Turning Magic Cards into OSR Monsters

This was a fun project that pulled inspiration from a number of places. First, in
my last two campaigns I turned MTG land cards into hex maps. I love the art in
Magic and it provides such great inspiration — my next project is a series of
TikToks using random land cards to build a world. Second, at a creator meet-up
someone had codified MTG keywords for Mörk Borg. Third, I really want someone to
make a TCG version of a TTRPG. But also, please don’t. I’ll go bankrupt.

Intro aside, the tool’s below and everything after it is how it works.

Draw a few and you’ll spot a pattern: while these are perfectly plausible
monsters, they’re sometimes a bit too strong or weak for their level. They
average out fine, but you’ll find the odd three-drop that swings like a level 5,
how loose it gets depends on the stat.

See the Pen MTG TTRPG Monster Creator by Gregory (@worldsbywally) on CodePen.

I actually think this is a feature and not a bug. There are a few reasons it
happens: keywords that let you cheat a creature out early (Convoke, Affinity,
Delve) leave it underpowered for its printed cost, and multicolour cards run a
bit stronger. Both are exactly what you’d expect from a Magic card, so I decided
not to over-correct for either.

The core stats

The most boring way to look at a monster is its AC, HP, attack bonus and damage.
That’s where I started. Magic gives you two numbers for this; classic TTRPGs use
four.

I did some analysis to find the averages by level in both, then built a
transformation mapping average power by mana value onto average attack bonus by
level, and the same for toughness onto AC. That gave me two formulas:

Attack bonus = card power
AC = 11 + toughness/2 (round up) + Dex adjustment

The attack one genuinely surprised me. There is no transformation. Card power
climbs +0.82 a level; the attack bonus of a real monster climbs +0.71. Magic’s
cost curve and an OSR threat curve are, near enough, the same curve. I tried some
more complicated ideas before realizing that using it exactly as-is worked best.

AC was the opposite. Toughness climbs +0.79 a level where AC climbs +0.36 —
almost exactly double. That means raw toughness is simultaneously too low at
level 1 and too high at level 10, which no amount of adding a constant will fix.
It had to be halved.

For HP I found it’s roughly 4.5 per level, so that’s the base, plus Constitution
scaled by tier, since I wanted Con to actually matter at high level. Damage and
number of attacks came from the same kind of look at averages by level.

The next set of adjustments came from the colour pie.

The colour pie

Magic is built on ally and enemy colours, and colour tends to define a card’s
abilities and archetypes. We could debate endlessly how to map this, but I
decided to put the stats on the colour pie in between the colours:

    W --- Wis/Int --- U
   /                    \
  Con                   Dex
   \                    /
    G                  B
     \                /
      -- Str --- Cha --
              R

Reading around the wheel: White–Blue is Wis/Int, Blue–Black is Dex,
Black–Red is Cha, Red–Green is Str, Green–White is Con.

Then each colour votes: its two neighbouring edges go high, and the edge
directly opposite, between its two enemies, goes low.

ColourVotes highVotes low
WhiteCon, WisCha
BlueDex, IntStr
BlackCha, DexCon
RedCha, StrWis
GreenCon, StrDex

Add up the votes from a card’s colour identity: positive is high, zero is mid,
negative is low. Allied pairs stack their votes and come out spiky. Enemy pairs
cancel each other and come out flat. Colourless votes for nothing and sits on mid
across the board.

(White takes Wis off the shared White–Blue edge and Blue takes Int, so each ends
up with exactly two highs. Red, sitting opposite, dumps Wis on its own. Six stats
didn’t work perfectly with five colors.)

That told me which stats should be high, mid and low. Next I had to find what
those are actually worth, which got a bit more convoluted but ended up here:

LevelHighMidLow
1+10−2
2+20−2
3+2+1−2
4+3+1−2
5+3+1−2
6+4+1−2
7+4+1−2
8+4+2−1
9+5+3+1
10+5+3−1

The high and low numbers took the highest and lowest stat for each monster, then
the mode (most common) for the high, and the median (the middle) for the low.
The mid value is just the median across all stats for monsters of that level.

Unlike monsters in Pathfinder or D&D, OSR monsters mostly don’t derive AC and HP
from their stats the way players do. But I wanted to carry some of that theme
over, so each stat now pulls a real lever:

StatWhat it does
StrPicks the damage die — low, middle or high column for its level
DexAdjusts AC by its distance from the level’s mid value
ConAdds to HP, scaled by tier
Int / Wis / ChaThe best of the three becomes the casting stat

The Dex adjustment is deliberately lopsided: a creature gets the full bonus
upward but only half the penalty downward. Green dumps Dex, and without that
softening a 6/6 trampler was landing at AC 11. That just felt wrong, so I
adjusted it.

Creature types and keywords

The final layer adds abilities from creature type and keywords.

First, casters. Wizards get arcane spells, Clerics get divine ones, and their
casting modifier comes off the colour pie like everything else. Each gets one
random spell per spell tier it could reach at its level, and because they’re
rolled fresh every draw, pulling the same card twice shuffles its spellbook.

Then I looked at the most common creature types and keywords and started throwing
out abilities. That needed a couple of small formulas:

  • Ability DC = 10 + half level, rounded down
  • Area attacks (a dragon’s breath, say) = ⌊level ÷ 3⌋d8, minimum 1d8

Here’s a sample of what’s in there now:

TriggerAbilityEffect
DeathtouchDeathtouchFirst attack also deals 1d4 Con damage
TrampleTrampleOnce per turn on a hit, move to another target within near and attack at disadvantage
VigilanceVigilantOnce per round, strike a target moving into or out of close
LifelinkLifelinkRegains half the damage it deals
RegenerateRegenerateRegains HP at the start of its turn
DefenderDefenderDamage die steps down once, +1 AC
Double strikeDouble StrikeOne more attack than its level would give it
HasteHasteAdvantage on initiative
HexproofHexproofAdvantage on saves against spells targeting it
InfectPoisonDC save or take 1d4 damage of monsters best stat
Undying / PersistUndyingOn death, DC 10 Con save to return at 1 HP
DragonBreath WeaponExhales over double near, DC save or take the area damage
DwarfStoutAdds its level to its HP
GoblinWaryCan’t be surprised
RogueSneak AttackExtra damage against an unaware target
VampireBlood DrainDrains Con and heals itself

There are about forty of these now. Send me a note on other keywords and what you
think they should do, and I’ll consider adding them.

A couple of these are advice rather than mechanics. Abilities that let you cast
things faster — Convoke, Affinity, Delve — leave a creature small for its printed
cost, so those cards get a note suggesting you run them a level lower. The
discount is real and grows with cost: Delve creatures average 1.3 power below
the mean for their mana value.

The results

I haven’t playtested these yet, so I’m very open to feedback.

This is where that “depends which stat you look at” comes in, and it surprised
me. I plotted the mean and interquartile range by level for both attack bonus and
AC. The IQR is the distance from the 25th to the 75th percentile, and it does a
reasonable job of capturing dispersion. The two stats behave nothing alike.

Attack bonus lands almost exactly on the average but varies wildly. The
generator’s IQR is 1.90 against the bestiary’s 0.85 — more than twice as
wide. At mana value 7 the published monsters occupy a middle half of exactly
+6 to +6, no width at all, while the cards run +4 to +7.

AC does not do this. Its IQR comes out at 2.17 against 1.95, essentially the
same spread.

While untested, I think I like the variance. A monster with an attack a bit too
high or low, that fits the description better, feels right and leads to better
stories than a pile of monsters that are identical by level.


Magic: The Gathering is a trademark of Wizards of the Coast, which does not
endorse this tool. Card images and data come from Scryfall. Shadowdark is copyright of Arcane Library LLC, this post has no association with.

Fairy Tale Generator

I personally find few things as nostalgic as rolling on a table mid-session, whether for a random encounter, a piece of treasure, or simply a bit of inspiration when you’re stuck.

While building Sagenlund, I found inspiration in Pixar’s Seven Sentences structure and Forbidden Lands. I read and listened to dozens of fairy tales and built an entire setting around a simple idea: fairy tales have long served as warnings, but what if those warnings were a little more literal? What if telling those stories actually brought them to life?

That idea became the foundation of Sagenlund. Reality is malleable, shaped by the stories people tell. If a small village shares a tale, that tale gradually becomes truth, never giving memories the chance to become legends, or legends to fade into myth.

So far, I’ve used this structure to create three introductory adventures for Sagenlund, all of which I’ve run as one-shots. Eventually, though, I wanted a way to generate these stories on the fly—and a simple tool that would let me share the process with others. So I took those seven sentences and turned them into a mad-lib-style story generator powered by a series of random tables.

Roll once on each table, in order, and read the results into this:

  1. Every Day, the ⟨Protagonist⟩ ⟨Action⟩ ⟨Adverb⟩,
  2. While the ⟨Antagonist⟩ ⟨Action⟩ ⟨Adverb⟩.
  3. Then One Day, ⟨Noun⟩ ⟨Verb⟩.
  4. Because of That, the ⟨Protagonist⟩ ⟨Protagonist Verb⟩.
  5. Because of That, the ⟨Antagonist⟩ ⟨Antagonist Verb⟩.
  6. Finally, the ⟨Protagonist, rolled again⟩ answered, and ⟨the Noun from 3⟩ ⟨Opposite from 3’s row⟩, bound by ⟨Ward⟩.
  7. Ever Since, ⟨Ward⟩ must be ⟨Kept How⟩ ⟨When⟩, and the ⟨Protagonist⟩ has obeyed.
  8. Until ⟨Ward⟩ ⟨Omen⟩.

Four rules help keep it consistent:

  • The turn and its answer are one roll. Step 3 takes the Verb, step 6 takes the Opposite from that same row. This ensures what happens and how it shifts are intricately linked.
  • The ward is one roll. Steps 6, 7 and 8 all name the same ward. Roll once, keep the whole row. I want to relax this in the future, which is why these are not just a sentence.
  • Whoever answers is someone else. Step 6 re-rolls the Protagonist table; roll again if it matches step 1.
  • Match the number. The Plural column tells you whether step 7 reads has obeyed or have obeyed, and which Omen column step 8 uses. This is really only necessary for the generator’s sentences to make sense, rolling on the tables this would be easy to manually adjust.

The generator below creates a simple fairy tale using the structure outlined above. The raw tables follow the generator.

The Protagonist (d20)

RollWhoNumberEvery Day… (action)…(adverb)Because of That…
1ChildPlayedCarefullySearched
2ChildrenpluralPrayedPatientlyDiscovered
3VillagerStudiedQuietlyProtected
4VillagerspluralWorkedKindlyRescued
5Old WomanLivedGenerouslyGathered
6Old ManJourneyedFaithfullyTraveled
7OrphanGatheredBravelyLearned
8ShepherdHelpedWiselyBefriended
9MillerBuiltHonestlyFreed
10WoodsmanCreatedHumblyRestored
11FarmerLearnedJoyfullyRevealed
12ApprenticeTendedCheerfullyUnited
13TeacherProtectedWonderfullyEndured
14PriestSharedCreativelyBargained
15AlchemistTradedConfidentlyRemembered
16SailorExploredGracefullyForgave
17ThiefHarvestedDiligentlySacrificed
18SlaveMendedGentlyChallenged
19HunterDiscoveredThankfullyEscaped
20HermitCelebratedHopefullyDefeated

The Antagonist (d20)

RollWhoNumberWhile… (action)…(adverb)Because of That…
1CultDestroyedDefiantlyHunted
2Cult LeaderStoleDangerouslyStole
3KingHuntedAngrilyCorrupted
4QueenCursedCruellyCaptured
5Wicked StepmotherControlledSecretlyHoarded
6NobleCommandedRuthlesslyPursued
7Town CouncilDemandedJealouslyManipulated
8Tax CollectorDeceivedGreedilyBetrayed
9GuildCorruptedDeceitfullyEnslaved
10Merchant PrinceImprisonedMercilesslyDestroyed
11WizardBanishedRelentlesslyConcealed
12WitchConsumedSilentlyDivided
13GuardspluralConqueredRecklesslyOppressed
14CaptainHoardedCunninglyDeceived
15MilitiaWatchedSinisterlyErased
16BanditspluralPursuedMaliciouslyAvenged
17Thieves’ GuildInvadedViciouslyDemanded
18NecromancerThreatenedObsessivelyCommanded
19DragonSchemedCorruptlyImprisoned
20GiantWhisperedDarklyReturned

The Turn — what changed (d20)

RollNoun
1Darkness
2Light
3Death
4Power
5Monsters
6Cold
7Heat
8Forces
9Magic
10Undead
11Fae
12The Realm
13A Wizard
14A Warrior
15A Demon
16An Angel
17Time
18Life
19The Forest
20The People

The Turn — verb and its answer (d40)

RollThen One Day… (verb)Finally… (opposite)
1RoseFell
2QuakedStilled
3SunderedRestored
4ShatteredRestored
5HidAppeared
6AppearedHid
7ConqueredEnslaved
8DestroyedForgot
9CreatedDestroyed
10FledReturned
11ReturnedFled
12ConqueredEscaped
13EnslavedFreed
14VanishedReturned
15AwakenedBanished
16DescendedAscended
17StoppedResumed
18BloomedWithered
19AwakenedSlept
20UnitedDivided
21SpreadReceded
22FadedReturned
23ClaimedReleased
24ShiftedSettled
25AwokeSlept
26SpreadMelted
27WitheredFlourished
28StirredQuieted
29AwakenedFaded
30RoseRested
31CrossedDeparted
32ChangedEndured
33DisappearedReturned
34FellRose
35EscapedImprisoned
36AppearedDeparted
37FracturedMended
38ReturnedVanished
39SpreadReceded
40RememberedForgot

The Ward (d20)

RollThe wardNumberKept howWhen or where
1the bellspluralrungat sunset
2the night-firespluralkept lituntil dawn
3the salt linescatteredat every threshold
4the gatebarredbefore dark
5the old songsungat the crossing
6the offeringspluralleftat the shrine
7the vigilkeptfrom dusk to dawn
8the tollpaidat the bridge
9the ward-stonespluralsetalong the boundary
10the lanterncarriedafter dark
11the fastheldon the longest night
12the namespluralleft unspokenin the dark months
13the doorspluralmarked with ashbefore the new moon
14the watchsetupon the walls
15the hornsoundedat moonrise
16the circlewalkedeach evening
17the tithegivenat harvest
18the maskspluralwornthrough the dark months
19the last loafleftupon the step
20the mirrorspluralcoveredat night

The Omen (d20)

RollIf the ward is singularIf the ward is plural
1ReturnedReturned
2VanishedVanished
3AwakenedAwakened
4Fell SilentFell Silent
5Was BrokenWere Broken
6Was ForgottenWere Forgotten
7Was StolenWere Stolen
8FailedFailed
9ChangedChanged
10StoppedStopped
11Began AgainBegan Again
12OpenedOpened
13ClosedClosed
14CrackedCracked
15Was NamedWere Named
16Was FoundWere Found
17Was LostWere Lost
18Was SeenWere Seen
19Was HeardWere Heard
20Came EarlyCame Early

Convention Players – Welcome!

At my table, you’ll find mythic high-fantasy adventures set in living worlds. The settings I run—like Sagenlund and Journey to Hawaiki—grow and evolve across conventions as players explore them. The first time an adventure is played, the events that unfold become part of the world’s history, shaping future games and the stories yet to be told. My games mix classic adventure, dangerous dungeons, and story-driven exploration, with a few carefully balanced homebrew options woven directly into the setting. New players, veterans, and curious wanderers are all welcome—because the best part of this hobby is stepping away from the outside world and building something unforgettable together.

At my table, stories matter. Not just the ones in books—the ones we create together.


About This Blog

If you’ve come to this page from one of my convention games, explore the blog at your own risk! I post many of the adventures I run here. Hopefully, after the convention you’ll want to come back and download a copy.

Don’t worry though—the pages have the same names as convention events, so if you want to see other things I’ve built, you’re safe.


Shadowdark

The first 30 minutes of my Shadowdark games are reserved for character creation.

Any characters that survive can be reused in my future Shadowdark events (as long as they are in the correct tier). Right now, all of my adventures are Tier 1, so there’s no need to worry about that yet.

I also use slightly modified character creation rules and offer two unique classes (a unique Bard and Ranger) you can choose from. For more information, see: here <Coming Soon!>.


Character Creation in My Games

Shadowdark can be unforgiving, so I like characters to start a little hardier. I also want players to be able to play things they enjoy.

My character creation rules are:

  • Roll 3d6 six times and assign the results to any stats you like.
  • Roll 1d8 and add it to any stat (that stat cannot exceed 18).
  • Start with maximum HP at level 1. Dwarves gain +2 HP from their racial trait, in lieu of advantage at level 1.
  • All core classes, my unique classes, and a selection of additional classes are available.
  • If you’re struggling to decide, arrive late, or die mid-session, I have pre-generated characters available.
  • Level progression follows the standard rules.

Tiers

Tier 1: Levels 1–3
New characters start at Level 1, per the standard rules.

Tier 2: Levels 3–6
New characters start at Level 3 and begin with one random magic item.


Other Games

For my other systems, I bring a wide selection of pre-generated characters.

Most of these games are playtests for adventures I hope to publish on DriveThruRPG or post here on the blog for free.


Journey to Hawaiki

I have one other living campaign, Journey to Hawaiki, but I run it a little differently.

The first time I run a session, the events become canonical lore for the setting (you can see the story so far here). After that, I run it like my other convention games. No worries though—the more times I run an adventure, the better the experience becomes, because I know the world and characters all the better.

Introducing Sagenlund.

I have too many half-complete TTRPG projects. I have even more half-baked ideas I’d like to start. Both likely symptoms of my ADHD. It’s a blessing and a curse for creativity!

Sagenlund (story-land) is how I’m going to consolidate the largest group of ideas I have, into a Shadowdark setting. It will be one of three things I’m hoping to work on this year. The other two are finishing my Stars Without Numbers campaign (this one’s close!); and continuing to push on the Polynesian expansion for Worlds Without Number.

I have an idea for an upcoming post about my view on TTRPG rules, which explains why I choose these projects. But this post is going to focus on introducing the concept for my world. It’s an ambitious project; with a few ambitious goals for what a final product for this setting would look like.

The setting is simple. The world has two real gods: The Collector and The Teller. The Collector listens to stories and adds them to his book. Occasionally updating old ones with new versions; slowly altering the present by turning myth into reality. The Teller spreads new stories to ensure nothing spins out of control. Of course, these are not the gods that people worship, those are ones spun into existence by the stories themselves.

While the gods walk through the world, and players may encounter them (even though the characters would not know it), the protagonist and antagonist of the setting are the King and the Bard. The King has constructed his court to collect stories and retell them to cement his power. This has created a world that is safe, only when you follow a strict set of rules. Even venturing out of your home at night can be dangerous.

Conversely, the Bard, weaves tales of hope. In so doing, he changed the world. His stories created heroes, capable of addressing the threats created by the King. His legends led to the discovery of a new continent. One filled with ancient ruins, treasure, adventure, and above all else, hope.

The King and the Bard understand how The Collector and The Teller work. They vie for control over the legends shaping the world. In his domain, the King reigns supreme. His control over the stories told, time and time again, is too strong for The Bard’s influence to overcome it. However, in the new land the two spar back and forth shaping and reshaping the legends forming the continent’s history. The Bard is creates tales of treasures that could break the King’s grip, even back home. While the King sows tales of monstrous guardians and traps around every corner.

Mechanically, there is a hex-crawl on the newly discovered continent, where the heroes to go forth and face all manner of inexplicable horrors as they seek to learn what destroyed the ancient civilization that once inhabited the continent. Because, learning how it happened, may provide a path to breaking the curse at home. Adventures in the homeland focus around saving small, isolated villages from the problems sown by the King’s tales. Unraveling the complex fairy tales and putting them to a definitive end by having stories sung about the heroes’ victories.

While traditional dungeon crawls work well in this setting, there are also fairy tale quests. My ultimate goal is to create a Fairy Tale generator as a GM tool, to make new quests.

Fairy tales often provide a nice template for a quest. Here is an example fairy tale, based on The Hand with the Knife, as recorded by The Brother’s Grimm.

The Elf, The Axe, and The Girl.

Everyone knows to avoid the forest. Danger lurks around every corner, as all manner of creatures will rend you limb from limb. This is when it all started:

There was once a girl who lived just over these hills. She was the youngest in a family of four, and the only girl. The mother adored her sons more than anything in the world and always forced the daughter into chores at their behest.

The girl however, had a magical admirer. A forest elf who watched her work whenever she could. He watched her and learned her path into the forest. Each day, the elf watched her struggle to complete her work; continuing on from dawn till dusk. Then one morning, he reached his hand out from the shadows as he heard her footsteps, handing her a magical axe. With the axe, the work was done in half the time.

Each day after her work was done, she would return it. Each morning, she would bring with her a treat to say thanks; exchanging it for the axe. Eventually, she learned his favorite was anything with the warm smell of cinnamon.

Seeing how quickly she could complete her work, her brothers grew suspicious of her and followed her into the forest. They saw this exchange and made a plot to take the axe.

The brothers tricked their sister, by offering to complete her work and giving her a day of reprieve. They marched into the woods, bringing a treat with them. They sent in just one brother, quietly; to fool the forest elf.

When the hand reached out of the shadows, the brother grabbed the axe and lopped off the hand.

The next day, the girl returned to the woods. When she went to do the exchange, the elf lopped off her hand and stole the treat.

Returning home, maimed and unable to work, she was cast out by her family. She returned to the woods, sobbing, having lost the only friend she had known – and her family – in the same day.

The elf approached, to demand his axe back from the girl and throw her out of the forest. Though, the two quickly realized they had been fooled. The forest elf and the young woman stayed in the forest, and no one has been able to pass through unmaimed since.

**************************************************************************************************************

I changed a few things, to make it into something the PCs may want to investigate. We have a location, the dangerous woods; a problem, locals are afraid of or can’t pass through the woods; a potential way to lure out enemies, cinnamon. What’s better, since it’s a fairy tale the elf need not be the actual enemy. It could be anything with sharp claws drawn to the scent of cinnamon. However, it would be interesting to use some creature(s) missing a hand or foot.

I altered the story to fit my setting, you only need to make it clear the threat still exists. The sentence at the beginning, and the girl getting maimed, signal this.

Fairy tales provide pretty nice quest outlines. This was part of my inspiration for the setting. I’ll be slowly tying together a handful of adventures I have written for systems like Shadowdark, Forbidden Lands, and Monster of the Week to become part of Sagenlund.

Happy New Year!

Free Shadowdark Adventure: Descent to Thargrond

Shadowdark is quickly becoming my favorite TTRPG. Its simplicity makes homebrewing easy without breaking balance. It also addresses by biggest issue with 5e, it actually rewards treasure hunting, since PCs must earn gold to advance.

Whenever I learn a new system (the curse of being a forever GM), I build an adventure for it. This is one of two I’ve created for Shadowdark. This one is inspired by classic OSR dungeons where rival factions vie for dominance in the dark. For good measure, I added an ancient dwarven city, long fallen, now ruled by a necromancer. The necromancer manipulates the factions into destroying one another so he can swell his undead ranks.

The main inspirations for this dungeon are Caves of Chaos—the 5e remake of Keep on the Borderlands—and Barrowmaze. Running Caves of Chaos in the past led to some truly memorable player–monster alliances. Olly the Orc and Harry the Hobgoblin will live in infamy in my group (I needed names on the fly,I was expecting a fight, not a parlay!). The players even taught them the value of trade over conquest.

From Barrowmaze, I borrowed the idea of the mongrelmen and created a race of mutant humanoids adapted to survive the dangers of the dark.

Without further ado, here’s the back-cover summary and player pitch I use when running this dungeon in one-shots. Download the full adventure below.


Adventure Summary

Descend into a living dungeon, where every alliance is fragile and every victory feeds the darkness.

When monsters erupt from the depths beneath the village of Umberstead, desperate defenders pursue them into the caverns below. The tunnels once led to the dwarven city of Thargrond, but now form a labyrinth of warring factions and restless dead. In the heart of Thargrond, a necromancer known as the Pale Warden desecrates the city’s ruins, feeding on the chaos he’s sown and growing stronger with every fallen soul.


Player Pitch

Umberstead is under siege.
Strange mutant creatures have fled from the depths—what horrors drove them to the surface? Fight beside the villagers, then descend into a cavernous underworld where rival factions clash for survival, unaware they stand between you and something far worse.

Feedback or other comments: reach out at worldsbywally@gmail.com, or find me on Threads.

Hope y’all enjoy it!

Gen Con 2025!!!

I submitted my events for Gen Con 2025 today. My goal is to have all five of these adventures published or at least ready for publication by then. Two are part of the Journey to Hawaiki series. Those will include appendices with new rules.

I’ll update this post with links and description changes as the sessions are approved.

Dead Rising! – Pathfinder 2e.

Time: Friday August 1st 9AM.

In the small village of Vasuda, people have gone missing, and undead sightings are causing panic! Find the source of the undead, conquer the dungeon, and save Vasuda!

This short adventure has two parts. The first part of the adventure will be focused on role-playing as you investigate the recent disappearances and undead sightings to find out where they came from. If all goes well, the party should embark on a short dungeon crawl filled with traps, puzzles, and of course, undead.

In the small village of Vasuda, people have gone missing, and undead sightings are causing panic! Find the source of the undead, conquer the dungeon, and save Vasuda! Enjoy a little roleplay before embarking on an undead dungeon crawl!

Isles of Intrigue – Worlds Without Number

Friday August 1st, 2PM.

There’s a delicate power balance, three islands, alliance breaking, political marriages, and island adventures. You’ll face mythological dangers on the high seas. Save the island and prevent a war!

This is political intrigue set in Ancient Polynesia. The adventure provides a balance of roleplay and combat opportunities, with it up to the players when to apply which techniques. Each player will begin at 1st level. In addition to the core WWN rules, the game introduces new mechanics for wayfinding (sailing between islands) and divine intervention in addition to the core rules. The rules will feel familiar if you played any classic RPGs.

War or Peace in the Ancient Pacific -Worlds Without Number

Saturday August 2nd, 9 AM

Embark on a stealthy scouting mission and use subterfuge, sabotage, or direct force to save your island. Your chief urges caution while his advisor warns of dangers that need to be ended.

You’ll play a group of 1st level heroes. You’re in Ancient Polynesia and your island’s chief expects a nearby island to make an aggressive strike soon. He’s recruited the island’s bravest adventurers to scout out the enemy territory. In addition to the core WWN rules, we introduce new mechanics for wayfinding (sailing between islands) and divine intervention. Overall, the rule set will feel familiar if you played any classic RPGs.

The adventure provides a balance of roleplay and combat opportunities, with it up to the players when to apply which techniques.

Echoes of the Void – Stars Without Number

Saturday August 2nd, 2PM

Save a neuroscientist of galactic fame! Investigations so far led to a series of dead ends, until his wife received a cryptic message to send a crew. Can you save Dr. Ohno, or will you disappear too?

You’ll play a group of 1st level heroes. The adventure will begin as you meet his wife, Debra Walford. She describes a series of dead ends and disappearances associated with people who have investigated her husband’s disappearance. She received a message saying to send a crew and purchased passage for your group to investigate. The adventure provides opportunities for combat and roleplaying.

Mystery in Elanysia! – Pathfinder 2e

Sunday August 3rd, 9AM

Imps in the World’s safest city! Two wizards are under investigation for a series of robberies involving Imps and have hired you to help clear their name.

This adventure focuses on solving the mystery, starting with a chance to talk to witnesses of the three recent crimes. The first half will be heavily skewed towards roleplay, with the second part involving a short dungeon crawl.

Upcoming Publications!

The post title might be a little ahead of itself. But I’ve got two adventures for the without number series ready (one for worlds, one for stars). Now, I’m looking for play testers. I want feedback from both players and GMs. I’m thinking about starting a discord server to do play testing. If you’re interested, head over to my contacts page and reach out!

Echoes of the Void

Introduction: Dr. Ohno, A famous nuero-psientologist went on a short-term research assignment and went missing. His wife Debra started investigating his disappearance, and everyone she talked to started to go missing. A week ago, she received a cryptic message and hired the PCs to follow this clue to find her husband.

Shortly after taking the assignment, Dr. Ohno realized his research was intended to create psionic super-soldiers for a biotech megacorp. This bio-tech firm discovered a lost world with strange psionic properties. Not only did this lead to breakthroughs in psionic research, but the system’s position could completely change the sector’s economy by breaking up monopolistic trade routes. Realizing what was happening, Dr. Ohno attempted to sabotage the research and managed to leak a short cry for help to his wife Debra.

This adventure is a roughly four-hour adventure for 4-6 first level characters in Stars Without Number. It’s part of a longer campaign that I have outlined but haven’t been able to run in its entirety yet. I have run this part of the adventure a few times using SWN and Fantasy Flight’s Star Wars RPG. My plan is to publish the whole campaign in parts, making each module a standalone product.

The adventure starts on the most populous planet in the sector, with a chance for the PCs to follow up on the leads that turned into literal dead-ends for Debra. Then the PCs take a shuttle to a backwater space station to follow the message from Dr. Ohno.

On the space station the PCs get to the space station they’re able to acquire a ship, but it comes with some string attached in the form of a powerful new enemy. They’ll be pursued by local authorities as they leave the backwater space station. The players then end up at an abandoned research station, where Dr. Ohno was conducting research, in a unknown system. The station itself is basically a space dungeon, inhabited by aggressive robots and a torched psychic. Here they can piece together what happened, find Dr. Ohno (in the one-shot version), and realize how big an enemy they’ve made by taking this job.

Mystery in Elanysia

Introduction: Below the Tower of Arcana in the sprawling metropolis of Elanysia sits a seemingly endless maze of passages. For centuries the doors have been sealed shut, and in that time their purpose was long forgotten. Recently, a local thieves guild has taken up residence in these catacombs and allied themselves with forces they don’t fully comprehend, threatening to bring disaster to Elanysia.

This adventure is a dungeon I’ve placed in almost every campaign I’ve run. It’s inspired by the lost woods in the original Zelda game. The module is based on a one-shot version of the dungeon I put together while quarantining with Covid (it’s been sitting half-done for a while!) The adventure has the PCs following a series of robberies, where Imps provide a distraction while something valuable is stolen. Eventually, the PCs should figure out that George, and indebted gambling addict, is at the center of all events. Following him should lead the PCs to an endless dungeon maze where a local thieves’ guild has taken residence. Then the fun begins, as the PCs learn how to navigate the maze. They must stop the thieves’ guild from allowing a demon trapped in the maze from threatening the safety of Elanysia.

Pamona Cider RPG Night January 2025

Hi all, making a short post for my next one-shot. If you’re in the Milwaukee area come join for the third installment of Journey to Hawaiki. Follow this link for sign-up details: https://forms.gle/ZixRYorCpsTS2TgT8

This adventure will take you to a volcanic island to commune with a fiery god. Your island’s Kahuna received a vision, clouded by smoke and ash, and suggests you can decipher the vision atop this volcano. Escort your princess to the island to find out the meaning of this vision!

I’ve also formalized a couple more things to test with the setting as well.

Other systems are ready for playtesting like trade and crafting, but I won’t be including them in the one-shot.

Upcoming One-Shots

I’ll be hosting a series of one-shots, starting with three events at the Midwinter Gaming Convention on the 9th and 10th of January.

I’ll be submitting games for additional events, and will share details on those events in this post.

Midwinter Gaming Events:
I’ll be using Stars/Worlds Without Number deluxe rules for all the games below. The Journey to Hawaiki games will include pieces of the Ancient Polynesian rule set I’ve started building.

Journey to Hawaiki-1 and Journey to Hawaiki-2:

Embark on an episodic campaign in the mystical world of Ancient Polynesia.

The gods are meddling in human affairs, each god searching for a heroes to champion their cause. They aim to reclaim the sacred Hawaiki (the mythical homeland to all Polynesians) and need the mightiest champions to undertake this perilous journey. Heroes from various islands are pitted against one another in divine contests, as the gods seek their hero. Every one-shot changes and develops the world for this setting.

Each adventure will start with the chief of your island assigning you an urgent mission. Most involve a balance of roleplaying, combat, and puzzle-esque game opportunities.

Echoes of the Void:

This is a snippet from a longer sci-fi campaign I’ve been writing. The heroes are given a mission by a brilliant widow whose husband disappeared on a work assignment. In classic soap opera style, the heroes will quickly find themselves irreversibly involved in a larger set of problems. It features classic sci-fi action (space combat), some sci-fi horror, and a little science fiction esque magic.