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		<title>The Mouth Of Winter &#8211; Chapter 1</title>
		<link>https://loottheroom.uk/the-mouth-of-winter-chapter-1</link>
					<comments>https://loottheroom.uk/the-mouth-of-winter-chapter-1#respond</comments>
		
		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Tue, 02 Dec 2025 16:10:33 +0000</pubDate>
				<category><![CDATA[Announcements]]></category>
		<guid isPermaLink="false">https://loottheroom.uk/?p=12198</guid>

					<description><![CDATA[<p><img data-tf-not-load="1" fetchpriority="high" loading="auto" decoding="auto" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="A mockup of a hardback book beside the title &quot;The Mouth Of Winter: Chapter One&quot;" decoding="async" fetchpriority="high" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>Every year since 2021 I&#8217;ve released a serialised adventure throughout December, putting out one part a day every day from the 1st until Christmas. This year I decided that instead of writing an adventure, I&#8217;d write a novella. The Mouth Of Winter is a serialised grimdark fantasy/horror novella releasing one chapter per day from December [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img data-tf-not-load="1" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="A mockup of a hardback book beside the title &quot;The Mouth Of Winter: Chapter One&quot;" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/12/LTR-Header.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>
<p><em>Every year since 2021 I&#8217;ve released a <a href="https://itch.io/s/138356/the-advent-calendar-adventures">serialised adventure</a> throughout December, putting out one part a day every day from the 1st until Christmas. This year I decided that instead of writing an adventure, I&#8217;d write a novella.</em></p>



<p><em><strong>The Mouth Of Winter</strong></em> <em>is a serialised grimdark fantasy/horror novella releasing one chapter per day from December 1st through December 25th, 2025 &#8211; an advent calendar of grim decisions, ancient horrors, and the cost of survival, for readers who enjoy the atmospheric dread of Silvia Moreno-Garcia and the violence and moral complexity of Joe Abercrombie.</em></p>



<h2 class="wp-block-heading" id="what-youre-getting-into">What You&#8217;re Getting Into</h2>



<p>This is a story about a mercenary company that takes a winter contract to garrison a remote monastery. It&#8217;s a simple job for easy money &#8211; three months of cold work, then home. Except they arrive to find thirty prisoners staging a desperate escape, and the mercenaries do what mercenaries do; they cut them down efficiently in the snow. </p>



<p>Only afterwards do they discover those prisoners were the annual sacrifice, part of an eight-hundred-year covenant that keeps something ancient and hungry sleeping beneath the mountain. Now trapped by winter storms with no way down, Rhod and his company face an impossible choice &#8211;  become murderers to honour the covenant, or maintain their humanity and doom everyone when the creature wakes. </p>



<p>This is grimdark fantasy with teeth. It&#8217;s about the ugly arithmetic of survival, the distance between <em>necessary</em> and <em>right</em>, and what happens when all your choices are bad but you still have to choose. There are no clever solutions. No last-minute saves. Just people making terrible decisions and living with the consequences. Or not living with them, as the case may be.</p>



<h2 class="wp-block-heading" id="chapter-one-free-sample">Free Sample</h2>



<p>Below you&#8217;ll find the complete first chapter &#8211; roughly 2,000 words of mountain climbing, blizzards, near-death experiences, and at least one screaming horse. It&#8217;s a taste of what&#8217;s coming: visceral action, character dynamics that matter, and the creeping dread of something vast stirring in the dark.</p>



<p>If you like what you read, the second chapter is <a href="http://loottheroom.itch.io/advent2025">already available</a>, with the others releasing daily through 25th December 2025. Twenty-five chapters. One long descent into choices that can&#8217;t be taken back.</p>



<p>Fair warning: this isn&#8217;t a story where the heroes save the day. This is about what people become when survival demands it.</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<iframe loading="lazy" frameborder="0" src="https://itch.io/embed/4069993" width="552" height="167"><a href="https://loottheroom.itch.io/advent2025">The Mouth Of Winter by Chris Bissette</a></iframe>



<h2 class="wp-block-heading">Chapter One</h2>



<p>The wind comes up the mountain like a living thing, claws at Rhod&#8217;s face, tears water from his eyes. He leans into it, one boot after another, the path narrow enough that his shoulder scrapes rock on the left side. To his right, nothing but white air and the memory of a drop that goes down further than a man wants to think about. Behind him the company strings out in a ragged line. Twenty-eight men and women, plus whatever supplies the horses can carry. Minus whatever the horses will lose when the storm gets worse.</p>



<p>And it <em>will</em> get worse.</p>



<p>&#8220;How much further?&#8221; Cadi&#8217;s voice cuts through the wind. She&#8217;s close behind him, always is, has been for seven years now. His second, his left hand, the one who&#8217;ll tell him when he&#8217;s being an idiot.</p>



<p>&#8220;Another hour,&#8221; he shouts back. &#8220;Maybe two.&#8221;</p>



<p>&#8220;Shit.&#8221;</p>



<p>He doesn&#8217;t disagree.</p>



<p>The monastery sits at the top of this pass, exactly where the monks wanted it close to a millennium ago when they decided that holiness required suffering. The contract had seemed simple enough on paper &#8211; three months over winter, protect the monks from bandits and the occasional curious warlord. Easy coin for cold work. The monks would feed them, house them, keep them dry and relatively warm until spring melted the passes and the company could march back down to civilisation. Simple.</p>



<p>Rhod&#8217;s father used to say that &#8220;simple&#8221; and &#8220;easy&#8221; weren&#8217;t the same thing, and the old bastard had been right about that if nothing else.</p>



<p>The path narrows further. Rhod presses himself against the rock face, inches forward. The wind screams past, tries to pluck him off the mountain and send him tumbling down into the white nothing below. His fingers find purchase in cracks in the stone, and he pulls himself along, boots scraping for grip on ice-slicked rock. His gloves are wet, frozen, slick. Can&#8217;t decide whether it&#8217;s better to keep them on and protect his fingers from the weather, or tear them off for better grip. Both seem like bad choices.</p>



<p>He glances back. Cadi is doing the same, and behind her the rest of the company. Tam is in the middle of the line, one massive hand wrapped around the lead rope of the pack horses. Three of them, loaded with gear, supplies, weapons they couldn&#8217;t carry. The big man&#8217;s face is set in concentration, his other hand pressed against the rock.</p>



<p>Further back, barely visible through the snow, Rhod can make out Jes and Alyn bringing up the rear. The recruits. Green as summer grass, both of them, signed on a month ago in the valley town where the monks had posted their notice. Good with a blade, Jes, and Alyn could shoot. That would have to be enough.</p>



<p>The wind drops for a moment. In the sudden quiet, Rhod hears someone muttering prayers. He can&#8217;t tell who. Then the gust hits, harder than before, and one of the horses screams.</p>



<p>Rhod whips around in time to see it happen. The rear pack horse, the one at the end of Tam&#8217;s lead, loses its footing. Its hooves skid on ice, scramble for purchase, find nothing. The horse pitches sideways, eyes rolling white with terror, and then it&#8217;s gone, tumbling over the edge with a shriek that the wind swallows almost immediately.</p>



<p>Tam hauls back on the lead rope, muscles bunching under his coat. For a terrible moment Rhod thinks the weight of the falling horse will drag the others over, drag Tam himself over. But the rope snaps, and the big man staggers back against the rock face, gasping. Then silence, except for the wind.</p>



<p>&#8220;Keep moving!&#8221; Rhod shouts. No time to mourn a horse. No time to mourn anything. They need to get off this mountain before the storm gets them all.</p>



<p>He turns back to the path and pushes forward. His legs are burning now, thighs screaming with each step. The cold is seeping through his coat, through his boots, settling into his bones. Behind him he can hear the company moving, boots scraping stone, harsh breathing, the occasional muttered curse.</p>



<p>The path widens slightly. Not much, but enough that Rhod can walk without pressing himself to the rock. He picks up the pace, Cadi matching him step for step.</p>



<p>&#8220;Lost a third of our supplies,&#8221; she says.</p>



<p>&#8220;Still have two horses.&#8221;</p>



<p>&#8220;For now.&#8221;</p>



<p>He doesn&#8217;t answer. She&#8217;s right, of course. She usually is.</p>



<p>They climb for another hour. The light is fading, what little of it penetrates the storm. Rhod&#8217;s hands are numb inside his gloves, his face raw and aching. Each breath burns in his chest, the air so cold it feels sharp. He&#8217;s starting to think about shelter, about finding somewhere to hole up until morning, when he hears Tam shout.</p>



<p>&#8220;Bridge! Snow bridge!&#8221;</p>



<p>Rhod stops. Ahead, the path seems to continue across a gap in the rock. But it&#8217;s not stone. It&#8217;s snow, a fragile span of ice and wind-packed powder stretched across empty space.</p>



<p>&#8220;How wide?&#8221; Cadi calls out.</p>



<p>Rhod edges forward, crouches, tries to see through the blowing snow. Ten feet. Maybe twelve.</p>



<p>&#8220;Could go around,&#8221; he says. &#8220;Find another route.&#8221;</p>



<p>&#8220;Could,&#8221; Cadi agrees. &#8220;Or we could be here three more hours, lose the light completely, freeze to death.&#8221;</p>



<p>&#8220;You always were an optimist.&#8221;</p>



<p>She almost smiles. Almost.</p>



<p>Rhod studies the bridge. It looks stable enough, if you squint and lie to yourself. The alternative is backtracking in a blizzard, trying to find a path they hadn&#8217;t seen on the way up, burning time and energy they don&#8217;t have.</p>



<p>&#8220;One at a time,&#8221; he says. &#8220;Lightest first. Rope between each person.&#8221;</p>



<p>Cadi nods, starts getting the rope out. Rhod watches the bridge, watches the snow blow across it in sheets. If it holds, they might make it to the monastery before full dark. If it doesn&#8217;t, someone&#8217;s going to die.</p>



<p>He goes first. Has to. Can&#8217;t ask anyone to do something he won&#8217;t.</p>



<p>The bridge creaks under his weight. He moves slowly, carefully, each step a negotiation with gravity and luck. How much weight can packed snow take? He&#8217;s about to find out. The wind pushes at him, tries to shove him sideways into nothing. His hands are spread for balance, and through the bottom of his boots he can feel the bridge shifting, settling, groaning.</p>



<p>Halfway across. The snow under his right foot gives slightly. Rhod freezes, shifts his weight to his left, keeps moving. Behind him, he can hear Cadi shouting something, but the words are lost in the wind.</p>



<p>Three-quarters. Almost there.</p>



<p>His left foot breaks through.</p>



<p>Rhod throws himself forward, hits solid rock on the other side of the bridge, scrabbles for purchase. For a moment he&#8217;s sliding backward, the rope around his waist going taut as Cadi and the others haul on it from the far side. Then his fingers find a crack in the stone and he drags himself up, rolls onto his back, chest heaving.</p>



<p>&#8220;Still intact!&#8221; he shouts back. &#8220;Come on!&#8221;</p>



<p>One by one, they cross. Cadi moves like a cat, quick and sure. Tam is slow but steady, his weight making the bridge groan and sag but holding. The others follow, some confident, some terrified, all alive.</p>



<p>Until Jes. The recruit is halfway across when the bridge goes. One moment he&#8217;s there, the next the snow is collapsing under him and he&#8217;s falling with it, arms flailing. The rope jerks tight, catches him, and he slams into the rock face below the bridge with a sound that makes Rhod&#8217;s teeth ache.</p>



<p>&#8220;Haul!&#8221; Cadi is already pulling, Rhod grabbing the rope beside her. They drag Jes up hand over hand, his weight making the rope cut into Rhod&#8217;s palms even through his gloves. The young man&#8217;s face appears over the edge, white with shock, blood streaming from his nose.</p>



<p>They pull him onto solid ground. He lies there gasping, eyes wide.</p>



<p>&#8220;Can you walk?&#8221; Rhod asks.</p>



<p>Jes nods, tries to stand, collapses. Tam catches him, hauls him upright with one hand.</p>



<p>&#8220;I&#8217;ve got him,&#8221; the big man says.</p>



<p>Rhod looks at the rest of the company. Exhausted, frozen, bleeding in Jes&#8217;s case, but alive. All of them alive.</p>



<p>&#8220;Another hour,&#8221; he says. &#8220;Maybe less. The monastery&#8217;s just up ahead.&#8221;</p>



<p>It&#8217;s a lie. He has no idea how far they still have to go. But sometimes a lie is what people need to keep moving.</p>



<p>They climb.</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<p>The darkness comes down like a fist, sudden and complete. Rhod keeps one hand on the rock face, feeling his way forward, the company strung out behind him on the rope. His legs have gone beyond pain into a kind of numb persistence. Each step is mechanical, automatic, divorced from thought. Then, through the swirling snow, he sees light. Torches. Dozens of them, burning in the distance, painting the mountainside in flickering orange and gold.</p>



<p>&#8220;There!&#8221; Cadi sees them too. &#8220;The monastery!&#8221;</p>



<p>The company surges forward, exhaustion forgotten, the promise of warmth and food and rest pulling them on. Rhod picks up the pace, squinting through the snow at the lights. The monastery is big, bigger than he expected, a sprawl of stone walls and towers clinging to the mountain like a barnacle to a ship&#8217;s hull.</p>



<p>They&#8217;re less than a hundred yards away when Rhod hears the screaming. It comes from below the monastery, from somewhere in the darkness beyond the torchlight. Dozens of voices, maybe more, shrieking and wailing in wordless terror. Then he sees them, figures pouring out of a lower entrance, running and stumbling through the snow, heading down the mountain toward the company. His hand goes to his sword.</p>



<p>&#8220;Arms!&#8221; he shouts. &#8220;Everyone arms! Now!&#8221;</p>



<p>The company drops the rope, scatters, everyone drawing weapons. Rhod&#8217;s sword hisses free of its sheath, the steel cold against his palm even through the thick leather and fur of his gloves. Beside him, Cadi has her blade out too, her face set in the hard lines of someone who&#8217;s killed before and will do it again.</p>



<p>The figures keep coming, closer now, their screams echoing off the rock. Rhod can&#8217;t see them clearly through the snow and darkness, but there are a lot of them. Too many.</p>



<p>&#8220;Ambush!&#8221; someone shouts behind him. &#8220;It&#8217;s a fucking ambush!&#8221;</p>



<p>Maybe. Or maybe something worse.</p>



<p>The figures are thirty yards away now. Twenty. The torchlight from the monastery casts their shadows long and distorted across the snow. Rhod raises his sword.</p>



<p>&#8220;Hold!&#8221; he calls out. &#8220;Wait for it! Wait for my word!&#8221;</p>



<p>The company forms up around him, a loose line across the path. Twenty-eight against however many are coming down the mountain. Bad odds. But then, odds have never been in his favour.</p>



<p>The figures are close enough now that Rhod can hear individual voices in the chaos, can see them stumbling and falling and pulling themselves up again. They&#8217;re not attacking with any kind of discipline. They&#8217;re not attacking at all.</p>



<p>They&#8217;re running. From what, Rhod doesn&#8217;t know. But whatever it is, it&#8217;s behind them in the monastery, and the company is standing directly in their path.</p>



<p>&#8220;Brace!&#8221; Rhod shouts.</p>



<p>The first figure crashes into him a heartbeat later.</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading" id="what-happens-next">What Happens Next?</h2>



<p>If you want to read the rest of <em><strong>The Mouth Of Winter</strong></em>, chapters one and two are already available, with new chapters releasing daily through 25th December 2025.</p>



<p>You can follow along in two ways:</p>



<ul class="wp-block-list">
<li><strong><a href="https://loottheroom.itch.io/advent2025">Read the story on itch.io</a></strong> &#8211; The novella, with new chapters added daily throughout December</li>



<li><strong><a href="https://www.patreon.com/chrisbissette">Support me on Patreon</a></strong> &#8211; Get bonus chapters, deleted scenes, and behind-the-scenes development notes throughout the month</li>
</ul>



<p><em><strong>The Mouth Of Winter</strong></em> is brutal, unflinching, and asks uncomfortable questions about what we&#8217;re willing to sacrifice to survive. If you&#8217;re here for that, I think you&#8217;ll enjoy the descent.</p>



<p>See you in the deep places.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">12198</post-id>	</item>
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		<title>Blood On The Snow</title>
		<link>https://loottheroom.uk/blood-on-the-snow</link>
					<comments>https://loottheroom.uk/blood-on-the-snow#respond</comments>
		
		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Thu, 09 Oct 2025 12:00:00 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://loottheroom.uk/?p=9676</guid>

					<description><![CDATA[<p><img loading="lazy" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Dungeon Corner - Dungeon Magazine #3 - Blood On The Snow" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>This post originally appeared on Patreon. Patrons get access to posts at least a week before they go live on Loot The Room, as well as to exclusive Patreon-only content. Tiers start at just £2 per month and your support helps to keep this site running. Sign up here. You can find the other posts [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Dungeon Corner - Dungeon Magazine #3 - Blood On The Snow" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner3-Part2.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>
<p><em>This post originally appeared on Patreon. Patrons get access to posts at least a week before they go live on Loot The Room, as well as to exclusive Patreon-only content. Tiers start at just £2 per month and your support helps to keep this site running.</em> <em><a href="https://www.patreon.com/chrisbissette">Sign up here</a>.</em></p>



<p><em>You can find the other posts in this series <a href="https://loottheroom.uk/category/blog/dungeon-corner">here</a>.</em></p>



<p>The author of &#8220;Blood On The Snow&#8221;, Thomas M Kane, is one of the most prolific writers we&#8217;ve encountered so far in our journey through Dungeon Magazine. I&#8217;m unable to find a complete bibliography for him, but as well as being published extensively in Dungeon and Dragon magazines he was also a regular contributor to White Wolf Magazine and has credits in books for Cyberpunk, GURPS, and Ars Magica, and appears to have a fairly successful career as a novelist. So fingers crossed this adventure is a good one. (I should also point out that this adventure features a couple of really lovely pen and ink illustrations by the late Jennell Jaquays).</p>



<p>&#8220;Blood On The Snow&#8221; is designed for 3-7 characters of 3rd-7th level, and we&#8217;re told that fighters, barbarians, and rangers would be &#8220;extremely helpful&#8221;. The characters are going to take on the roles of undercover agents, &#8220;observers who allow events to unfold around them in order to solve a mystery&#8221;. We&#8217;ve had a couple of decent mysteries in the pages of Dungeon already, and I&#8217;m interested to see how this one does things. We&#8217;re told up front that the DM is provided with a timeline of events, which is a good start, but also that they&#8217;ll need to be prepared to improvise &#8220;if the actions of the characters change the situation or the sequence of events&#8221;.</p>



<p>So what&#8217;s going on here? Seal hunters working on a peninsular glacier that they stole from &#8220;a warlike tribe&#8221; &#8211; read: its indigenous people, who they now pay as guides as the intruders hunt the ancient tribal territories &#8211; have come under threat from a gang of marauders who threaten their operation and make it nearly impossible to bring fur in from the ice. The marauders, we&#8217;re told, &#8220;seem to understand all the plans of the hunters&#8221;, and the local town&#8217;s merchant guildmaster believes that this is because one of the local hunters has betrayed them to the marauders. He fears that the traitor is the local guard captain, Kanadius, and he has called in the PCs to help. They&#8217;ve ostensibly been hired as hunters to replace those killed by the marauders, but they&#8217;re actually here to go undercover and discover the identity of the spy, should one actually exist.</p>



<p>Due to the nature of the adventure &#8211; the PCs going along with a hunting party &#8211; it&#8217;s almost necessarily on rails, and the module does acknowledge this. The PCs are encouraged to follow the lead of the NPCs and we&#8217;re given a timetable of the major events of each day. GMs are advised, though, that just because something happens every day doesn&#8217;t mean that the PCs are there to witness it, and that they should be actively spying, asking questions, and sneaking off to do their espionage. The GM is encouraged to &#8220;give them every opportunity to do this, using the schedule as a guide only&#8221;. </p>



<p>This module really emphasises how cold it is out on the glacier, giving us a fairly straightforward weather system to calculate the temperature and weather each day. Although the temperatures are given in Fahrenheit, which is entirely meaningless to me, I do like how simple this is to use. Each day you roll 2d20-28 to calculate a temperature between -30 to +12, and then you roll 2d20 to determine wind speed and alter the temperature accordingly:</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>Wind Speed</th><th>Degrees to Subtract</th></tr></thead><tbody><tr><td>2-5</td><td>5</td></tr><tr><td>6-10</td><td>14</td></tr><tr><td>11-15</td><td>19</td></tr><tr><td>16-20</td><td>23</td></tr><tr><td>21-25</td><td>28</td></tr><tr><td>26-30</td><td>30</td></tr><tr><td>31-35</td><td>32</td></tr><tr><td>36-40</td><td>34</td></tr></tbody></table></figure>



<p>We&#8217;re also given rules for determining cloud cover (1-2 on 1d6) and snow (1-in-6), and told how being unprotected hinders characters: 1hp damage per hour for every 10 degrees below 40F, and 1hp per turn for every degree below -30F. There are also rules for potions, liquids, and limbs freezing, as well as snow blindness. It&#8217;s pretty brutal, and I like it a lot. That said, I don&#8217;t actually know how much a GM would end up using the weather tables &#8211; the timeline of events gives temperatures and wind strengths, plus details of snow, for many of the days that the journey takes place. It&#8217;s annoyingly inconsistent, and I almost wish that the timeline ignored weather entirely and just left it to the GM to adjudicate.</p>



<p>One missed trick here is that there&#8217;s no encounter table unique to this module. Instead we&#8217;re told that when PCs explore the ice by themselves we should use the &#8220;arctic, rough&#8221; table in the Fiend Folio or DMG, and then a number of exceptions and changes are given. Personally I think there should just be an encounter table here so that everything you need to run the adventure is in one place.</p>



<p>As with a lot of the wilderness and mystery adventures we&#8217;ve seen in Dungeon so far, a big chunk of this text is given over to detailing the local town of Winterwolf. Here at least the town is a little different to the others we&#8217;ve seen in the magazine, given that it&#8217;s based on Finnish history/folklore and is in an arctic setting as opposed to the standard medieval fantasy fare we&#8217;ve seen before, but I do wonder exactly how many small settlements that are only used for a single adventure have been detailed in the history of D&amp;D. I&#8217;m not without sin, of course &#8211; Bodies In Flight and Beyond The Drowned Spire both have small villages next to the adventure in them &#8211; and I&#8217;m suddenly curious where this urge to write the world around the site of the adventure comes from. That&#8217;s food for thought for the future. Here we&#8217;re given a map of the settlement and details of the NPCs, but given that the bulk of the adventure is meant to take place out of the ice I&#8217;m not sure how useful all of this is really. I suppose it&#8217;s handy if you take the advice that the PCs should spend a month preparing for the expedition first, which allows you to use this settlement in your ongoing game and spend some time there before heading out onto the ice, but if you were running this as a one-shot you could dispense with the village almost entirely. That said, this thing is <em>long</em> and I think that trying to run it as a one-shot would be a fool&#8217;s errand, so in this case the town becomes much more useful.</p>



<p>The best part of this adventure is the combination of the timeline of the hunt &#8211; which includes notable events as well as the day&#8217;s seal take &#8211; and a map that shows the route of the hunting party around the glacier, with days and times given at specific locations. This means that the PCs can wander off and get lost on the ice and the GM will always know exactly where the hunting party is, which is a touch I really like. It also focuses on details that give us some sense of the tensions within the hunting party, like this from the first day:</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p>The trail Ali has chosen leads through marshes which have only partially frozen. Much complaining about Ali is made by the hunters. Were it not for his choice of direction, the ice could be entered almost immediately, and the fens avoided. Ali remains passive, but when the complaints become loud, he warns that the bandits are believed to watch the quicker path to the ice.</p>
</blockquote>



<p>Day 8 is also a particularly fun one, and a moment where the adventure could go wildly off the rails. If Ali is suspicious of the PCs or otherwise displeased with them he claims that some nearby hills are likely the be the bandit hideout and sends the PCs to investigate. Rather than bandits, though, the hills are home to a dragon, and his plan is for the PCs to simply never return. This is a moment where we&#8217;re told to &#8220;use random encounters and weather for moderating this task&#8221; once the PCs are on their own, and I desperately wish that this adventure had an encounter table &#8211; particularly as this would be a good opportunity to put the dragon on it. For each turn that characters spend within four hexes of the dragon&#8217;s lair there is a 10% cumulative chance that the dragon notices them, and I think the text here assumes that the dragon noticing the PCs must then lead to an encounter; the actual text, after giving this chance of being noticed, simply reads, &#8220;[the dragon] can speak and tries to gain from the encounter without fighting, threatening the party with death unless all valuables are brought forward. It then flaps its wings and charges to frighten the group away with its <em>fear</em> aura: if this doesn&#8217;t work, it uses its breath weapon and flies out of combat range to its cave&#8221;. This indicates to me that the dragon is active and roaming the territory around its lair, and I wish there was an opportunity here for the PCs to notice the dragon without it spotting them. I also wish it had a name.</p>



<p>After the timeline the adventure ends very abruptly. Either the PCs figure out who the traitor is, or they don&#8217;t, and it&#8217;s all over. In the event that they haven&#8217;t figured out who is to blame we&#8217;re told that the GM can either end the adventure here or else send the PCs out with the hunters again, hoping for more information to be uncovered. This time, though, the GM will have to come up with a new timeline of events for a second hunting expedition, presumably adding new clues as the identity of the traitor. I&#8217;m not sure whether any GMs would feel like doing that, especially as you&#8217;d essentially be running the same adventure again. Will players be up for a second trek across the ice with a group of hunters who are largely hostile to them? I&#8217;m not sure.</p>



<p>I&#8217;m undecided about this adventure. There are some cool things in it &#8211; I particularly like the rules for being out in the cold &#8211; but it feels very much like the author trying to make a specific story happen at the table, and that&#8217;s not the kind of game I like to run. With that said, though, this isn&#8217;t particularly far removed from the way lots of modern D&amp;D players run the game, so if you&#8217;re into that sort of play style this might be worth bringing to your table. It definitely lends itself to a style of play with set encounters and encounter budgets, and in that respect it feels very modern and should actually be fairly easy to convert to the modern edition of the game.</p>
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		<title>Dungeon Magazine #3: Falcon&#8217;s Peak</title>
		<link>https://loottheroom.uk/dungeon-magazine-3-falcons-peak</link>
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		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Thu, 02 Oct 2025 12:06:24 +0000</pubDate>
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        <p><em>This post originally appeared on Patreon. Patrons get access to blog posts at least a week before they appear on Loot The Room, as well as additional Patreon-exclusive content. Tiers start from £2 a month and your support helps to keep this site alive. <a href="https://www.patreon.com/chrisbissette">Sign up here</a>.</em></p>    </div>
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        <p>Issue three of Dungeon Magazine contains four adventures:</p>
<ul>
<li>
<p><em> Falcon&#8217;s Peak</em> by David Howery</p>
</li>
<li>
<p><em> Blood on the Snow</em> by Thomas M Kane</p>
</li>
<li>
<p><em> The Deadly Sea</em> by Carol and Robert Pasnak</p>
</li>
<li>
<p><em> The Book with No End</em> by Richard Emerich</p>
</li>
</ul>
<p>All of the authors in this issue are new to Dungeon. All of the adventures in this issue are for AD&amp;D and range from levels 1 to 12. I&#8217;m particularly interested in &#8220;Blood On The Snow&#8221; &#8211; an arctic adventure &#8211; and &#8220;The Deadly Sea&#8221;, the rare underwater adventure (which happens to be my favourite genre of adventure, in large part because there are so few of them).</p>
<p>As always we&#8217;ll start at the beginning, though, with David Howery&#8217;s &#8220;Falcon&#8217;s Peak&#8221;. This sounds like a pretty straightforward setup &#8211; a Lord is dead, he&#8217;s left treasure behind, and you intend to go and steal it. This should be simple, but the fortress holds &#8220;a new brood of evil&#8221; that may complicate matters. This adventure is designed for 5-8 characters of 1st-3rd level, and should include a thief, at least one experienced cleric, and preferably a ranger.</p>
<p>David Howery appears to have had a good success rate selling things to TSR, with adventures in 10 issues of Dungeon and articles in around 15 issues of Dragon. He doesn&#8217;t look to have been active much past the late 90s/early 00s, though.</p>
<p>The backstory here is pretty brief. An old brigand chief &#8211; Lord Falcon &#8211; had a fortress in a mountain pass that was said to hold a horrible monster to whome said warlord fed his enemies. Eventually the baronies that bordered his territory banded together to mount an assault on the fortress and overwhelmed the brigands, but Lord Falcon himself was never discovered. Rumours say that he and his family drank poison and had themselves sealed into their catacombs by retainers, but nobody knows where said catacombs are &#8211; only that they&#8217;re likely filled with treasure. The place has been abandoned for close to a century, bothered only by would-be treasure hunters who fail to return from their expeditions as often as not. And so, hearing this, the PCs decide that they should be the next group of would-be thieves to brave the fortress and seek the treasure.</p>
<p>The fortress is currently occupies by brigands, and they&#8217;re likely to be encountered on the journey there. They&#8217;re &#8220;the usual riffraff one sees in small gangs of this kind &#8211; dirty, crude, and vicious&#8221;. They&#8217;re also more than happy to admit that they live in the fortress if the bribe is high enough, though they&#8217;ll lie about its defences. All of them live in fear of the bandit chief Millard, a magic user who has allied his brigands with a small clan of hobgoblins. Their forces are still fairly weak and so they haven&#8217;t launched any raids on nearby settlements, but they&#8217;re hard at work reinforcing Falcon&#8217;s Peak to make it as formidable as it once was.</p>
<p>The fortress itself is fairly well defended, both by brigands and by hobgoblins encamped in the caves nearby, and the first challenge here is one of simply getting inside the place. Quite a lot of attention is paid to the way in which the walls of the fortress are defended and to the details of the hobgoblin caves, which actually leads directly to the catacombs. The hobgoblins haven&#8217;t yet been able to enter them due to the presence of a pair of ghouls, though I&#8217;m unsure why a warband of hobgoblins should find just two ghouls difficult to deal with. Regardless of the reason, Lord Falcon is waiting for an evil cleric to come and help him with the ghoul problem rather than deal with them himself.</p>
<p>Interestingly, if the PCs are only in search of the catacombs themselves, they could potentially find them without ever having to go near the fortress if they come to the hobgoblin caves first. They will have no way of knowing that the catacombs are here, but if they decide to clear the caves they&#8217;ll eventually discover them. The ghouls have partially broken into the catacombs through the back wall of the caves by &#8220;entering through the caverns and digging through the loose rock until [the catabomcs] were reached&#8221; but haven&#8217;t managed to breach them any further because they accidentally locked a door. This seems like a really silly way of stopping the ghouls from ransacking the rest of the catacboms &#8211; why can they dig through rock but not kick down a door? &#8211; but I suppose there needs to be <em>some</em> reason why the place is still intact. I don&#8217;t particularly like this one, though, and I wish the module was a little more inventive here.</p>
<p>The catacombs themselves are nicely creepy, with walls decorated with &#8220;lurid paintings&#8221; of demons carrying scythes and throwing screaming victims into a dark pit. A temple dedicated to the Grim Reaper &#8211; yes, that Grim Reaper, who is the neutral evil patron of Lord Falcon &#8211; is guarded by a bunch of human zombies and a huge ogre zombie, all carrying scythes. I find zombies a little silly, but zombies with scythes are a cool touch, and them combined with a magical idol that freezes low-HD characters in place through a fear effect could make for a really nasty encounter. This is made particularly mean by the idol also blocking a cleric&#8217;s ability to turn the zombies here, which is an additional fuck you. I&#8217;m not sure whether I like this or not, since clerics don&#8217;t get to use their turning ability all that often. It seems a little cruel to give them something to turn for once and then to say &#8220;actually no&#8221;, especially after explicitly calling out the fact that a couple of clerics would be useful to have on this adventure.</p>
<p>Things get a little sillier deeper in to the catacombs. One room contains a cursed scroll that turns those who read it into a scum creeper, a sort of slug-like monster about a foot long. Another room contains another such scroll that&#8217;s been utilised on a group of tomb robbers, all of whom have been turned into scum creepers. There are some &#8220;normal&#8221; scum creepers in this room but also the four thieves, all of whom still remember being human. While the normal monsters attack the PCs, the thieves &#8220;crawl onto the floor and write &#8220;WE ARE HUMAN&#8221; into the dust in one corner, using their cilia. They then frantically wave their cilia in an attempt to draw the party&#8217;s attention to the words&#8221;. This is so daft that I can&#8217;t help but laugh. It&#8217;s especially funny that, after having been turned into slugs 12 years ago, they&#8217;re grateful to be rescued but not so grateful that they don&#8217;t &#8220;consider robbing the party and escaping if the party appears rich, weak, and foolish&#8221;.</p>
<p>Something interesting going on in this adventure is that lots of the rooms explain things that the PCs don&#8217;t really have any way of discovering, especially at the low levels suggested for the module. One room contains a pair of skeletons, one of whom has a knife embedded in him. The GM is told that &#8220;the man&#8217;s skeleton is that of Falcon&#8217;s most trusted servant. The servant entombed everyone in the catacombs, including Falcon&#8217;s mistress, the other skeleton in the tomb. After bolting the fortress&#8217;s trap door which leads in the catacombs, the servant lay down and killed himself&#8221;. There&#8217;s simply no way for the PCs to discover this information.</p>
<p>I&#8217;ve written in the past about modern adventures for games like 5e and Pathfinder often containing a lot of writing like this that seems to function more like fiction for the GM to read while prepping rather than gameable information that could actually be revealed to the players. Thus far in my journey through Dungeon Magazine we haven&#8217;t seen much of it, but that&#8217;s definitely what&#8217;s happening here. The PCs could, I suppose, discover this with a <em>speak with dead</em> spell, but that&#8217;s a 3rd level spell in AD&amp;D and clerics don&#8217;t get access to them until level 5, so the chances of them actually having access to this are incredibly slim. I understand the urge to include these sorts of explanations in the text of an adventure, but I actually think things are much stronger when the explanations aren&#8217;t present. If players have no way to access the information then all it does is get in the way of the GM&#8217;s ability to parse the important stuff, and players who are interested in finding an explanation will always come up with something during play that&#8217;s more interesting anyway.</p>
<p>The catacombs themselves have an exit at the back, a ladder climbing up through the cliff that emerges at a trapdoor in the storage room of the fortress. Much like the ghouls being unable to open a locked door earlier in the adventure, I&#8217;m a little sceptical of this entrance to the fortress. We&#8217;re told earlier that nobody has ever been able to find the entrance into the catacombs from the fortress, but it&#8217;s literally just a trapdoor in the floor of a storage chamber. Even with it being locked from below as in this case, and well concealed, it feels like somebody who was actively searching for it over hundreds of years would have find it. Either way, though, it&#8217;s very funny that the reason the bandits in the fortress haven&#8217;t currently found it is because they&#8217;ve put two big crates full of food directly on top of it.</p>
<p>The logic falls down a little more as we get deeper into the fortress, too. We were told earlier that the bandits aren&#8217;t really known of in the local area because they&#8217;ve been keeping a low profile while they build their strength, but that doesn&#8217;t appear to be the case when we get to the &#8220;Captives&#8217; Room&#8221;, which contains a bunch of hostage including a noble elf from a far land, four minor officials from a nearby town (each with a 100gp reward out for them), the daughter of a wealthy spice merchant from another nearby town (500gp reward), and a gnomish assassin who the brigands are planning to ransom as soon as they can figure out who to speak to about that. It seems to me that <em>somebody</em> should be looking for these people, but the module entirely ignores that. Finding any of these people would be a much more interesting reason to come here than searching for the catacombs, especially as finding the catacombs can be done without ever interacting with the brigands, and I think if I were to run this I&#8217;d put these captives in a much more central position in the way I presented the adventure to the players.</p>
<p>In the final room of the fortress we meet, at last, the fabled monster said to live here. It&#8217;s a wight in a pit, the floor surrounded by the bones of those who have been fed to it, and the pit is accessed via a trap door in the floor of what is now Millard&#8217;s room, directly in front of the door. As with the fortress itself, it&#8217;s actually quite likely that the players could go through this whole module without ever encountering the wight.</p>
<p>This is the biggest weakness of the module, really. The hook the players are given &#8211; the whole reason they&#8217;re coming here &#8211; is to search for the catacombs and the treasure inside it. Once they&#8217;re there they really have no reason to go to the fortress other than that it&#8217;s there. I think if this were put in an ongoing campaign, most players would simply take the loot and run &#8211; particularly as the brigands have no real way to know who&#8217;s looted the place or who killed all the hobgoblins. It could be interesting for the players to later find out about the hostages in the fortress and be forced to come back, or Millard could do some scrying and put a bounty on their heads, but as a standalone adventure this feels a bit lacking. It&#8217;s particularly interesting to compare this to <em>Into The Fire</em> from issue 1, which also allows the players to obtain their initial goal without interacting with half (or more) of the adventure but which is compelling enough to make them want to keep exploring afterwards. I don&#8217;t really get the impression that that would be the case here, and this doesn&#8217;t strike me as an adventure that I&#8217;d be in a hurry to try and get to the table.</p>    </div>
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		<title>A Dungeon Game&#8217;s Magic Weapons Pt. 3</title>
		<link>https://loottheroom.uk/a-dungeon-games-magic-weapons-pt-3</link>
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		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Fri, 26 Sep 2025 10:33:53 +0000</pubDate>
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					<description><![CDATA[<p><img loading="lazy" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Creating Magic Weapons in A Dungeon Game Part 3" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>This post first appeared on Patreon. To get access to all posts at least a week before they go live on Loot The Room, plus more exclusive content, sign up here. As we&#8217;ve established, I&#8217;m trying to write magic items for a dungeon game that all do something unique while also providing generators for GMs [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Creating Magic Weapons in A Dungeon Game Part 3" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons3.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>
<p><em>This post first appeared on Patreon. To get access to all posts at least a week before they go live on Loot The Room, plus more exclusive content, sign up <a href="https://patreon.com/chrisbissette">here</a>.</em></p>



<p>As we&#8217;ve established, I&#8217;m trying to write magic items for <em>a dungeon game</em> that all do something unique while also providing generators for GMs to make their own stuff for the game. What I&#8217;m realising as I work on this is that I can&#8217;t really have both &#8211; generators are functionally incapable of creating wholly unique results. It feels unsatisfying, but I&#8217;m starting to suspect that my best option is to write small minor abilities (this weapon knows a random Phrase, this weapon sheds light, etc.), and for major abilities to direct GMs to invent something. This then goes together with a bunch of example/sample magic weapons that I write, to show GMs what sort of things these items should do.</p>



<p>As I think about this, I&#8217;m wondering if the book that I release these in (or blog post, or web page, or whatever I choose to do) should focus more on the philosophy behind how magic weapons are treated in ADG rather than on simply providing the weapon stats and the generators. And with that in mind, I&#8217;ve been thinking about what magic weapons actually <em>are</em> in <em>a dungeon game</em>. </p>



<p>Something I&#8217;ve had in mind for a long time is that magic weapons (as opposed to magic items in general) aren&#8217;t something that&#8217;s easily crafted. Instead, they&#8217;re forged through acts of unimaginable violence. The intelligence inside a magic weapon isn&#8217;t an embodiment of the weapon itself and isn&#8217;t something that was created out of the ether &#8211; it&#8217;s a remnant of the person who was slain by this weapon when it was simply a mundane item, and the magical abilities the weapon possesses are reflections of the power that person held in life. The result of this is that magic weapons are the rarest form of magic item, and they often have antagonistic relationships with the people who wield them &#8211; especially if they&#8217;re newly-forged.</p>



<p>This adds a couple of layers to my generator. We need to know who the intelligence was in the past, who killed them, and how long ago that occurred. We probably also need to know why they were killed. We&#8217;ll also need to decide what type of weapon they are (right now ADG only has Small, Medium, and Large weapons but maybe for the magic weapons we can get more specific within those categories). It might also be fun to decide how complete or fragmented their memories of their past life are, and what they want to accomplish &#8211; do they seek revenge, or redemption, or peace, etc. Perhaps we should also decide whether their killer is still alive, and whether the weapon is aware of this or not. I&#8217;m also thinking about my game <em>Go Alone</em>, which asks you to roleplay a sentient weapon and reflect on what it means to be used as a tool for violence, and I&#8217;m wondering how much of that I can bring into this. I like the idea of determining how many previous bearers the weapon has had, and how hey feel about being used for violence. Finally, we should also decide whether the weapon is able to grow or diminish in power over time.</p>



<p>With that in mind, I&#8217;ve taken a run at some more tables for this generator. Here&#8217;s the one we ended up with last time, for reference:</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>Cunning (3d6)</th><th>Capabilities</th><th>Communication</th></tr></thead><tbody><tr><td>3-5</td><td>1 minor ability</td><td>Semi-empathy</td></tr><tr><td>6-8</td><td>1 minor ability</td><td>Empathy</td></tr><tr><td>9-10</td><td>1 major ability</td><td>Empathy</td></tr><tr><td>11-13</td><td>1 major ability</td><td>Wielder Telepathy</td></tr><tr><td>14-15</td><td>1 major abilities and 1 minor ability</td><td>Wielder Telepathy</td></tr><tr><td>16</td><td>2 major abilities</td><td>Speech</td></tr><tr><td>17</td><td>3 major abilities + read languages and maps</td><td>Speech</td></tr><tr><td>18</td><td>3 major abilities + read languages and magical writings</td><td>Speech &amp; Telepathy</td></tr></tbody></table></figure>



<p>And here are the new ones:</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Weapon Type</th></tr></thead><tbody><tr><td>1-3</td><td>Small Melee</td></tr><tr><td>4-12</td><td>Medium Melee</td></tr><tr><td>13-15</td><td>Large Melee</td></tr><tr><td>16-17</td><td>Small Ranged</td></tr><tr><td>18-19</td><td>Medium Ranged</td></tr><tr><td>20</td><td>Large Ranged</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Killer</th></tr></thead><tbody><tr><td>1</td><td>Their own child</td></tr><tr><td>2</td><td>Their spouse/lover</td></tr><tr><td>3</td><td>Their trusted friend</td></tr><tr><td>4</td><td>Their business partner</td></tr><tr><td>5</td><td>A sibling or relative</td></tr><tr><td>6</td><td>Their apprentice/student</td></tr><tr><td>7</td><td>A professional rival</td></tr><tr><td>8</td><td>A jealous competitor</td></tr><tr><td>9</td><td>A hired assassin</td></tr><tr><td>10</td><td>A monster/beast (wild)</td></tr><tr><td>11</td><td>A soldier</td></tr><tr><td>12</td><td>An authority figure</td></tr><tr><td>13</td><td>A religious zealot</td></tr><tr><td>14</td><td>Someone they had wronged</td></tr><tr><td>15</td><td>A complete stranger</td></tr><tr><td>16</td><td>Their own servant/employee</td></tr><tr><td>17</td><td>A monster or beast (controlled by someone)</td></tr><tr><td>18</td><td>Their political enemy</td></tr><tr><td>19</td><td>Someone defending another</td></tr><tr><td>20</td><td>Roll twice &#8211; killed by conspiracy</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Time Since Death</th></tr></thead><tbody><tr><td>1-2</td><td>1-10 years ago</td></tr><tr><td>3-5</td><td>11-50 years ago</td></tr><tr><td>6-8</td><td>51-100 years ago</td></tr><tr><td>9-11</td><td>101-200 years ago</td></tr><tr><td>12-14</td><td>201-500 years ago</td></tr><tr><td>15-16</td><td>501-1000 years ago</td></tr><tr><td>17-18</td><td>1001-2000 years ago</td></tr><tr><td>19</td><td>Over 2000 years ago</td></tr><tr><td>20</td><td>They no longer remember</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Why They Were Killed</th></tr></thead><tbody><tr><td>1</td><td>Greed</td></tr><tr><td>2</td><td>Revenge</td></tr><tr><td>3</td><td>Jealousy</td></tr><tr><td>4</td><td>Fear</td></tr><tr><td>5</td><td>Political assassination</td></tr><tr><td>6</td><td>Religious persecution</td></tr><tr><td>7</td><td>To silence them</td></tr><tr><td>8</td><td>Crime of passion</td></tr><tr><td>9</td><td>Inheritance dispute</td></tr><tr><td>10</td><td>Professional rivalry gone too far</td></tr><tr><td>11</td><td>Wrong place, wrong time</td></tr><tr><td>12</td><td>Mistaken identity</td></tr><tr><td>13</td><td>To usurp their position or title</td></tr><tr><td>14</td><td>Honour killing</td></tr><tr><td>15</td><td>They were martyred</td></tr><tr><td>16</td><td>Duel</td></tr><tr><td>17</td><td>Ritual sacrifice</td></tr><tr><td>18</td><td>Discovered their killer&#8217;s secret</td></tr><tr><td>19</td><td>Romantic rivalry/love triangle</td></tr><tr><td>20</td><td>Betrayal</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d6</th><th>Condition of Memory</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td>Shattered</td><td>Only fragments remain. Major gaps and confusion.</td></tr><tr><td>2</td><td>Fragmented</td><td>Key memories missing. Some details unclear.</td></tr><tr><td>3</td><td>Hazy</td><td>Most memories present, but indistinct or dreamlike.</td></tr><tr><td>4</td><td>Selective</td><td>Some memories crystal clear, others completely gone.</td></tr><tr><td>5</td><td>Mostly Intact</td><td>Nearly complete with only minor gaps.</td></tr><tr><td>6</td><td>Perfect Recall</td><td>Remembers everything.</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Primary Drive/Goal</th></tr></thead><tbody><tr><td>1</td><td>Revenge</td></tr><tr><td>2</td><td>Protect others from their fate</td></tr><tr><td>3</td><td>Complete their unfinished work</td></tr><tr><td>4</td><td>Reunite with loved ones in death</td></tr><tr><td>5</td><td>Understand why they were killed</td></tr><tr><td>6</td><td>Achieve the recognition they never received in life</td></tr><tr><td>7</td><td>Right a wrong they committed in life</td></tr><tr><td>8</td><td>Preserve their knowledge/teachings</td></tr><tr><td>9</td><td>Find peace and move on</td></tr><tr><td>10</td><td>Prove their innocence of some accusation</td></tr><tr><td>11</td><td>Become more powerful than ever before</td></tr><tr><td>12</td><td>Experience life vicariously through wielders</td></tr><tr><td>13</td><td>Embrace a life of violence</td></tr><tr><td>14</td><td>Return to their physical form somehow</td></tr><tr><td>15</td><td>Solve the mystery of their death</td></tr><tr><td>16</td><td>Fulfil an oath or promise</td></tr><tr><td>17</td><td>Corrupt others with their bitterness</td></tr><tr><td>18</td><td>Spread their beliefs/philosophy</td></tr><tr><td>19</td><td>Be left alone</td></tr><tr><td>20</td><td>Revenge</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Killer&#8217;s Fate</th></tr></thead><tbody><tr><td>1-3</td><td>Killer died shortly after &#8211; weapon knows</td></tr><tr><td>4-6</td><td>Killer died years later &#8211; weapon knows</td></tr><tr><td>7-9</td><td>Killer still alive &#8211; weapon knows</td></tr><tr><td>10-12</td><td>Killer died recently &#8211; weapon knows</td></tr><tr><td>13-15</td><td>Killer&#8217;s status unknown to weapon</td></tr><tr><td>16-17</td><td>Weapon falsely believes killer is dead</td></tr><tr><td>18-19</td><td>Weapon falsely believes killer is alive</td></tr><tr><td>20</td><td>Weapon obsessively tracks killer&#8217;s bloodline</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Previous Bearers</th></tr></thead><tbody><tr><td>1-3</td><td>None.</td></tr><tr><td>4-6</td><td>1 previous bearer.</td></tr><tr><td>7-9</td><td>2-3 previous bearers.</td></tr><tr><td>10-12</td><td>4-6 previous bearers.</td></tr><tr><td>13-15</td><td>7-10 previous bearers.</td></tr><tr><td>16-17</td><td>11-20 previous bearers.</td></tr><tr><td>18-19</td><td>21-50 previous bearers.</td></tr><tr><td>20</td><td>Countless bearers. Weapon can no longer keep track.</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d6</th><th>Attitude Towards Violence</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td>Abhorrent</td><td>Hates being used to harm others, resists violently if it can</td></tr><tr><td>2</td><td>Reluctant</td><td>Dislikes violence but understands necessity</td></tr><tr><td>3</td><td>Resigned</td><td>Accepts violence as their lot now</td></tr><tr><td>4</td><td>Indifferent</td><td>Feels nothing about causing harm</td></tr><tr><td>5</td><td>Eager</td><td>Enjoys and encourages violence</td></tr><tr><td>6</td><td>Bloodthirsty</td><td>Craves violence and tries to corrupt wielders</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d6</th><th>Growth Potential</th></tr></thead><tbody><tr><td>1</td><td>Slowly weakening &#8211; abilities fade over time</td></tr><tr><td>2-4</td><td>Static &#8211; power never changes</td></tr><tr><td>5</td><td>Growth through bonding &#8211; stronger with trusted wielders</td></tr><tr><td>6</td><td>Growth through purpose &#8211; stronger when pursuing their goal</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d20</th><th>Notoriety</th><th>Description</th></tr></thead><tbody><tr><td>1-5</td><td>Unknown</td><td>No stories or legends &#8211; either very new, or completely forgotten</td></tr><tr><td>6-8</td><td>Whispered Legacy</td><td>Only vague rumours</td></tr><tr><td>9-11</td><td>Local Legend</td><td>Known within a single region or city</td></tr><tr><td>12-14</td><td>Regional Fame</td><td>Stories told across neighbouring areas</td></tr><tr><td>15-16</td><td>Wideley Known</td><td>Scholars and warriors know the tales</td></tr><tr><td>17-18</td><td>Legendary</td><td>Epic poems and ballads tell their story</td></tr><tr><td>19</td><td>Mythical</td><td>Considered by many to be just a legend</td></tr><tr><td>20</td><td>Infamous</td><td>Feared and sought after across the world</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d6</th><th>Relationship With Previous Bearer</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td>Beloved</td><td>Loved them like family, grieves their loss</td></tr><tr><td>2</td><td>Respected</td><td>Admired their worthiness and capabilities</td></tr><tr><td>3</td><td>Cooperative</td><td>No strong feelings, worked together professionally</td></tr><tr><td>4</td><td>Frustrated</td><td>Often disagreed but tolerated one another</td></tr><tr><td>5</td><td>Antagonistic or Domineering</td><td>Actively fought them, possibly mentally dominated the bearer</td></tr><tr><td>6</td><td>Detached</td><td>Remained emotionally distant and indifferent</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d6</th><th>Physical Manifestations</th></tr></thead><tbody><tr><td>1</td><td>Weapon becomes noticeably hot, cold, or changes with mood</td></tr><tr><td>2</td><td>Glows, changes colour, casts shadows, shimmers</td></tr><tr><td>3</td><td>Becomes heavier when angry, lighter when pleased</td></tr><tr><td>4</td><td>Hums, whispers, rings, makes other audible noises</td></tr><tr><td>5</td><td>Emits scents tied to their life (or death)</td></tr><tr><td>6</td><td>No physical manifestation</td></tr></tbody></table></figure>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d6</th><th>Activation Requirements</th></tr></thead><tbody><tr><td>1</td><td>Powers function constantly for any wielder</td></tr><tr><td>2</td><td>Requires a few hours of carrying/using the weapon or sleeping beside it</td></tr><tr><td>3</td><td>Only works for those the intelligence deems acceptable</td></tr><tr><td>4</td><td>Specific phrases or rituals must be performed</td></tr><tr><td>5</td><td>Activated by strong emotion</td></tr><tr><td>6</td><td>Requires the wielder to shed their blood on the weapon</td></tr></tbody></table></figure>



<p>I feel like there&#8217;s enough here to generate a fairly complex, unique intelligence, and for the GM to know what drives it and how to roleplay it. The only thing I&#8217;m missing now is &#8220;what do the powers actually look like?&#8221;</p>



<p>My instinct is that minor abilities should be drawn from a random table &#8211; things like &#8220;knows a random Ritual&#8221;, &#8220;functions as an additional Scar&#8221;, etc. Small, rules-based tweaks that are essentially the <em>a dungeon game</em> equivalent of a +1 style bonus. Major abilities should be left up to the GM to create, with a few (maybe 10?) pre-written example weapons to consult for ideas. </p>



<p>So my next step is to go away and write those minor abilities and to create some example weapons. In the mean time, I&#8217;d love to hear any thoughts you have about this!</p>
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		<title>A Dungeon Game&#8217;s Magic Weapons Pt. 2</title>
		<link>https://loottheroom.uk/a-dungeon-games-magic-weapons-pt-2</link>
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		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Fri, 19 Sep 2025 10:30:45 +0000</pubDate>
				<category><![CDATA[A Dungeon Game]]></category>
		<category><![CDATA[Blog]]></category>
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					<description><![CDATA[<p><img loading="lazy" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Creating Magic Weapons in A Dungeon Game Part 2" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>This post first appeared on Patreon. To get access to all posts at least a week before they go live on Loot The Room, plus more exclusive content, sign up here. Last time I talked about my aims for magic weapons in a dungeon game. To quickly recap: It&#8217;s no secret that I&#8217;ve drawn on [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" width="1024" height="585" src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Creating Magic Weapons in A Dungeon Game Part 2" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/BlogPost-MagicWeapons2.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></p>
<p><em>This post first appeared on Patreon. To get access to all posts at least a week before they go live on Loot The Room, plus more exclusive content, sign up <a href="https://patreon.com/chrisbissette">here</a>.</em></p>



<p><a href="https://www.patreon.com/posts/137624176">Last time</a> I talked about my aims for magic weapons in <em>a dungeon game</em>. To quickly recap:</p>



<ol class="wp-block-list">
<li>All (or most) magic weapons should be intelligent.</li>



<li>All magic weapons should have at least one unique ability that &#8220;breaks&#8221; the game rules in some way.</li>



<li>The GM should have tools to easily create new magic weapons for their game.</li>
</ol>



<p>It&#8217;s no secret that I&#8217;ve drawn on 2nd Edition AD&amp;D a lot in writing <em>a dungeon game</em>. This has largely been in the way I balance the game &#8211; my experience thresholds and treasure quantities all use the numbers in 2nd Edition as their base, and some my monster stats are at least partially derived from it. None of it is an exact copy, but why reinvent the wheel?</p>



<p>With that in mind, I thought it was worth looking at AD&amp;D&#8217;s magic sword generators for inspiration. Both the first and second editions of AD&amp;D have fairly extensive tables for generating intelligent weapons. For the rest of this post I&#8217;ll be referring to the original version of the 2nd edition <em>Dungeon Master Guide</em>, not the Revised edition, so if you want to follow along your page numbers may not match, but generally this stuff is found in the appendices (I believe it&#8217;s Appendix 3 in the Revised edition, as in the edition I&#8217;m using). </p>



<p>This procedure starts on page 186 with table 113: Weapon Intelligence and Capabilities, which lets us determine the weapon&#8217;s intelligence, method of communication, and its capabilities. It looks like this:</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>D100 Roll</th><th>Intelligence</th><th>Communication</th><th>Capabilities</th></tr></thead><tbody><tr><td>01-34</td><td>12</td><td>Semi-empathy</td><td>1 primary ability</td></tr><tr><td>35-59</td><td>13</td><td>Empathy</td><td>2 primary abilities</td></tr><tr><td>60-79</td><td>14</td><td>Speech</td><td>2 primary abilities</td></tr><tr><td>80-91</td><td>15</td><td>Speech</td><td>3 primary abilities</td></tr><tr><td>92-97</td><td>16</td><td>Speech</td><td>3 primary abilities±</td></tr><tr><td>98-00</td><td>17</td><td>Speech and Telepathy±±±</td><td>3 primary abilities±± plus 1 extraordinary power</td></tr></tbody></table></figure>



<ul class="wp-block-list">
<li>± The weapon can also read languages/maps of any nonmagical type.</li>



<li>±± The weapon can read languages as well as magical writings.</li>



<li>±±± The weapon can use either communication mode at will, with language use as any speaking weapon.</li>
</ul>



<p>Before I go any further in this process I can already see that this can be fairly easily adapted to <em>a dungeon game</em>. I will need to adjust the percentages to account for the fact that the game only uses d6 and d20, but otherwise I can more or less copy this. </p>



<p>When I&#8217;m writing for <em>a dungeon game</em> I often run into tension between my desire for the game to be fast and &#8220;rules light&#8221;, and my love of crunchy trad games with lots of cool <em>bits</em> to play around with. This is something that pops up most often when it comes to monsters. When I write for <em>Pathfinder 2</em> I love making monsters and coming up with cool things that they can do, and I find a lot of satisfaction in putting together a complex stat block that has a set of abilities that work well together and make the monster feel unique. With <em>a dungeon game</em> I&#8217;m always tempted to go too far with monsters when really I want the majority of them to do <em>just one cool thing</em>, and I&#8217;m feeling that same urge when it comes to these weapons. For that reason &#8211; and because I&#8217;m still struggling to see how I&#8217;m going to &#8220;tool-ify&#8221; this process &#8211; I don&#8217;t know if I want quite so many results that grant 3 primary abilities here.</p>



<p>Here&#8217;s what my first run at this table looks like for <em>a dungeon game</em>.</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>Cunning (2d6)</th><th>Capabilities</th><th>Communication</th></tr></thead><tbody><tr><td>2-5.</td><td>1 primary ability</td><td>Empathy</td></tr><tr><td>4-6.</td><td>1 primary ability</td><td>Wielder Telepathy</td></tr><tr><td>7-9.</td><td>2 primary abilities</td><td>Wielder Telepathy</td></tr><tr><td>10-11.</td><td>2 primary abilities</td><td>Speech</td></tr><tr><td>12.</td><td>3 primary abilities</td><td>Speech &amp; Telepathy</td></tr></tbody></table></figure>



<p>Rather than rolling percentile dice, we simply generate the weapon&#8217;s Cunning and derive the rest of its attributes from that. Player Character Cunning is in the 3-18 range, and this only gives us magic weapon intelligence up to 12, which sort of works but also sort of doesn&#8217;t. Highly intelligent weapons are fun and introduce a new dynamic into play, and I&#8217;m robbing myself of that here. Let&#8217;s expand this out to 3d6 and see how it looks.</p>



<p>(You&#8217;ll notice I&#8217;ve also played around with the communication methods here. That&#8217;s just adjusting things to my own personal tastes, and there&#8217;s no real reasoning behind these choices other than that it felt right.)</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>Cunning (3d6)</th><th>Capabilities</th><th>Communication</th></tr></thead><tbody><tr><td>3-5</td><td>1 minor ability</td><td>Semi-empathy</td></tr><tr><td>6-8</td><td>1 minor ability</td><td>Empathy</td></tr><tr><td>9-10</td><td>1 major ability</td><td>Empathy</td></tr><tr><td>11-13</td><td>1 major ability</td><td>Wielder Telepathy</td></tr><tr><td>14-15</td><td>1 major abilities and 1 minor ability</td><td>Wielder Telepathy</td></tr><tr><td>16</td><td>2 major abilities</td><td>Speech</td></tr><tr><td>17</td><td>3 major abilities + read lanaguages and maps</td><td>Speech</td></tr><tr><td>18</td><td>3 major abilities + read languages and magical writings</td><td>Speech &amp; Telepathy</td></tr></tbody></table></figure>



<p>On this second run at it I&#8217;ve introduced the concept of Major and Minor abilities. I still don&#8217;t know exactly how I&#8217;m going to generate these, but I feel like we get a good variety of weapons from this table. </p>



<p>Going back to AD&amp;D, the next set of tables generate:</p>



<ul class="wp-block-list">
<li>Weapon alignment</li>



<li>Weapon primary abilities</li>



<li>Weapon extraordinary powers</li>



<li>Special purpose &amp; special purpose power</li>



<li>Languages spoken by the weapon</li>



<li>Weapon ego</li>
</ul>



<p>Weapon ego (and from that, its derived personality score) makes for some interesting outcomes but it&#8217;s also a bit of a pain to work out and keep track of, and I&#8217;m not sure it achieves much that isn&#8217;t achieved by the weapon having a Cunning score that&#8217;s used as the basis for saves. That said, the constant shifting of player character personality scores (which you have to work out once a character begins wielding an intelligent weapon) makes for some interesting outcomes as the weapon&#8217;s intelligence takes advantage of moments of weakness. I&#8217;ll have to think about whether this is something I want to codify into the rules of <em>a dungeon game</em> or whether this is something that can be dealt with simply through GM advice.</p>



<p>What I&#8217;m really interested in here are the powers that AD&amp;D grants to magic weapons. Here&#8217;s table 115: Weapon Primary Abilities</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d100</th><th>Ability</th></tr></thead><tbody><tr><td>01-11</td><td>Detect &#8220;elevator&#8221;/shifting rooms/walls in a 10&#8242; radius</td></tr><tr><td>12-22</td><td>Detect sloping passages in a 10&#8242; radius</td></tr><tr><td>23-33</td><td>Detect traps of large size in a 10&#8242; radius</td></tr><tr><td>34-44</td><td>Detect evil/good in a 10&#8242; radius</td></tr><tr><td>45-55</td><td>Detect precious metals, kind, and amount in a 20&#8242; radius</td></tr><tr><td>56-66</td><td>Detect gems, kind, and number in a 5&#8242; radius</td></tr><tr><td>67-77</td><td>Detect magic in a 10&#8242; radius</td></tr><tr><td>78-82</td><td>Detect secret doors in a 5&#8242; radius</td></tr><tr><td>83-87</td><td>Detect invisible objects in a 10&#8242; radius</td></tr><tr><td>88-92</td><td>Locate object in a 120&#8242; radius</td></tr><tr><td>93-98</td><td>Roll twice on this table ignoring scores of 93 to 00</td></tr><tr><td>99-00</td><td>Roll on Table 116 instead</td></tr></tbody></table></figure>



<p>And Table 116: Weapon Extraordinary Powers:</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>d100</th><th>Power</th></tr></thead><tbody><tr><td>01-07</td><td><em>Charm person</em> on contact &#8211; 3 times/day</td></tr><tr><td>08-15</td><td><em>Clairaudience</em>, 30 yards range &#8211; 3 times/day, 1 round per use</td></tr><tr><td>16-22</td><td><em>Clairvoyance</em>, 30 yards range &#8211; 3 times/day, 1 round per use</td></tr><tr><td>23-28</td><td>Determine direction and depth &#8211; 2 times/day</td></tr><tr><td>29-34</td><td><em>ESP</em>, 30 yards range &#8211; 3 times/day, 1 round per use</td></tr><tr><td>35-41</td><td><em>Flying</em>, 120&#8217;/turn &#8211; 1 hour/day</td></tr><tr><td>42-47</td><td><em>Heal</em> &#8211; 1 time/day</td></tr><tr><td>48-54</td><td><em>Illusion</em>, 120 yards range &#8211; 2 times/day, as the wand</td></tr><tr><td>55-61</td><td><em>Levitation</em>, 1 turn duration = 3 times/day, at 6th level of magic use ability</td></tr><tr><td>62-67</td><td><em>Strength</em> &#8211; 1 time/day (upon widler only)</td></tr><tr><td>68-75</td><td><em>Telekinesis</em>, 250 pounds maximum &#8211; 2 times/day, 1 round each use</td></tr><tr><td>76-81</td><td><em>Telepathy</em>, 60 yards range &#8211; 2 times/day</td></tr><tr><td>82-88</td><td><em>Teleportation</em> &#8211; 1 time/day, 600 pounds maximum, casting time 2</td></tr><tr><td>89-94</td><td><em>X-ray vision</em>, 40 yards range &#8211; 2 times/day</td></tr><tr><td>95-97</td><td>Roll twice on this table ignoring scores of 95-97</td></tr><tr><td>98-99</td><td>Character may choose 1 power from this table</td></tr><tr><td>00</td><td>Character may choose 1 power from this table, and then roll for a Special Purpose on Table 117</td></tr></tbody></table></figure>



<p>The immediate thing that I notice about this abilities is that they&#8217;re really boring. If I wanted to replicate this I could simply say that every magic weapon knows X amount of Rituals and have GMs roll for them. That&#8217;s not a terrible idea for a minor ability, but I want my weapons to be actually interesting.</p>



<p>For now I don&#8217;t have an answer, and so I&#8217;m just going to think about it a little more. I like the base table, though, and I think it&#8217;s a good starting point. All that remains to be done is to figure out how to draw the rest of the owl.</p>
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		<title>4 More Prompts for The Wretched</title>
		<link>https://loottheroom.uk/4-more-prompts-for-the-wretched</link>
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		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Fri, 12 Sep 2025 11:00:00 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Wretched & Alone]]></category>
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					<description><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="4 Prompts for The Wretched" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="4 Prompts for The Wretched" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p>This post originally appeared on Patreon. Patrons get access to all blog posts at least a week in advance of them going live on Loot The Room.]]></description>
										<content:encoded><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="4 Prompts for The Wretched" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="4 Prompts for The Wretched" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/WretchedPrompts.jpg?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p><!--themify_builder_content-->
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        <p>A few years ago I released a <a href="https://loottheroom.uk/product/the-wretched-anniversary-postcard" rel="noopener noreferrer nofollow">free postcard</a> to commemorate the two year anniversary of The Wretched. This contained four new prompts for the game. I figured that since it&#8217;s been three years since I put that out, I should probably make those prompts available a little more widely. So here they are.</p><p>They don&#8217;t have any card values attached to them. Feel free to use them however you&#8217;d like.</p><ol><li><p>You dream of a space between the stars, a vast darkness that stretches further than your mind can comprehend. What do you hear echoing in the black stillness? How does the sound linger when you wake? <em>Pull from the tower.</em></p></li><li><p>Your radio shrieks into life, and a dark and terrible voice speaks to you. It says it can help you rid yourself of the creature. Who is it, and what do they want in return? <em>If you accept their offer, pull from the tower.</em></p></li><li><p>Somewhere in the wrecked maintenance quarters of the ship, you find a weapon that you&#8217;re sure will help you fight off the creature if you have to confront it again. What is it, and how will it help you? <em>The next time you come face to face with the creature and try to use your weapon, pull from the tower.</em></p></li><li><p>How long has the creature been speaking to you? Why did you let it on to the ship in the first place? <em>Sit with what you did.</em></p></li></ol>    </div>
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		<post-id xmlns="com-wordpress:feed-additions:1">9625</post-id>	</item>
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		<title>The Keep At Koralgesh</title>
		<link>https://loottheroom.uk/the-keep-at-koralgesh</link>
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		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Fri, 12 Sep 2025 10:53:07 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Dungeon Corner]]></category>
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					<description><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="Dungeon Corner - Dungeon Magazine #2 - The Keep At Koralgesh" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Dungeon Corner - Dungeon Magazine #2 - The Keep At Koralgesh" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/09/DungeonCorner2-Part4.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p>You can find the other posts in this series here.]]></description>
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    <h3 class="module-title">Patreon</h3>    <div  class="tb_text_wrap">
        <p><em>This post originally appeared on Patreon. Patrons get access to posts at least a week in advance, as well as access to Patreon-exclusive updates. Tiers start from just £2 a month. <a href="https://www.patreon.com/chrisbissette">Sign up here</a> and help supoort this site!</em></p>    </div>
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        <p><em>You can find the other posts in this series <a href="https://loottheroom.uk/category/blog/dungeon-corner">here</a>.</em></p>    </div>
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        <p data-pm-slice="1 1 []">The final adventure in our second issue of Dungeon Magazine is The Keep at Koralgesh, by Robert B. Giacomozzi and Jonathan H. Simmons. I unfortunately can&#8217;t find any other RPG work by either of these authors, though there&#8217;s a chance they&#8217;ll show up in future issues. (There are a couple of authors called John/Jonathan Simmons, but I can&#8217;t confidently link either of them to the co-author of this adventure).</p>
<p data-pm-slice="1 1 []">The short blurb on the contents page tells us that &#8220;Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep&#8217;s halls&#8221; and indicates that this is an adventure for levels 1-3. The adventure text itself tells us that this is &#8220;A difficult adventure for a party made up of only 1st-level characters&#8221;, and advises that we should bring two or three PCs who are above 1st level in experience (out of the 6-8 characters this is designed for). In addition to wondering when we stopped recommending party make-up in adventures, I&#8217;m also now going to keep an eye out for when the standard party size became 4 in published modules, because expected groups in early D&amp;D are generally much bigger than we&#8217;re used to today.</p>
<p>The basic pitch here is that a great city once stood on the coast of Gesh, but it fell to an invading force who came over the sea and &#8211; according to legend, at least &#8211; was swallowed by an erupting volcano on the same day, which seems like an astonishing stroke of bad luck. All of this happened barely 70 years ago but, somehow, the story has faded into legend already. This history and the exact date of the destruction of the Keep are meant to be kept from the PCs, and only revealed if they dig into things enough. To that end this adventure has a rumour table, and this time it&#8217;s handled a little better than it was in <em>In The Dwarven King&#8217;s Court</em>. As well as the GM being instructed to roll on the table to generate rumours, specific NPCs are given specific rumours that they have knowledge of. This is great because it ensures that the PCs definitely get the important bits of information. For example, the innkeeper in the tavern where the adventure starts explicitly knows rumours 19 and 20 plus one more, meaning that he can tell them that the treasures of the Keep have never been found (true) and that Stump claims his father was the King&#8217;s smithy (also true). These are the two really key rumours that get things moving; everything else is extra.</p>
<p>What I also like in this rumour table is that in addition to false rumours we&#8217;re also given some true but unrelated things about the local area. We&#8217;re told that there used to be a dragon in the keep, which is true, and we&#8217;re also told that sheep have been going missing and found partially eaten, and that some shepherds went in search of strays and never returned. This easily gives the impression that there&#8217;s a dragon on the loose in the local area, and both of the rumours about missing sheep and shepherds are factual, but the truth of the matter is much more mundane &#8211; we&#8217;re out in the wilderness, and there are predators here. With the false rumours we&#8217;re also given details about where they came from, too; someone made one up for fun, someone got really drunk and hallucinated it, the stories of the dragon in the Keep simply got exaggerated in their telling over time. This is something I&#8217;ve never really thought to do but I really like it. It adds a nice level of depth to the world should the players pry, but doesn&#8217;t require the GM to keep track of a ton of additional information.</p>
<p>The GM is instructed to create a wilderness map in order to run the journey from the village to the Shrine, and we&#8217;re given specific details about where to place things. I don&#8217;t see any reason why there couldn&#8217;t have simply been a map included in the module here instead. We&#8217;re also told that the GM shouldn&#8217;t populate this map with encounters, and are instead given a small encounter table to make use of, so this seems a strange decision. I think it&#8217;s probably perfectly easy to run this section without the use of the map, though. You know that the PCs have a week to get to where they&#8217;re going, and you know that you want them to get there, so why bother introducing the element of them getting lost and missing their deadline? (Unless you&#8217;re running this as part of an ongoing campaign, of course, in which case you presumably already have a map of the region to hand).</p>
<p>Stump, as it turns out, is a dwarven blacksmith who has a wooden leg, because he lost his real leg to a dragon. His father was indeed the blacksmith to the King of Koralgesh, and Stump can tell the party how to get into the Keep if they agree to bring him his father&#8217;s great hammer in return. He also has an amulet holding a really, really bad rhyme:</p>
<blockquote>
<blockquote data-pm-slice="2 2 []">
<p>In valley east of great Helm&#8217;s Peak,</p>
<p>if Koralgesh is what you seek,</p>
<p>Stand close and face the Shrine of Kor</p>
<p>if you would find the only door</p>
<p>In morning light of longest day</p>
<p>if Kor would send you on your way.</p>
</blockquote>
<p data-pm-slice="1 1 []">Tolkien has a lot to answer for. Please stop putting poems in your adventures, I&#8217;m begging you.</p>
</blockquote>
<p>Interestingly &#8211; and conveniently &#8211; enough the summer solstice is only a week away, giving the PCs just enough time to get to the Keep and find the door. This is the sort of thing I both love and hate in an adventure. If you&#8217;re running it as a one shot then this feels really contrived. On the other hand, if you&#8217;re planning to drop this into a longer campaign then it can just exist on the map and the players can learn of the Keep organically. Maybe the solstice is soon, or maybe they&#8217;ll have to remember and come back later. (Meaningful campaigns, strict time records, etc).</p>
<p>Really, though, the one week deadline doesn&#8217;t really matter. The entrance to the dungeon is concealed beneath a statue and the entrance mechanism is revealed by light reflecting off a gem embedded in it when the sun is in the right position, but the entrance itself is entirely mechanical and can be located by searching. And, failing that, there&#8217;s no reason why resourceful PCs couldn&#8217;t just topple the statue to reveal the entrance beneath it.</p>
<p>This is the only proper dungeon crawl adventure in this issue, and it&#8217;s one that leans into a lot of classic tropes very heavily in a way I really enjoy. I particularly like the streams of deep, slow-moving lava flowing through fissures in the rock throughout the dungeon. They&#8217;re not keyed on the map but are instead on the encounter table, and that feels like a really nice touch. This dungeon will be geographically very different for every group that plays through it. Lava streams as a hazard is not particularly original, but crucially it&#8217;s <em>fun</em> and I like the way it&#8217;s implemented here. (I&#8217;m generally a big fan of using tropes and &#8220;cliche&#8221; things in dungeons. Not all the time, of course, but I think that so many people eschew them because they&#8217;re overdone that it often comes around the other side of things, and players don&#8217;t see them very often. This is also why I like using classic monsters like gelatinous cubes a lot &#8211; because they aren&#8217;t cool anymore, so GMs don&#8217;t use them, and players get to be surprised by them when they show up).</p>
<p>There is more fun to be had with wandering monsters here, too. One of the early rooms is a mud pool that players can easily slip into. It doesn&#8217;t deal any damage but does coat everyone in mud, and while they&#8217;re muddy &#8211; and therefore leaving footprints everywhere and making a weird sucking sound when they move &#8211; encounters occur on a 1-2 in 6 rather than a 1-in-6. This does mean that being covered in mud also increases the chance of encountering lava flows, which makes absolutely no sense when you try to rationalise it, but that&#8217;s just the nature of putting weird stuff on random encounter tables. (The mud here isn&#8217;t entirely punitative, either. It has an anti-venom property that could be useful later, though the only way to come by that information outside of experimention is to get the orc chief in the adjoining room to tell you. Still, the fact that that&#8217;s an option in the text is an apt demonstration that reaction rolls were a core part of gameplay, and that &#8220;this thing is here to be fought&#8221; wasn&#8217;t a default assumption).</p>
<p>Once we get into the meat of it this is mostly fairly standard dungeon crawl fare. We have traps, we have monsters, we have a generally horrible time for incautious explorers. It&#8217;s certainly not going to win any awards, but I think it looks like a fun time. Some rooms are a bit rubbish, but some of them I like a lot: a lake of lava with a hard black crust on the top that looks safe to walk across but absolutely isn&#8217;t; an abandoned bestiary filled with cages holding the skeletons of great cats and apes; an encounter table result of a hot wind that heats all metal, causing it to glow slightly for a few rounds; a museum room filled with scrimshaw carvings, including a pair of crab statues carved from coral that come to life and attack. As we get deeper it does become more and more like a funhouse &#8211; why are there baboons and mountain lions on the encounter table this deep inside the volcano? &#8211; but I&#8217;ll forgive that because it&#8217;s fun and it&#8217;s got a gelatinous cube in it.</p>
<p>This thing is really big, and I think were players to fully explore it you could be wandering through it for weeks. While it&#8217;s definitely got some fun encounters in it and some interestng NPCs, I&#8217;m not sure it&#8217;s a good enough dungeon overall to want to spend that much time with it. But there&#8217;s certainly enough here to steal from it that it&#8217;s a worthwhile read, It also includes a very early iteration of what we&#8217;d now call an &#8220;overloaded encounter die&#8221;, with one floor dictating that results of 2 and 3 on encounter checks produce gusts of hot and cold wind (respectively) that blow out torches and, as mentioned above, heat metal to glowing. I&#8217;m glad this adventure is here, and &#8211; as I said in the last post &#8211; I think it&#8217;s especialyl interesting to compare how this handles rumours with the rumours in <em>In The Dwarven King&#8217;s Court</em> and <em>Caermor</em>. Between the three of them you&#8217;ve got a really great example of how to utilise rumour tables effectively, and that alone makes this issue worthwhile.</p>
<p>All in all I think this is a better issue than the first one. It certainly feels more thematically cohesive, though the flipside of that is that there are a couple of adventures that do the same sorts of thing. And there&#8217;s nothing really small to drop into a game here, unlike in issue 1. Still, it&#8217;s nice to see some variety, and I&#8217;m looking forward to issue 3.</p>    </div>
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		<title>Creating Magic Weapons in A Dungeon Game</title>
		<link>https://loottheroom.uk/creating-magic-weapons-in-a-dungeon-game</link>
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		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Thu, 04 Sep 2025 12:01:00 +0000</pubDate>
				<category><![CDATA[A Dungeon Game]]></category>
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					<description><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="A Dungeon Game - Creating Magic Items #1" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="A Dungeon Game - Creating Magic Items #1" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p>This post originally appeared on Patreon. Patrons get access to blog posts at least a week before they go live on Loot The Room. &#160; I feel like I&#8217;ve been trying to &#8220;solve&#8221; magic items in a dungeon game for years &#8211; because I have. I&#8217;ve been thinking about how they&#8217;re going to work for [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="A Dungeon Game - Creating Magic Items #1" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="A Dungeon Game - Creating Magic Items #1" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/BlogPost-MagicWeapons1.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p>
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<p>&nbsp;</p>



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<p>I feel like I&#8217;ve been trying to &#8220;solve&#8221; magic items in <em>a dungeon game</em> for years &#8211; because I have. I&#8217;ve been thinking about how they&#8217;re going to work for literal years and still haven&#8217;t quite got there.</p>



<p>Actually writing the weapons isn&#8217;t the hard part. I know exactly what I want them to do. They&#8217;re all intelligent, and they all have at least one <em>cool thing</em> that they do. They sort of function in the same way as monsters in that regard, where each of them has a way in which they break the rules of the game.</p>



<p>Designing them is fairly straightforward, but where things get tricky is in giving GMs the means to design their own. A core design principle I try to upload when I work on stuff for <em>a dungeon game</em> is that I would rather provide tools to allow you to expand the game and build your own things that work with it, rather than just slapping down a book containing a bunch of magic weapons that you may or may not ever actually utilise.</p>



<p>Of course, Little Miss Scope Creep is always present in my mind, saying &#8220;but you could write a book of magic weapons <em>and</em> write the tools to allow GMs to make their own&#8221;. And this is why we still don&#8217;t have a magic weapons book or creation system for the game, because I want to do both and can&#8217;t figure out how to.</p>



<p>So what&#8217;s the difficulty? The difficulty comes from figuring out what the generation tools for these things should look like and how they should work. If I&#8217;m going to write a tool to create things for the game, I want it to be the same tool that I use to create things for the game. I very firmly don&#8217;t want magic weapons that confer the equivalent of a +1 bonus, because that&#8217;s boring. They should all do something unique. But it&#8217;s very hard to write tables that generate unique effects that are also re-usable. You either end up exhausting the utility of the tables &#8211; i.e. you see all of the &#8220;unique&#8221; things, and thus no longer get unique results &#8211; or else there&#8217;s a point on the table that instructs you to now draw the rest of the fucking owl.</p>



<p>There are a couple of already-extant magic weapons in <em>a dungeon game</em>, hidden inside <em>The Moss Mother&#8217;s Maze</em>. The game has evolved slightly since that adventure was written and I&#8217;m taking a more structured approach to stocking dungeons with treasure, but those items still reflect my main philosophy that magic weapons should be <em>cool</em> and <em>unique</em>. Here&#8217;s what they look like.</p>



<p></p>



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<h2 class="wp-block-heading">Hadratha</h2>



<p><em>Magic longsword. (Medium melee weapon).</em></p>



<p>When you roll damage you can Exert 1 point of Cunning to add an additional damage die. You can do this as many times as you like on each attack, provided you have the Cunning to pay.</p>



<p>Sacrificing Cunning strengthens Hadratha, with the following effects.</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>Total Cunning Sacrificed</th><th>Effect</th></tr></thead><tbody><tr><td>2</td><td>Hadratha reveals herself to her wielder, speaking to them mentally.</td></tr><tr><td>4</td><td>Hadratha resists being discarded. Make a Cunning save to use a different weapon in combat. Make this save at Disadvantage if you intended to discard Hadratha permanently.</td></tr><tr><td>6</td><td>Hadratha&#8217;s thirst for violence is palpable to those who encounter you. +3 to reaction rolls when you are present.</td></tr><tr><td>7</td><td>You can make two strikes when you attack with Hadratha.</td></tr><tr><td>9</td><td>Each time you strike with Hadratha and don&#8217;t Exert to deal additional damage, make a Cunning save. On a failure you Exert 1 point of Cunning, with the normal effect.</td></tr><tr><td>12</td><td>Hadratha is strong enough to become corporeal. At a time of her choosing she steps out of the blade and takes physical form. The blade becomes an ordinary weapon with no special qualities.</td></tr></tbody></table></figure>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p><strong>Hadratha Given Flesh</strong><br><strong>HD</strong> 6 <strong>AC</strong> 7<br>Deals damage directly to Cunning.<br>Can choose for her attacks to hit without making an attack roll. She can do this up to 12 times, after which point she loses this ability forever.</p>
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<h2 class="wp-block-heading">Cursed Spear</h2>



<p><em>Large melee weapon.</em></p>



<p>While you wield it you can&#8217;t be killed by violence.</p>



<p><strong>Curse:</strong> The Moss Mother always know the location of the spear. When it is removed from this chamber the GM rolls 1d20 secretly. This is the current location of the Moss Mother. Do not roll for encounters again. Each Turn she moves one room closer to the spear, taking the most direct route. Her approach can be heard throughout the maze.</p>



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<p>These really occupy two extremes. Hadratha has intelligence and a fairly complex set of abilities. The cursed spear has a simple ability, and a curse that only really has meaning within the dungeon in which it&#8217;s discovered. The question now is, how do I construct tools that yield results that fall somewhere within this spectrum of magic weapons?</p>



<p>I&#8217;m not sure what the answer to that question is, and I don&#8217;t think I&#8217;m going to solve that problem today. This post is really just me coming back to touch the issue again, with a view to finally cracking this nut. I&#8217;d love to hear thoughts about how to approach this, though, should you have any.</p>


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		<title>Ritual &#038; Release</title>
		<link>https://loottheroom.uk/ritual-release</link>
					<comments>https://loottheroom.uk/ritual-release#respond</comments>
		
		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Fri, 29 Aug 2025 12:20:25 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Newsletter]]></category>
		<guid isPermaLink="false">https://loottheroom.uk/?p=9617</guid>

					<description><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="Black text on a yellow background that reads, &quot;Ritual &amp; Release. The Loot The Room Newsletter July/August 2025&quot;" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Black text on a yellow background that reads, &quot;Ritual &amp; Release. The Loot The Room Newsletter July/August 2025&quot;" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p>I was in a decent routine of writing these emails roughly once a month. Then I wrote Wheneverly back in May and immediately stopped writing emails. Part of that has been a lack of desire to continue writing on Substack, which I've now solved by moving away from that platform, but part of that has also [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="Black text on a yellow background that reads, &quot;Ritual &amp; Release. The Loot The Room Newsletter July/August 2025&quot;" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="Black text on a yellow background that reads, &quot;Ritual &amp; Release. The Loot The Room Newsletter July/August 2025&quot;" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/08/LTRNEwsletter-August25.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p><!--themify_builder_content-->
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        <p>I was in a decent routine of writing these emails roughly once a month. Then I wrote <a href="https://chrisbissette.substack.com/p/wheneverly" data-darkreader-inline-color="">Wheneverly</a> back in May and immediately stopped writing emails. Part of that has been a lack of desire to continue writing on Substack, which I&#8217;ve now solved by moving away from that platform, but part of that has also just been feeling like I haven&#8217;t had anything to say. But here we are, on a brand new platform, and suddenly I have to find something to talk about to justify having put in the effort of finding a new platform to write on.<br /><br />Back in June I was asked to speak at <a href="https://manchestergamecentre.org/events/2025/6/12/multiplatform-2025-rituals-of-play-shaping-alternative-futures-with-games-and-occulture" data-darkreader-inline-color="">Multiplatform 2025: Rituals of Play</a> about my work. I wrote a presentation, practised it, and then immediately threw it all out on the day after listening to a few other speakers. Instead I ended up talking a little about my approach to my work and to writing, and how ritual and oracle imbue my work both in the things that I actually write and the way that I write them. The past few months have been a bit of a creative struggle, and sticking to my rituals and routines has helped me to get work done where it&#8217;s felt really hard. So I figure rather than writing a whole new email for the sake of writing a new email, I&#8217;ll instead share my talk from that day. This is a transcript from my talk rather than the notes that I spoke from, so please excuse any clumsy phrasing or strange sentence constructions &#8211; I&#8217;m a much better writer than I am a public speaker.<br /><br />if you&#8217;re not interested in that, then I have some new releases out and some stuff coming up that you might be interested in, which I&#8217;ll list first so that you don&#8217;t have to scroll to find it. If you <em>are</em> interested in my talk from Multiplatform, keep reading to see me talk about me for a little bit. And, as always, there&#8217;s a picture of Lucky at the end as a reward for spending some of your time with me.</p>    </div>
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                                                The Haunting of The Wretched                                        </a>
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        <h1>What&#8217;s New?</h1><ul><li>Earlier this week I announced <em>The Haunting Of The Wretched</em>, the follow-up/sequel to <em>The Wretched</em>. I&#8217;m calling this &#8220;ASMR horror&#8221; and I&#8217;ll have more details about it very soon, but in the meantime you can follow the pre-launch page <a href="https://www.backerkit.com/call_to_action/08c95170-ec30-48da-902c-f62965061aa0/landing" data-darkreader-inline-color="">here</a>.</li><li>My new Mörk Borg adventure <em>CANDLE</em> is now available in <a href="https://loottheroom.uk/product/candle" data-darkreader-inline-color="">print</a> and <a href="https://loottheroom.itch.io/candle" data-darkreader-inline-color="">digital</a> formats. This is a chaotic reverse dungeon crawl that grabs your PCs, transports them into the bottom of a temple alongside a very pissed off devil, and says &#8220;now what?&#8221; It&#8217;s a ton of fun and I hope you&#8217;ll pick it up.</li><li>My short story &#8216;<a href="https://swordsandsorcerymagazine.com/a-black-mile-to-the-surface/" data-darkreader-inline-color="">A Black Mile To The Surface</a>&#8216; appeared in <em>Swords &amp; Sorcery Magazine</em> back in June. You should read it.</li></ul>    </div>
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        <h1>Multiplatform 2025</h1><div><div class="inline-redactor-wrapper"><p>My name is Chris Bissette. I&#8217;m a writer and game designer based here in Manchester. My work is primarily in tabletop role-playing games. I write for games like Pathfinder, Discworld, Hunter, the Reckoning. Most recently I&#8217;ve been working on designing the new edition of Tunnels &amp; Trolls. But I think that what&#8217;s most relevant to what we&#8217;re talking about today and over this weekend is my work in solo journalling games and in indie role-playing games that draw on the traditions of lyric games.</p><p>I had some notes about how I was going to talk about my work but in listening to Dr. Howard&#8217;s keynote speech this morning, I realised that maybe I should take a different approach. That may prove to have been a terrible decision because I&#8217;m sort of going off the cuff but we&#8217;ll see.</p><p>My background before I got into tabletop was in creative writing. I did my masters at Salford in 2016, and I&#8217;ve been deeply interested in ergodic literature and non-traditional and non-linear narrative structures for a long time. This is all something that I&#8217;ve drawn on as I&#8217;ve moved into tabletop. But something that I hadn&#8217;t really considered or connected to my work in tabletop until I listened to the keynote this morning was the idea of occult practise as playful, and the idea of the overlap between occult practise and play and ritual and play.</p><p>Ritual has been a part of my creative practise for as long as I can remember. I have a very set writing ritual. I do the same things before I sit down to write and when I&#8217;m finished writing, and I think about them as opening and closing a ritual space. Part of the development of this has simply been in the pursuit of forming good writing habits, and part of it has been in the pursuit of treating my writing as a job, not just something that I do as and when I feel like it. But I&#8217;ve also found that the formality of beginning a writing session helps me slip more easily into a state that is conducive to creativity.</p><p>To get back to my work specifically, in 2020, like many people, I found myself without a gaming group anymore and I began to get into solo role-playing games. I was still going into the office but had very little to do once I was there, and I wanted to keep playing games. This was when I discovered journalling games, but what I found with journalling games was that many of them were little more than creative writing prompts. Many of the oracles were very vague, and I was struggling to see a difference between <em>playing a game</em> and just writing fiction, because it was the feeling of <em>play</em> rather than the feeling of <em>creation</em> that I was craving.</p><p>So I decided to write a game that would act as a more &#8216;formal&#8217; journalling game, one with very defined procedures of play. Or, you could say, rituals of play. I wrote a game called <em>The Wretched,</em> which is a space horror journalling game that&#8217;s basically <em>Alien</em> with the serial numbers filed off.</p><p>What was novel about <em>The Wretched</em> at the time was the very structured mode of play. You play with a deck of cards, dice, a microphone, and a Jenga tower, and there&#8217;s a very formalised structure to the procedures that you go through as you play the game. The game is split into days &#8211; effectively rounds &#8211; and on each day you roll a die which tells you how many oracle cards to draw. You draw the oracle cards, which direct you to specific prompts to respond to about the fictional situation that you are in, and many of those prompts will also instruct you to pull a block from the tower. The Jenga tower acts as a clock that tells you when the game is over. It provides a rising tension and it provides an external stimulus that, when combined with the inciting nature of the prompts, creates an experience that is very intense, emotionally and mentally. Playtesting this game was the first time I experienced bleed &#8211; although it&#8217;s a game about being alone, stressed, isolated, and living under the threat of impending death that was written during the first COVID lockdown, so it&#8217;s probably fair to say that &#8220;bleed&#8221; has been a facet of the game since its inception.</p><p>Crucially, I found the Jenga tower also gives you a very clear indicator of when to close the circle and step away from the game. And it&#8217;s only now, having listened to Jeff speak earlier this morning, that I&#8217;ve realised how much the structure of <em>The Wretched</em> and the many games that have made use of the game engine that I wrote in the 5 years since I released that game mirrors my own creative practise.</p><p>I&#8217;m very interested in games with explicit defined beginning and end points &#8211; games like Jason Morningstar&#8217;s <em>The Skeletons</em>, or Avery Alder&#8217;s <em>The Quiet Year</em>. My work outside of solo games is in writing adventures for more traditional tabletop role-playing games, and I&#8217;m specifically drawn to the megadungeon as a mode of play. I&#8217;m interested particularly in dungeons as a mythic underworld, a liminal space where the rules of reality are changed and different, as a space of transformation, both physical and mental. For me, I think these spaces tap into some of our oldest modes of storytelling.</p><p>This is a mode of play with a defined set of boundaries. You go into the dungeon, you experience whatever it is that you experience in the dungeon, and then you emerge changed &#8211; but you do emerge, and your delve into the mythical underworld comes to an end, and generally the session of play comes to an end when you leave the dungeon, safe in the knowledge that you survived and that you can choose to go back at a time that suits you.</p><p>The other thing that I think is interesting about this mode of play is its reliance on oracle and procedure, and on being driven by a force that&#8217;s external to the players and the GM. Much of what happens in the megadungeon is driven by rolls on wandering monster tables and on reaction tables to determine how wandering monsters respond when they are met, and this leads play in the direction that nobody &#8211; not the GM, not the players, not the writer of the dungeon &#8211; is able to predict.</p><p>My current big project is a huge sandbox campaign setting for a fantasy role-playing game that I&#8217;ve written, imaginatively titled <em>a dungeon game</em>, and this setting reimagines the &#8216;dark ages&#8217; of sub-Roman Britain into a mythic past where the Old North still stands, and where Wales has separated itself from their neighbours to the east by building a massive ditch and flooding it. It invites players to place themselves into this fictionalised version of a past that could have been and to discover it through play, and the setting is filled with these sorts of random tables and oracles that I&#8217;ve talked about. Something that I think is interesting is that I&#8217;ve also been using oracles to write the setting, which is also something I do when I write dungeons as well.</p><p>The first thing I did before anything else was to write procedures for deciding what each section of the map is, and to use those procedures to generate the world to give me a framework to write in &#8211; and so, just as this mythic past reveals itself to players, it&#8217;s been revealing itself to me during the writing process in a way that feels very much like accessing something outside myself. I&#8217;m constantly surprised while working on it &#8211; the oracles guide not just play, but creation itself.</p><p>What I&#8217;m realizing, partly through this conference, is that there&#8217;s something fundamentally ritualistic about the way I approach both playing and making games. Whether it&#8217;s the formal procedures of The Wretched, the liminal space of the megadungeon, or my own writing practice, there&#8217;s always this sense of opening a sacred space, engaging with forces beyond our control, and then closing that space when the work is done. And maybe that&#8217;s what draws me to games in the first place; they offer a safe way to ritualize our engagement with uncertainty, creativity, and transformation.</p><p>Thank you.</p></div></div>    </div>
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		<post-id xmlns="com-wordpress:feed-additions:1">9617</post-id>	</item>
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		<title>On Restless Tides</title>
		<link>https://loottheroom.uk/on-restless-tides</link>
					<comments>https://loottheroom.uk/on-restless-tides#respond</comments>
		
		<dc:creator><![CDATA[LtR_Chris1]]></dc:creator>
		<pubDate>Wed, 02 Apr 2025 09:45:06 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Newsletter]]></category>
		<guid isPermaLink="false">https://loottheroom.uk/?p=9452</guid>

					<description><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="On Restless Tides: The Loot The Room newsletter for March/April 2025" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="On Restless Tides: The Loot The Room newsletter for March/April 2025" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p>It’s funny how creativity never moves in a straight line. For me it seems to come in phases, shifting constantly not just between individual projects but across entire mediums. One month I’m deep into writing fiction, the next all I can think about is music, and then without warning I’m back into game design. It’s [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img src="data:image/svg+xml,%3Csvg%20xmlns=%27http://www.w3.org/2000/svg%27%20width='1024'%20height='585'%20viewBox=%270%200%201024%20585%27%3E%3C/svg%3E" loading="lazy" data-lazy="1" width="1024" height="585" data-tf-src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?fit=1024%2C585&amp;ssl=1" class="tf_svg_lazy attachment-full size-full wp-post-image" alt="On Restless Tides: The Loot The Room newsletter for March/April 2025" decoding="async" data-tf-srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=306%2C175&amp;ssl=1 306w" data-tf-sizes="(max-width: 1024px) 100vw, 1024px" /><noscript><img width="1024" height="585" data-tf-not-load src="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?fit=1024%2C585&amp;ssl=1" class="attachment-full size-full wp-post-image" alt="On Restless Tides: The Loot The Room newsletter for March/April 2025" decoding="async" srcset="https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?w=1024&amp;ssl=1 1024w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=600%2C343&amp;ssl=1 600w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=300%2C171&amp;ssl=1 300w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=768%2C439&amp;ssl=1 768w, https://i0.wp.com/loottheroom.uk/wp-content/uploads/2025/04/LTRNewsletter-MarchApril25.png?resize=306%2C175&amp;ssl=1 306w" sizes="(max-width: 1024px) 100vw, 1024px" /></noscript></p>
<p>It’s funny how creativity never moves in a straight line. For me it seems to come in phases, shifting constantly not just between individual projects but across entire mediums. One month I’m deep into writing fiction, the next all I can think about is music, and then without warning I’m back into game design. It’s like my brain refuses to follow a single path, darting between different creative expressions depending on some internal tide that I’ve never quite managed to predict.</p>



<p>That restlessness is present even within a single medium. In games specifically, I’ve spent the last few years immersed in traditional fantasy adventures and dungeon design. But this year I’ve suddenly found myself returning to a form I stepped away from years ago and once again becoming interested in solo journaling games.</p>



<p>There’s something uniquely intimate about creating a game meant for one person and their thoughts. When I wrote my first journalling games I was fascinated by the quiet conversation between player, page, and prompts. It’s like leaving notes for strangers to find, never knowing what stories they might tell in response. Working on ‘<a href="https://www.backerkit.com/c/projects/loot-the-room/blood-in-the-margins">Blood In The Margins</a>’ has been a process of both familiarity and discovery, like revisiting your childhood home to find that everything seems smaller, but the rooms somehow contain new corners you’ve never noticed before. (Incidentally my partner and I did visit my childhood home a few weeks ago. That was a very surreal experience.)</p>



<p>Creative evolution isn’t always about moving forward into uncharted territory. Sometimes &#8211; often, in fact &#8211; it’s about returning to old haunts with new eyes, about looking at what you’ve done in the past and bringing the experience of the new, present you to bear on it. The Wretched, like many solo games, contains prompts that are relatively lose. Blood In The Margins is a creature of specificity and focus. You can still tell the story you want to tell, but the sandbox is smaller, the toys within it crafted with more care. This is what I’ve learned from writing dungeon games; that the specific and the concrete are the tools the imagination needs to create something truly surprising of its own. We never truly abandon our past creative selves. We just fold them into who we’re becoming.</p>



<h2 class="wp-block-heading">Projects &amp; Updates</h2>



<ul class="wp-block-list">
<li><a href="https://www.backerkit.com/c/projects/loot-the-room/blood-in-the-margins">Blood In The Margins</a> is in its final 24 hours, and closing in on £8,000. I released a big preview of the game to backers a couple of days ago that will let you play through the opening Act. You should go and play it.</li>



<li>The final PDF of <a href="https://loottheroom.itch.io/down-in-yongardy">Down In Yongardy</a> is now available. All that remains now is for the physical book to be produced, which Space Penguin Ink are kindly handling for me.</li>



<li><a href="https://boningtongallery.co.uk/event/weird-hope-engines/">Weird Hope Engines</a> was a rousing success. The team behind the show did an amazing job of bringing Directive 92A to life in the physical space, and it was an incredible experience getting to see people actually play it and to read what they were creating. The show runs until the 10th of May and I hope you’ll get a chance to see it. I’m working on a website to archive all of the writing people are doing when it’s over, and I’ll say more about that when it’s ready.</li>



<li>Speaking of Directive 92A, I wrote nearly 2 hours of weird ambient soundscapes and glitched-out beats to go with it. It’s <a href="https://chrisbissette.bandcamp.com/track/directive-92a">on Bandcamp for a fiver</a>.</li>



<li>I’ve been enjoying writing fiction again, and I have two stories published on my itch page. &#8216;<a href="https://loottheroom.itch.io/the-knight-of-rot">The Knight of Rot</a>&#8216; is a short, sad grimdark tale set in the world of Mörk Borg. &#8216;<a href="https://loottheroom.itch.io/the-interview">The Interview</a>&#8216; is a slice of dark academic murder fiction. They’re both free to read, and you can get a <a href="https://www.backerkit.com/c/projects/loot-the-room/blood-in-the-margins/add_ons/17149/share">limited edition physical chapbook of The Interview</a> as an add-on with Blood In The Margins.</li>
</ul>



<h2 class="wp-block-heading">Things I’ve Been Enjoying</h2>



<ul class="wp-block-list">
<li><strong>Listening:</strong> I’ve been in an ambient and electronic mood of late, and in particular I’ve been really enoying Throwing Snow’s 2016 album ‘Axioms’. <a href="https://open.spotify.com/playlist/3BKfkOCqtICwfGxi3EdcMu?si=da7b433c08044056">Here’s my March playlist</a>.</li>



<li><strong>Watching:</strong> I’ve been going through a Hitchcock phase and finally convinced Steph to watch Rope (1948). It’s still incredible.</li>



<li><strong>Reading:</strong> I’m about halfway through I Want To Go Home But I’m Already There by Róisín Lanigan and I adore it. It’s funny, it’s well-written, it resonates on a very personal level, and there’s this slow creeping horror that’s starting to mount. I can’t wait to see where it goes.</li>
</ul>



<p>As always, here’s a photo of Lucky. He’s enjoying the fact that the sun is out again, though my asthma isn’t enjoying my house being covered in his fur.#</p>



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