on a high
note!
Looking forward to #26!
| Footprints #25, July 2021 |
Saturday, April 2, 2022
Footprints #21 through #23: zine highlights!
The issues are getting longer (although more spaced out in time), so I'll do three in this batch, and the final two separately! Oh, very impressive cover arts beginning around #22.
| Footprints #22, February 2015 |
Footprints #21, May 2014
“Monsters of All Sizes”, by R.N. Bailey
Guidelines for scaling monsters up and down, how their HD
and abilities change, pretty useful stuff!
“The Wizard’s Laboratory”, by Marco
An EXTREMELY detailed random table of d100 types of things
one can find in a wizard’s lab. With subtables for each entry. *roll roll roll*
Spell components for a random spell for 9 castings, explosives, cheese
cultures!
“The Conjuror”, by Ian Slater
A magic-user subclass specialized in summoning spells. I’m
not a fan of subclass bloat, but I like the new spells! “Svintooth's Mighty
Carriage”, for example, “summons a wyvern carrying an iron cage in its talons.
Up to eight medium-sized creatures, or the equivalent, may be carried in the
iron cage at a time.”
“Lake of Sorrows”, by Steve McFadden
Adventure for levels 1-3. Felt like a lot of text… There is
some good imagery, though! A lake in a caldera, shrouded in permanent mist, a
banshee trapped underwater… Pine forest, glacier yeti ambush, lake ghouls…
Footprints #22, February 2015
“Feelin’ Trapped?”, by Tony Chaplin
Random traps for dungeon stocking! Great material. Traps are
divided into 4 levels of danger, and rolled like monsters depending on dungeon
level. 66 different traps, with smaller tables for trigger types, etc.
“Treasures & Tables”, by Stuart Marshall
This is “an optional, alternative system for generating
random magical items. These tables allow for more variation in the kinds of
items found”, looks useful!
“Blacktop Vale”, by Steve McFadden
Adventure for levels 1-2. A lot of dense text (I guess this
is McFadden’s style), so it’s hard to get a good overall feeling of this
adventure without reading all of it. I read the first page of long backstory,
and it says that the wizard’s tower was “recently damaged” and the wizard
disappeared, but there is no explanation of this here (although it would be
important for the DM to know right off the bat). I think you only learn about
the background some 10 pages later, in one of the room descriptions? Not a fan
of this. I like the wintery setting.
Footprints #23, September 2015
“Centaurs! More than just horsing around”, by Alan Powers
This is a pretty comprehensive look at centaurs as D&D
characters. It brings together rules from the 2e Complete Book of Humanoids and
the author’s home game.
“No Bones About It”, by Darren Dare
Darren b
“A Digest Alchemical”, by Ryan Coombes
Write-up of the author’s alchemy system. Ryan says, “I prefer that alchemical methods be non-magical in nature, rather than the properties of the compounds produced being the result of mystical or arcane energies”, and he delivers. A big list of about 50 various potions and concoctions, with requirements to brew them, and a paragraph of details for each. Definitely a good supplement if you need a more mundane set of alchemical things!
“Human and Halfling Background Tables”, by Alan Powers
What it says on the tin! Good if you need details for NPCs.
There are several tables to roll on, Social class, Sibling rank, Social rank,
Skills & professions, many of them with subtables. If you just need a
single quick detail, pick that particular table and ignore the rest.
“B11a: Priest’s Errand”, by Leon Baradat
A supplement to use in conjunction with B11: King’s
Festival, to bring characters up in levels before B12: Queen’s Harvest. “I created this add-on adventure when my children suffered a total party kill (TPK) at the end of module B11,” discloses the author. I haven’t read or played B11, so cannot comment on this much. I like the opening: the characters arrive and see the tavern besieged by goblins! I think this is a good setup, a clear call to action. The next task at hand can be to pursue the goblins and find where they came from, which is actually the tunnels they dug and reached the Temple of the town. This is a 13-area underground goblin cavern. So, mostly standard stuff, but I like how these staples are put into a wider context.
New monsters: About a dozen new monsters, pretty good ones. One that stood out is the “Decanter Golem”, by John A. Turcotte. I came up with this monster too! Had it in the lair of a decadent satyr. Only I had my “glass servants” be filled with booze. Turcotte’s variant is the offensive type, often filled with acids or poisons.
“Citadel of the Carrion Eaters”, by Andrew Hamilton
For character levels 10-14. Heavy on marauding gnolls (no lairs in the adventure, but the author provides a couple of sources that can be referenced), in the Borderlands. Probably ties in with Hamilton’s gnoll shaman from Footprints #18. The gnolls build a fortress (the titular citadel). There are simple maps for the citadel, which also look instantly reusable if you need a stronghold map. There is a ghoul-infested dungeon underneath. The gnolls and their shaman worship a demon lord, so, good luck, there’s your really high-level component… Overall, this looks like a solid adventure, although not one I’d see myself using as-is.
| Footprints #23, September 2015 |
Wednesday, March 30, 2022
Footprints #16 through #20: zine highlights!
Previous installments: #1 through #5, #6 through #10, #11 through #15.
As always, check out the zine for yourself over at Dragonsfoot.
| Footprints #16, November 2009 |
Footprints #16, November 2009
The adventure in this issue is by Brian Wells, who wrote the
great module in #15. This offering is less intriguing: “Bandit Stronghold”, for
levels 2-4, and that’s it.
New Monsters: “Primordimental”, by John Turcotte, is a cool
Lovecraftian beastie.
“The Urban: A New Character Class”, by Ryan Coombes
A criminal character class for city campaigns. I don’t
particularly care for the class. However, one of the features is an interesting
subsystem that can be hacked and used independently of the class. It is the
“Web of Contacts”, which works on three levels – Rabble, Toughs, Specials. The
example NPCs given at the end of the article are good too. “Contacts” is
something that many other non-D&D RPGs do anyway (like Shadowrun), so it’s
interesting to see an AD&D implementations of the idea.
Footprints #17, March 2011
The adventure in this issue is “The (False) Tomb of
Horrors”, by Joseph Pallai. It is, indeed, a false Tomb of Horrors, that can
also serve as a ramp-up towards the real thing. Not really my cup of tea.
“Death Dice”, by Leonard Lakofka
A fun Deck of Many Things style magic item. Roll 2d6 in-game
and on the table, suffer/enjoy the results.
Footprints #18, April 2013
“The Cult of the Devourer”, by Andrew Hamilton
A write-up of the cult of Jubilex, with a handful of
slime-based spells. I guess Nickelodeon was a cult of Jubilex?
“The Mired Cathedral”, by C. Wesley Clough
A location-based adventure for character levels 4-6. The
setup is simple, and it has a very classic feel, but it’s also pretty
well-made. It’s a pity the ogre lair that is mentioned in the adventure wasn’t
included. The titular mired cathedral is described in some detail, with
attention to various points of egress; definitely a useful piece. I like all
the different items of interest that can be used as hooks or that can spark
further ventures for the party. There is a book with details on a local noble
family’s history (possible blackmail material? Or simply a thing that can be
sold to them for profit or patronage?), swamp lotuses grow in the middle, etc.
“Tribal Spellcasters Revisited”, by Andrew Hamilton
Includes a gnoll spellcaster NPC and a couple of new spells.
Hyena-themed, of course.
“An Unhealthy Obsession with Equipment”, by Stuart Marshall
A long-ass equipment list for OSRIC. Item, price, weight.
Several categories, items in alphabetical order, 8 pages.
Footprints #19, July 2013
“Field Notes from Davendowns”, by Tain Wehrcraft ( &
Andrew Hamilton)
This is neat, the detailed description of an in-game book
written by a ranger, Tain Wehrcraft. Some parts of the book are about
herbalism, lore, geography, there are some magic spells sprinkled throughout
(incl. a couple new ones, described at the end of the article, like “Transmute
Stick to Arrow” or “Bird Call”), info on monsters… A great way to slip rumors
or hooks or hints to the players. This is good world building too.
“The Shrieking Hollow”, by C. Wesley Clough
Adventure for levels 1-3. A two-level cave dungeon. It is
probably not a bad adventure, but feels overwritten? Lots of text… So it’s hard
to pick out the highlights. It comes with a convoluted back story about rivalry
between two wizards. I like the new spell included in this adventure!
Footprints #20, November 2013
“The Witch”, by Stuart Marshall
This is a very good Witch class for OSRIC! In fact, one of
the coolest I’ve seen around. With a bunch of new spells. “The witch is meant
to cleave to OSRIC's source literature which contains few clerical archetypes.
In campaigns that lack clerics, witches can, to some extent, be substituted.
Alternatively, witches can work alongside clerics, since the two classes'
abilities do not necessarily overlap.” Definitely a class worth adding to the
roster.
“The Secret of the Wood of Dark Boughs”, by R.N. Bailey
Adventure for levels 3-5. Okay, this also has a convoluted
backstory (like the module in #19), but I feel it pays off, because it ties
into a mystery/investigation plot. I also dig the Scandinavian names and the
overall “folk horror” feel. The main hook relies on the party being good of
alignment and ready to help out unjustly persecuted people; but the
“local lord asks the players to act as arbitrators” can also work. Anyway, the
adventure presents the background not just as a text narrative, but also as a
timeline, so that’s definitely useful. Because there are a couple of “moving
parts” (the players, the fey agents, Brand the thief). A lot of important
details are included, like tactics for the fey search party and many NPC
writeups. There is a patch of wilderness and two dungeons/lairs. A big and
flavorful adventure! Very impressive.
“The Rat’s Meow”, by Darren Dare
A second adventure! This one is for 2e, for levels 3-4. It’s a small side-trek type thing, about a roadside inn overtaken by lycanthropes. It does the job, I guess? I feel that there’s only a certain amount of “the tavern keeper tries to murder the party” adventures you can do with a single group.
| Footprints #19, July 2013 |









