Wednesday, June 17, 2026
[Dungeon] The Shining Hexahedron
Thursday, May 14, 2026
Dirty door tricks
Doors, the lifeblood of the dungeon, or something. They show up all the time in our fantasy dungeon crawling games, yet are often underdescribed. Most of the time, it doesn't matter much. But there are a couple of question that come up during play, and you as the Referee might find yourself stuck. Quick ways to deal with this:
Which way does the door open?
Often, this is not specified neither in the key, nor the map. There are a couple of quick ways to improvize this:
- Towards the room with the higher number on the map… (e.g., the door between rooms #12 and #14 opens towards #14) [my preferred way]
- Flip a coin, roll a dice for low/high, even/odd = inward/outward
- Of course, if you have the time, consider what makes sense: if the dungeon builders/denizens want to barricade the door, then barricades only work in the room the door is swinging towards. If they want to rush out quickly, it's better to have the door swing outward. Etc.
The same
can be done for the dreaded “where are the hinges on this door” question.
And here's a d10 door table:
1-3 door swinging inward
4-6 door swinging outward
7 door sliding left
8 door sliding right
9 door sliding up
10 door sliding down
How hard is it to break down a door?
Breaking
down a regular door takes 1 turn, via a non-modified check.
For every
extra descriptor in the adventure key, breaking down the door takes +1 turn or
there is an increment penalty on the check. “Wooden” does not count towards
this.
So, “reinforced
wooden door” = “metal door” = 2 turns/-1 on the check. “Reinforced metal door”
= 3 turns/-2 on the check.
That's it, just wanted to note this stuff.
PS: a bunch of door-themed random tables over at ktrey's blog
Thursday, April 30, 2026
Mask, Number 28: The Dungeon Mask
This shiny black
but amply scratched visor-like half-mask covers the eyes, ears and nose.
The Dungeon
Mask completely overrides the wearer’s senses. The wearer feels as if they are
transported into a stylized dungeon – all magenta, cyan and yellow against a
black background. Numbers and icons float in the wearer’s field of view,
displaying Lives (3), Ropes (2), Weapons (2), Level (1) and Score (0).
The Game starts here
Follow this algorithm:
2. Resolve the Area OR Take alternate route (roll again) for the price of Level x 50 from your Score (if this would bring
3. If the Area is Stairs, safely Exit the game OR go to the next Level
4. If Lives are at zero, reset Lives to 3 and bounce back to the previous Level
5. Go to Step 1
Unsafe Exit: At any point, the player can crash out of the game to escape.
Areas:
1 Pit. A wide chasm. Roll d6 over the
current Level or discard Rope to pass. Lose 1 Life on failure.
2 Swinging Trap. Roll d6 over the
current Level or lose 1 Life.
3-4 Monster! Roll d6 over the current
Level. Discarding a Weapon grants +1 (can be done after the roll). Failure: -1
Life and no reward. Success: add Level x 10 to the Score, roll d6 the Treasure
table.
5 Ancient Altar. Your next d6 roll is
automatically a 6.
6 Boss Monster! Roll d6 over the
current Level + 2. Discarding a Weapon grants +1 (can be done after the roll). Failure:
-2 Life and no reward. Success: add Level x 50 to the Score, roll d6+2 the
Treasure table. The next Area is automatically Stairs.
7 Stairs. You can go to the next
Level OR safely Exit the game (tally Score and go to the Hall of Fame).
8 Secret Room! Roll d6+2 on the
Treasure table.
Treasure table:
1-3 None
4 Add Level x 10 to the Score
5 +1 Weapon
6 +1 Rope
7 Flamethrower (+6 Weapons, knowledge
of the location of a magic weapon for the player character in the outside world)
8 The Holy Grail (+6 Lives, knowledge
of the location of a healing spring for the player character in the outside world)
During the delve, the mask’s facial expression changes from calm to a tortured grin to reflect the number of Lives the delver has left.
Hall of Fame:
GOOBER 999999999 (who the hell is this
player? Are they stuck in the Dungeon?)
OZZY 3500
DYSON 2220
NERD66 1500
GLAXOR 660
BOOBSZ 300
Post your
score in the comments to be added to the Hall of Fame!!
I was
tagged by Jenx; I tag ktrey!
Update: of fuckin course ktrey came through with a full d100 table of magic masks :D
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
Monday, March 16, 2026
Twenty-one eldritch dungeons...
- The Belly of Gargantuel (mini-dungeon inside the rotting carcass of a sea monster)
- The Chaldean Archives (30 minute dungeon, set in Assyrian ruins)
- The Golem Master's Workshop (30 minute dungeon, fun "haunted house")
- Temple of the Berserkers (minimalist OD&D fantasy adventure!)
- Outpost of Stone & Silver (OD&D/Delving Deeper science fantasy adventure!)
- Maze of Amazement & Death (minimalist OD&D/Delving Deeper dungeon, 61 rooms!)
- Bloodsoaked Gem Caverns (system-agnostic OSR dungeon, set in an abandoned mine!)
- Cave of Trials (a prehistoric initiatory dungeon for OSR games!)
- Nest of the Circuit Roaches (small system-agnostic OSR sci-fi horror dungeon!)
- Parallel Dungeons (a dimension-shifting OSR adventure, three dungeons in one!)
- Temple of the Forgotten God (16-room OSR dungeon, written as a 1-hour exercise)
- The Bleak Corridors (15-room OSR factory dungeon with a steampunk/victoriana vibe)
- Oracle of the Laughing Prophet (small 6-room lair)
- Delver's Delight (ongoing megadungeon thing, currently 3 levels completed)
- The Red Bastion (15-room OSR dungeon, the map from my GIMP mapping tutorial keyed)
- Hole of the Goblin King (hand-written one-page dungeon, OSR)
- The Dark Keep in the Snow (snowed-in yeti monastery, OSR dungeon)
- Secret Hide-Out of GLAXORZIS, that Sorcerous CREEP! (minimalist 3-level OSR dungeon that fits in a pocketmod)
- Underground Station, Long Abandoned (OSR science fantasy, post-apoc, abandoned subway hub station)
- Wreck Worship (a sea & salt themed cult dungeon, OSR)
- A Single Tomb, Unplundered... (Egyptian-style tomb adventure, for OSRIC)
Saturday, March 14, 2026
[Dungeon] A Single Tomb, Unplundered... (Egyptian-style tomb for levels 4-6)
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.
Sunday, November 16, 2025
Two of my dungeons in action
"Its really quite funny how two simple dungeons have led to nearly 10 sessions worth of play so far. Our next session will see an Undead Army of Berserkers (controlled by the PC’s, or so they think) going toe-to-toe with a small army of Gnolls."
So, let us all wish luck to the party on their path to becoming the baddies as leaders of an undead army!
![]() |
| "Comus" by Arthur Rackham |
Tuesday, September 23, 2025
Monster generator spark cards
|
1.
Ooze |
acid, rust,
pseudopod, subdividing, natural, lab-grown, medicinal, (a)morphing, mutating |
|
2.
Skeleton |
mausoleum, holding
shit, bone weapons, femur, teeth, display, pirate, giant, monster,
necromancy, skeleton key, grave robbing, tomb |
|
3.
Fungus/Plant |
flowers, seeds,
pods, tendrils, roots, crawling, stationary, fluorescent, growth, poison,
psychoactive |
|
4.
Robot |
laser, prosthetic,
tracks, lights, hologram, armor, clockwork, steam, replicant, android, mecha,
production |
|
5.
Lizard |
scales, amphibious,
rainbow, reptiloid, swamp gas, thunder, toad, prehistoric, conspiracy,
rending claws, running |
|
6.
Ghost |
immaterial,
haunting, fear, hunger, bound, eerie, screams, want, swamp, chains, murder,
fog, treasure |
|
7.
Parasyte |
symbiotic,
infectious, mind control, autonomous, slow transformation |
|
8.
Octopus |
tentacles, floating,
sepia, ink cloud, grabbing, reef, alien, weird, unsettling, slimy, suckered,
jelly, genius, mastermind |
|
9.
Elemental |
air, fire, earth,
water, outer planes, transformation, void, harmony, balance, alchemy,
philosophy |
|
10. Avian |
wing, shriek, egg,
flock, claw, migration, dive, beak, nest, sky, plumage, navigation |
|
11. Beast |
tail, sentient, cub,
mythical, bipedal, fangs, armored, quadraped, uplifted, horns, tribal,
magical, camouflage, mutated, hoofs, armed, nocturnal, centaur, cryptid |
|
12. Psychic |
mind blast, oracle,
clairvoyance, hypnosis, telekinesis, voice, illusion, pyrokinesis, vision |
Quick examples:
BEAST +
ELEMENTAL = a tribe of fire-worshipping pigmen
PSYCHIC +
AVIAN = giant bats that navigate using telepathy
OOZE +
PARASYTE = jelly that replaces a humanoid’s brain and spinal fluid
FUNGUS/PLANT
+ OCTOPUS = a tree with lots of grabby roots
GHOST +
ROBOT = a malevolent gremlin that possesses machinery
SKELETON +
LIZARD = dinosaur on display in museum reanimated
Friday, June 13, 2025
Piles of Downloaded Files... #3: more treasures from the Unsorted folder
I’m reviving my old series, Piles of Downloaded Files, in which I delve into the bottomless Unsorted folder of RPG-related PDFs. See the previous installments under this tag.
Micromaiden Spirit Grid by Evlyn Moreau
It is a
two-sided pamphlet dungeon, with Evlyn’s trademark art. One side has the map of
the dungeon, which is a complex semi-anthropomorphic computer circuit. Each
node gets a title and one or two keywords (for function/condition), e.g. Cyber
Maintenance Unit [In Use] [Possessed] or Sensation Module [Patched] [Cyber
Fauna].
It is evocative, but definitely a toolbox. I feel you need to get into a specific mindset to be able to fit all this together – but then it can provide a super interesting game world. I’d love it if someone made a computer game with the art from this pamphlet. A top-down dungeon crawler of some sorts.
Link: https://evlyn.itch.io/micromaiden-spirit-grid
Salo’s Glory by Glynn Owen Barrass
I used to subscribe
to the Stygian Fox Patreon. This was one of their monthly adventures, back in
2020. It’s a Call of Cthulhu 7e scenario… IN SPACE! A megacorp sends an exploratory
vessel outside the Solar System. The scenario goes for that sci-fi horror vibe
that you get in the Alien franchise, like in the comics. Hell, it has stats for
power loader exoskeletons! It also comes with quite good floorplans for the
space ships and shuttles – definitely a reusable resource for any sci-fi game.
The adventure
is written in the usual CoC style: lots of text, not skimming-friendly. But
overall, it feels like a solid offering for CoC/Mothership/Alien RPGs.
Bonus mystery entry!
“original-colony.pdf”
is a single-page file. It’s labeled “Original Drawing of the Ant Colony”. And
it has a side-view section map of an ant colony. Pretty good map, I gotta say!
Reverse image
search leads to a Something Awful topic I cannot access.
However,
next to this file in my folder, I have:
Percent in Lair: Ant, giant by Justine Rogers / Angrymog Games
Turns out,
the colony map was made for this project. This is a 10-page-long brainstorm on
Giant ant colonies in fantasy adventure games. It contains the aforementioned map.
Adventure hooks – why are we delving into an ant colony? And all kinds of Giant
ant variants. Weird ecosystems, fungi, psychic ants, gem-encrusted ants… This
is actually not bad!
Link: https://www.drivethrurpg.com/en/product/150281/percent-in-lair-ant-giant
Thursday, June 12, 2025
How I prep
So, how do I prep?
First, I stock up on weapons, ammo, first aid essentials, canned and dry goods. Next, I transport it all into my rural fenced-off compound and store it in my underground vault. Then I post a shelfie on the survivalist forums…
What?
Oh, this is about RPG referee prep.
Sure, here are a couple of disjointed ideas. I don’t have a system and, well, just don’t run games regularly enough nowadays, but when I do, I like to do as many of these as possible.
I’m only covering pre-session prep here, not campaign prep.
- I write a lot of random game content, adventures, random tables, etc. So before a session, I check back to see if there is anything useful or relevant or something I just want to try in my archive.
- I run 75% homebrew stuff, 25% published modules.
Notetaking, general:
- I often make flowcharts and relationship matrices. I write out important factions, NPCs, locations, McGuffins and draw lines and arrows between them, note their relationships or connections. To me, this is the best way to organize info.
- If the adventure has a monster summary, I print that out. If it doesn’t, I try to make one. Stats & special abilities on one page, so it’s all in one place, no need to look it up in the module or the bestiary.
- I might do a condensed key for dungeons. But that’s pretty time consuming.
- Print out the map separately! It also helps to annotate the map, add notes about room contents, etc.
- I like re-drawing maps. Esp. for bigger dungeons. You memorize the layout and note interesting things for yourself, AND if you run an online game, this can double as preparing a VTT version of the map.
Pre-session prep for ongoing games:
- Check notes, curse yourself for not taking better notes.
- Any dangling threads or cliffhangers that require resolution or extra thought? E.g. a character was bit by a werewolf, how do we handle this, setting-wise and also rules-wise (see next section)? An enemy ran away, are there consequences? Any restocking needed Is there anything that might come back and bite the players’ ass?
- Rules-wise, are there any complex situations that might come up? E.g. aerial combat, underwater adventuring, chases, mass combat, anything that I need to look up the rules for or make rulings on.
![]() |
| Pondering the moldy tomes |
Searchers of the Unknown - pocketmod version
Searcher of the Unknown pocketmod PDF for printing
Sunday, June 1, 2025
[Solo] The Prussian Infantry Marches to Carcosa, Turn 3: Dinner Invitation
Continuing the adventures of the Prussians on Carcosa. See Turn 1, Turn 2.
The Detachment:
- Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
- Brother Paul, Augustine monk and scholar
- Dr. Krowitz, field surgeon
- 20 disciplined Infantrymen with muskets
Turn 3
Day 2, dawnLocation: Hex 0410, ForestWeather: 7, NeutralEncounter: 1, Daytime: 58, 3 Mummies. Party surprise: 1, yes. Encounter surprise: 1, yes. Encounter distance: 100’. Encounter reaction: 7, Neutral
Soundtrack: "Mummified Fragment of Everyday" by Zofie Siege
With sunrise, the blackness of night first shifts into an indescribable blue iridescence, then into a purple haze. Light filters through the black leaves. The infantrymen lay wrapped in their cloaks, huddled together for warmth.
Four sentries sit, leaning on their rifles. The last shift was trying, the alien forest full off invisible insects and bizarre whispers. But they persevered – driven by discipline… or fear?
///
But something else stirs in the forest.
Three dark, gaunt, sickly thin figures stalk between the trees. Their joints seem bloated, yet their movements are fluid. Ribbons and thin veils float behind them. Their gazes are trained downwards. From time to time they examine the leaves of certain trees.
Sunday, May 25, 2025
[Solo] The Prussian Infantry Marches to Carcosa, Turn 2: Prussians in the Mist
The Detachment:
- Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
- Brother Paul, Augustine monk and scholar
- Dr. Krowitz, field surgeon
- 20 disciplined Infantrymen with muskets
![]() |
| © Helene Schmitz. Alabama Fields. Digigraphie, 108 x 134 cm |
Turn 2
Day 1, dusk to nightLocation: entering Hex 0410, ForestWeather: 7, NeutralEncounter: 11, None
Soundtrack: "Aqua" by Edgar Froese
Wednesday, May 21, 2025
[Solo] The Prussian Infantry Marches to Carcosa, Turn 1
The Detachment:
- Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
- Brother Paul, Augustine monk and scholar
- Dr. Krowitz, field surgeon
- 20 disciplined Infantrymen with muskets
How I play:
Turn 1
Location: Hex 0311, WastelandWeather: 7, NeutralEncounter: 11, None




