Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them?
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Saturday, March 29, 2025
The Evil Ones
Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them?
Sunday, September 22, 2024
Happy Accident - Fiend Folio times 2!
I made a point of getting Nathan physical copies of the D&D 5e rules. He has two different groups that play and it would be dumb if they couldn't do that due to an internet outage, lost computer, or other silly problem.
Mechanically, 5e is very different than AD&D or any version of B/X but the lore remains largely the same. Drow are Drow, Goblins are Goblins, and so on. Sure some people would like to change that for everyone but once you put an idea out there, good luck changing it.Wayback in 2019, I had a campaign where elves and humans were hostile to one another. I couldn't sell it and no one bought it.
Once an idea is out there, forget about changing it."Is that a Githyanki?!?"
Sunday, January 1, 2023
#CharacterCreationChallenge - Rules Old School Essentials - Magarven the Mad (Drow, 9th level)
Since I have gone all in on Old School Essentials, I decided to start with a long-time AD&D character that I converted to OSE. His name is Magarven and he is a 9th-level Drow. I think I have uploaded an image of his stats, but I have adjusted them to be more in line with my current campaign.
Long ago, The Demon Core played a part in creating the world as it is now. The Earth of Old fell, in part due to the force of and like The Demon Core.
"They brought The Demon Core, blood hexes, and shells.
“Desperation rose within us, fanned by orisons, curses, and automatic fire.
"You tell them we stood.
Lolth knew that no mortal should possess such terrible power. Magarven had already plumbed The Demon Core's power and was going to give it to her. All 23 kilotons of nuclear death so he could rise to take her place. There was a brief conflict as Lolth brought all her powers against Magarven, even going so far as to invoke the Weavers of Fate to erase Magarven from existence.
Taking Stock - Part Two - The Reality With a Preview of Things to Come
As you can probably guess, I am really excited about Old School Essentials. It's an OGL product and they have a handy instruction page right here. So this year, I will be looking at all of my products and reworking them into OSE-type products.
Two of my works are perpetually frozen because they are too specific or too generic:
1. The Hex Pack is too generic to rework in any meaningful way. It is what it is, a pack of colorful hex templates. It cannot change much, if at all. Unless someone asks me to change something, I won't.By the way, this title was changed based on feedback from a single person, so by all means, mention your needs. I do like feedback.
2. My Character Sheet for AD&D is linked specifically to Unearthed Arcana. The charm is that it's a scanned image of a character sheet created in the 80s. It is immune to change.
Because they cannot change, I gave them their own little corner to the left side of the blog.
That leaves my other 4 works that I would like to revamp. These are the two rule-agnostic mini-settings, Kobold's Folly and The Compass Rose Inn. These two don't have to change so I have also given them a less prominent spot on the left. I would like to flesh them out into actual modules for OSE.
My first book should also get the OSE treatment, Zero to Hero: Uncommon Commoners. Ironically, it was written before I saw Old School Essentials. The professions listed in it are almost a verbatim match for the list that appears in those books. Realistically, it just needs editing down and to conform to the ability check mechanics as per those rules. Easy to say, but a rather lengthy project in execution.The last title, The Swashbuckler Character Class bothers me. I am tempted to delete it. It is too heavily based on AD&D 1e, it is less than useful for B/X. Altering it would be like polishing a turd.
I also have a couple other ideas. First, I am going to sit down and play some games. I have OSE, Battletech with some nice figures, and a couple of others I would like to feature here. Assuming I can get in the swing of this, I should have time to produce other content.
Second, I have recently acquired a 3d printer. I need to learn how to produce models using it, mostly to supplement my games, but also to produce products to sell. I might be doing terrain, robots, cars, characters, etc. I have no idea what I am doing, so we will see what happens.Speaking of other content to sell, my OSE campaign will feed into a completely new project.
Currently, I am reading a series of books called: A Handbook for Travellers in Northern Italy. It comes in 3 parts, northern, central, and southern Italy. Not only is it in the public domain, but it was also written in a strange time period before Italy unified into a single country. It was published in the mid-1800s, so it was only accurate for a decade or two. The editor goes out of his way to mention the publisher indirectly and never mentions his name or the names of the writing correspondents.
This gives the whole thing a very odd but familiar vibe. Here are 3 books about a place we all know with passing familiarity, but it gives details that are not current, accurate, or even the whole story. On purpose... Probably because the publisher and editor realized the world was changing too fast to be a useful reference and didn't want to slap their names on it. They hide this with an air of humility.
It sounds like a D&D module. Theoretically, all modules exist within your homebrew campaign world with references to the goings-on of people who you don't know, but also theoretically exist in your campaign world.
I hope to use these three books as a framework to produce modules and a campaign book for my homebrew campaign. It would come in two parts, a lore book which is directly modeled on those old handbooks of Italy, and the campaign book which would reframe the lore into specific modules and setting details that DMs with find useful.
The funny bit is this stuff almost writes itself. Where the real-world handbook is cloaked in humility to sell copies, my version is written by an evil, selfish person working on heavy self-aggrandizement. As a sample, I offer the preface of this work:
Volume One
PREFACE TO THE SEVENTH EDITION
═ ═ ═ ═ ═ ═ ═ ═ ═ ═ ═ ═
The length of time that has elapsed since the first publication of this (1274) Handbook has made many additions and alterations necessary. The extension of roadways, trails, and ferries in several nations of the Northern portion of the Peninsula, important changes in the distribution, and descriptions of several Routes became indispensable. Some new Routes have been added.
It has been the Editor’s endeavor to render this New Edition as a complete guidebook of the region that it professes to describe, as Drowishly possible; in doing so, I, Magarven the Great Traveller, must acknowledge my obligation to numerous kind Correspondents, Spies, and those who I have lavishly interrogated on numerous occasions, who have transmitted to me valuable, practical information for the purpose. These lesser people and contributors, second always to me as the Great Traveller, allow the author of this work to claim perfection. I must solicit from those who use THE HANDBOOK FOR TRAVELLERS IN THE NORTHERN PENINSULA, any additions, or forsooth, corrections, founded on personal experience, they may be able to transmit to me or any information generally of a practical character, useful to travellers on the Peninsula. Assuming, of course, that they are more correct than I am. Which is unlikely.
I, Magarven the Great Traveller, the Editor Extrodinare of this work think that it is proper and just to leave out the name of the author who penned the first edition of The HANDBOOK FOR TRAVELLERS IN THE NORTHERN PENINSULA. That lesser person has had nothing to do with the six subsequent editions, except as regards those portions which were appropriated and rewritten, to an exceptional standard, through the hard work of myself and perhaps the few minor and lesser contributors who I have righteously selected as better correspondents than the original hack.
I warn the reader that any mistakes or misinterpretations of this guidebook must be attributed to the scribes or a failure of the reader’s intellect. As mentioned before, this is My greatest work, a simple and humble Perfection.
Porto di Nazza, Juno, 1361
2023, I hope will be a very good year. While I doubt I will be able to meet every goal I've listed, having them spelled out will help me attain a couple of them.
Wednesday, November 30, 2022
New Project - New Direction
In this case, I am starting with a massive idea and breaking it into chunks that might not be obvious from the outset. The main idea of this campaign setting is romanticism. The Peninsula of Plenty has many locations, cities, towns, kingdoms, and other places that will be described in detail by an in-universe author name Magarven the Mad.
Magarven, although crazed, has a pretty good handle on what is happening in his world. It is an era of peace and prosperity at the largest level, which does not preclude mysteries and conflict at a local level. For the most part, this campaign world has left the medieval age behind. He has stumbled on the idea of describing what is happening with imperfect information. Or more correctly, information he has not validated but wants to be true. He is operating from his ego over his guts. He wants fame for bringing knowledge to the masses. He doesn't see any possible harm because he believes this one volume of books accurately describes the world. It does but only poorly.
You might guess correctly that I am a history major. This process occurred in various parts of the world back in the 18th century and peaked in the mid-1800s. It spread from Europe to Russia and to both North and South America. This was not exactly a peaceful era, but romantics often portrayed it as such. This was really not a good time to take a romantic perspective or a good place to evoke powerful emotions. Emotion and feelings took precedence over logic and facts, which had a dreadful effect on historiography and the natural sciences of this era. People were basically making their own rules and creating their own version of history which was radically different from reality. As all of this was taking place, things were falling apart.
In writing as he does, Magarven is actually sending people with torches and weapons to marvel at the wonders of a world made of powder kegs.
Monday, November 28, 2022
New Project - Meet the Author
Virtually all of the races found in the D&D game books appear in this one place. However, some are just visitors to the main continent.
I have many oddball characters running around. One of them is Magarven the Mad. He is a Drow in the same vein as 1e. He is obviously evil (or chaotic) and were it not for his flaws, he would be dangerous. Early in his life, he made a name for himself as an adventurer. He loves fame. He will do anything in pursuit of it, including casting himself as a heroic explorer.
The reason I mention him is, he is the author of a handbook to my game world. In reality, I am modeling this book on many of the works produced in the 1800s by romantics touring Europe in search of something... romantic. Except, this Handbook is written by a madman.
This project will be a two-parter: The Handbook of Lore and Background written from an in-universe perspective, plus the second matching book of adventures and events that DM's can plug into their world. The Peninsula is divided into many nations and city-states, so a game master is free to carve out a tiny piece of their map to plunk one or more of my bits.
As you can tell, Magarven (and myself) have grandiose plans, as this book is "Volume One". As I work on this, I will share little bits of lore and perhaps a mini-adventure or two.
I plan on making it my first item for sale on DriveThruRPG. As a flesh out bits, I will share them now and then. If it seems well received, I might even attempt to do a print copy instead of PDF.
Let me know what you think.
Monday, November 7, 2022
Prepping A New Project
I have a handful of ideas in mind for new projects, hopefully, to offer on DriveThruRPG. This one requires a lot of stippling and some digital magic which means I need to start practicing now. The interesting thing about prepping is the samples I produce as the practice often don't look anything like the imagined project.
For this item for example:
Obviously, it is a spaceship in the theme of Star Smuggler. My project requires a fairly large map of a landscape so it is a conceptual mismatch. The other item I am working on could end up as framed art. Again, it doesn't remotely look like a map.
But there is a method to the madness. I don't want to work on landscapes or maps while practicing so I don't burn out in the middle of a large project where I need to produce a large landscape map.
As far as digital magic goes, I started this portion last year, before this new map idea came to mind. That was a simple test of my digital abilities, removing and then adding text to a series of extant images.
These are the tiles for Star Smuggler. The original set came with a series of tiles that required flipping one tile upside down to create a planet. I flipped the images, removed all of the text, healed the background of that text, and added new text to replace the old text. They came out pretty nice, but once I was done, I noticed that my healing of the background image looked different than the original, so I had to repeat the process to get a complete set of matching tiles.
A lot of people have created their own world tiles for Star Smuggler, but I have never seen anyone use the original art. You can check out some nice ones on Board Game Geek in the link. These are very slick and modern looking as opposed to the 70s or 80s look of my copies.
(I'm sorry, but due to the distro notices on this game, I can't share my files. Mr. Sustare didn't get paid for this game but has graciously allowed the above websites to produce digital versions of the game. It seems fair enough to me. If you know Mr. Sustare... maybe you can get us in touch so I can ask permission or give him the files to post. It's not really mine so they need a good warden.)
So, what is this project? I have a B/X/AD&D campaign world that has 40ish years of history and I would like to see it in print. The first part of the project is the map of The Peninsula of Plenty. It is a vast area that does not lend itself to hex mapping.
In this world, there are many strange things. For example, there are magical rail lines, newspapers, and consumer-grade magic items. I have reporters, treasure hunters, and historians of great renown populating the world. Magarven is the Peninsula's most outrageous self-promoter believing himself to be all three. Take a look at his Last Polyandrion, a map of a magical edifice of unknown meaning and purpose.
I imagine that Magarven would very much like everyone to know what a smart and well-traveled Drow he is, so I would like to publish a series of books by him. This series will have an in-universe perspective and would contain 9 or more volumes. The collection is rules agnostic as it will be a traveller's handbook to the Peninsula.
The reader would rapidly come to the conclusion that Magarven the Mad is not all there. As The World's Most Popular Drow, one who embraces both his heritage and fame, he will do or say anything to perpetuate being a hero when he is not. He is clearly not at fault when his human fans disappear, he has no idea where they went, and tales of sacrifices to Lolth are completely out of bounds. She was never a demon queen. How unfair to speak such untruths.
Saturday, September 28, 2019
The End to War
My last post was The Prelude to the End of War. In this post, the story comes to its conclusion. As the Combine forces retreated from the Capital, the Emperor was able to shift forces and bring in fleets with supplies. For a few days, it looked as if the Empire would only have to deal with the economic devastation of losing a third of their slaves. How wrong they were.
The real reason for the withdraw of the Combine forces was new combatant. Just 30 miles away from the Capital, the Combine forces were bottled up by a new invaders, the Drow. Instead of coming through the mountains, they broke through from underneath. The breech was a location called the Web of Lolth, a cave system in the Chalice Mountains. The Combine was now beleaguered by the dark elves, fighting a retreat to their walled cities all across the Peninsula.
The Capital utilized the break in combat with Combine to resupply their coastal cities and rearrange troop deployments. The Drow were a land locked opponent, unlike the Combine. The Empire was able to bring in their fleet to assist with the massive resupply effort. Over the next ten days, the Capital was as strong as it ever been.
Both the Empire and Combine forces found the Drow to be a threat unlike anything met before. Their eldrich powers challenged every dwarf, elf and legion on the field of battle. While they couldn't breech the walls of the peninsula's cities, the Drow trapped every force behind walls, and the world darkened and closed in upon the besieged.
Finding itself hemmed in again, the Capital planned a desperate, possibly suicidal mission. The 3rd and 12th legion launched a rare nighttime attack on the Drow. Shocked and surprised by the human tactics, the Drow lines were shattered and a large contingent of humans broke out of the capital. The Drow closed the breech and sent a 1000 elf force after the escapees.
The Drow pursuers were outnumbered ten to one, but they were expecting to slaughter noncombatants. The thousand found that they pursued not a raft of human refugees, but an rag-tag auxiliary force. Of the 10,000 men, women and even children, there were 400 battle hardened veteran troops supported by over a hundred spell casters of every stripe. After a few brief clashes, the Drow settled in to gather intelligence and dog the auxiliary force until reinforcements arrived.
They discovered two things. First, this rag-tag band was drilling daily, hardly covering just 6-12 miles a day. The Drow laughed as these green troops played soldier. Clearly, aside from the veterans, the average auxiliary had no battlecraft. Even more comical, human prisoners revealed that this force was seeking the Web of Lolth itself. If the humans were going to walk into the Demon Queen's webs on purpose, then the Drow would be happy to let them in.
The Drow shadowed the auxiliary forces for three weeks, gently guiding the humans to the caves where the Drow had emerged on the Peninsula. The humans finally reached the mouth of hell, the opening to the demon Queens realm. The Drow now outnumber the humans 3 to 1, but the foolish humans arrayed themselves as if they were a true legion, not citizen farmers on a mad adventure.
On the morning Last Day of War, the humans deployed, trapped by web of Lolth, the Drow army on their front and the recon force and mountains behind them. Battle was joined in the late afternoon. By dusk, the humans had inflicted negligible losses on the Drow while losing a third of their force. Instead of breaking and routing, the humans lit fires and lamps against the night. The Drow howled in laughter as the humans readied themselves to break into the dark kingdom's web by night.
As twilight faded to dark, the humans began their assault on the Web of Lolth. Truly charmed by this obvious folly, the Drow sent 7000 troops out to flank the humans and keep them moving forward into the Web of Lolth. To their delight, the humans obliged them by pressing forward.

The Empire's archers and slingers were armed with strange ammunition. The Empire had created hundreds of sling bullets and arrows with a tiny, natural resin ball encased in clay. Each of these resin balls had a continual light spell cast upon it. When the missile impacted, the clay broke, allowing the blinding light to saturate the area. The resin balls bounced and caromed around the battlefield, confusing and confounding the Drow.
Smashed back into the caves, the Drow cursed the evil, tricky humans. Dazzling light flashed and swayed in the confines of the cave, denying the Drow their superiority in darkness. Worse, mages unleashed fireballs and lightning within the closed spaces. Not only did this crush the Drow attempting to resist, it had a tendency of driving the glowing resin spheres deeper into the caves, clearing a path to the main vault. The humans were able to seal the entrance to the cave and hold off the 7000 Drow, now trapped outside.
Lolth, if she was there, fled to her supernatural realm, leaving her children blind, burned and dying.
As the Sun rose, the humans turned to finish off the Drow outside. News of the defeat of the Drow at the hands of the Empire terrified the Combine leadership. A new age of peace through fear and terror descended on the Peninsula.
One final tale of the End of War needs to be told. The Combine had a secret weapon of their own, a second sword called Dolorem. The weapon was a prototype to the sword Liberty, and like it's brother, it has a common name: "Sorrow". Rather than unleash this weapon on the Empire, the Combine decided to hide it away. However, the Halfling King made an impassioned plea to be given the weapon. The Combine denied the request only to find out that agents of the Halfling King had stolen it.
The weapon was never brought to bear on the Empire or used to kill humans. Instead, a special tragedy transpired among the Halfling King's own house over the use of Sorrow.
In the next few days, the tragedy of Sorrow and its loss will be told.
Wednesday, September 25, 2019
Magarven's Last Polyandrion
Something about them raised his alarm and he went no further. He ordered his men to begin excavation along the sides of the entry way. He ordered that the tunnels be no larger than the blocks that the tomb was made of. They began the western side and progressed to the western oval vault when he oddly ordered them to stop.
Magarven entered the new tunnel, inspecting the block walls from the outside. The workers heard him casting spells as he went. When he was done, he roped off the entrance behind him and repeated the casting inside the main hallway. Bored and unneeded, his crew left for the day.
In the morning, Magarven was found lying on the bed, with his map. He had marked off odd diagonal lines through the blocks of his diagram.
"It's broken. All is broken," he muttered. "Enter no more, if you value your life."
His command was followed for a few months, until it was obvious that he would not return to complete his work. A local thief and mage were brought in to explore the tomb. Armed with his map, the mage determined that the diagonal lines were paths of magical force. When the thief took a turn at the map, he decided he, too would not venture past the strange works (M) in the middle of the hallway. His rationale was that if the great Magarven would not cross that point, he wouldn't either. Nothing indicates what is wrong with the space.
Unlike other weird tales, Magarven is not accursed, mad or dead. He merely refuses to speak of his Last Polyandrion. He has taken to writing of his adventures that lead him to the Polyandrion, telling his followers and fanatics that the last chapter will explain the mystery.
As yet, items B through N-sub-2 have not been described and the last handful items at the end of the hall are a complete mystery.
Monday, August 12, 2019
Posts for Lettering and Logos: Gemstone IV Game
If citation is required, you may mark them as the work of "Magarven the Mad", the fictional creator. These maps are based do the style of Dyson Logos, found at Dyson's Dodecahedron.
Saturday, August 10, 2019
Runestaff Collection for Gemstone IV
He first is a blackened orase runestaff, which is +20 and ensorcelled.
The second is a deringo runestaff that carries two different enhancements. It adds +2 to my mana and +6 to Dexterity. It has an odd bonus of +14. It is currently fully charged.
The third is a baby blue kakore runestaff, which adds to my mana regeneration. It is also ensorcelled. This one has bonus of +9 and flares with fire.
The last and most recent discovery is a banded faewood runestaff. It does not appear to have any special statistics other than the +20 to defense.
Pretty soon I will need a golf bag for all of my staves.