Monday, 27 July 2026

The Common Store of Monsters

 I am slowly grinding my way through the re-writes for Veins of the Earth. As part of the re-write I have re-organised the ‘Pariahs of the Earth’ monsters section into a list of sixty creatures, expanding some concepts and re-doing others. Some of these are ‘Re-Skins’ or re-conceptions of common D&D monsters, some are descriptions of whole cultures.


The current list;

  • AntiPhoenix
  • Arachnopolis Rex
  • Archeans
  • Atomic Bees
  • Blackfoot Tapper
  • Calcinated Cancer Bear
  • Cambrimen
  • Castilian Caddis Larvae
  • Chaos Goblins
  • Cholerids
  • Civilopede
  • Cromagnogolem
  • Dead-Eyed Dwarves
  • Deep Janeen
  • dErO
  • Egg Dead (PseudoOolites)
  • Eigengrau
  • Fossil Vampire
  • Fungal Ambassodile
  • Funginid Slaves
  • Gegenschein
  • Gilgamash
  • Igneous Wrath
  • Ignimbrite Mite
  • Knotsmen
  • Lamenters
  • Mantis Shrimp
  • Meanderthals
  • Mondmilch
  • Olm
  • Once-Men
  • Oneirocetacean
  • Opal-Winged Chiropterae
  • Panic Attack Jack
  • Phantom Hand of Gargas
  • Psychomycosis Megaspores
  • Pyroclastic Ghouls
  • Radiolarian
  • RayMen
  • The Rapture
  • ScissoFish
  • Silichominids
  • Exploration
  • Substratals
  • Soft-Heads
  • Sonic Pigs
  • Spectre of the Brocken
  • Splinterlads
  • Spotlight Dogs
  • Still-Tor-Men
  • Stormsheep
  • Tachyon Troll
  • Tetracharcarodron
  • TitanSkull Hermit Crab
  • ToRaptoise
  • Trilobite-Knight
  • Trogloraptor
  • Ultraviolet Butterfly
  • Zombie Coral


Encounters

A major part of the re-write is a focus on usability and part of that will include encounter tables. And part of that will be a discussion and instruction on just how encounter tables can work, with a very basic workshop for anyone who doesn’t already know about them describing, for instance;

  • The way combined-dice rolls can produce probability curves and how you can use those to produce pseudo-natural encounter tables that might simulate the more interesting elements of an imagined environment - something that is carrying on without the PCs and which they happen to be going through.
  • How you can make very ‘big’ tables of this kind for large volumes to give them a kind of identity, but also smaller ones for different more local environments
  • Straight-roll single-die graphs of various sizes and how those produce a generally different tone of reality, something a little more ‘event focused’, and how and where in the game you can use those, and how often and where you can re-use them, based on what they are doing.

The aim here is to give people the tools to create their own ‘family’ or ‘toolbox’ of tables, ones they make themselves to suit their own style of game and a simple ‘starter list’ of encounter tables and similar, to go with the map-making and world-populating sections. I imagine the reader building and populating their map, making notes on it on another piece of paper, and creating a small, efficient, handful of tables to go with them.


COMMON MONSTERS

The question then becomes; is it reasonable for me to tell the reader about other common D&D monsters? And if so, how much of a description should I give?

I have taken out any creatures where I have basically done my own version and only included ones in the SRD

NOT IN THE SRD, DO NOT USE

Beholder - a big loss, can I steal ‘Eye Tyrant’ from someone?

  • Mind Flayer - Have ‘Soft Heads’ so fine.
  • Umber Hulk - I will learn to live without you.
  • Kuo-toa - I am sorry guys you are dull plus I have Olm.
  • Githyanki - Too Planescape
  • Githzerai - Too Planescape
  • Slaad - Very cool but can live without them, also not very ‘Underworld-specific’
  • Displacer Beast - as above
  • Yuan-Ti - guys you are less interesting than you sound
  • Carrion Crawler - Carrion Crawler I will miss you bro but must build a life without you

Is there an own-brand numbers-filed Eye Stalk Bite Globe guy I can use?


General Humanoids

We need these guys! They are the meat and potatoes of encounters! (Though I still took out ‘Orcs’ and their general family as I felt in an environment with big dangerous intelligent humanoids they don’t really have a strong identity in the underworld.)

  • Grimlock - Blind humanoids. ‘Savage’. Have a really good illustration in the 3.5 Underdark book. Feel like these guys are a winner.
  • Kobold - Petty lizard-dog things. Kind of boring and I’m not sure there’s any reason they should exist but they do. Famous trap-users allegedly. I suppose they can go in? Every paracosm needs something specifically lame as fuck I guess.
  • Troglodyte - Colour changing, dumb as bricks super-stinky Lizard-people? I have never seen these in a game. At least slightly more interesting than normal Lizard people. Alive or dead they smell REALLY BAD. Very dumb. I think I like these guys?


Boring Fauna

Fire Beetle, Giant Centipede, Giant Bat - I mean fine.


Ambush Monsters

  • Ettercap - dull, hangs out with Spiders
  • Giant Spider & Giant Wolf Spider - The Wolf Spider will get off the web at least so there is that.
  • Gibbering Mouther - honestly pretty cool, I may have mis-categorised this one but no-idea where else to put them except in ‘Weird Guys’.
  • Otyugh - vital recycling, probably someone will complain if you kill this. Static I guess. More of a location.
  • Phase Spider - annoying but interesting to fight.


Burrowers

Literally built for it.

  • Ankheg - meant to burrow through soil so not fully appropriate but good to keep around for old times sake maybe? Will he be lonely without the Umber Hulk?
  • Bulette - presumably having a great time underground.
  • Purple Worm - technically a burrower but honestly deserves its own thing. A good Big Dangerous Monster.
  • Xorn - kind of basically like meeting a guy really? Just a guy who eats gems.


Dead and Dry

There are too many of these and many are dungeon-specific. I did imagine a lot of undead underground but also imagined them semi-civilised, part of society and subject to law in a way they are not usually and able to converse.

  • Bodak - deadly gaze, ok?
  • Crypt Thing - the ‘teleports everyone’ guy, but basically a skeleton, very Gygaxian, surely this guy would have an actual job in the Veins?
  • Demilich - jewelled skull, no worse than meeting a millionaire underground.
  • Huecuva ‘The undead remains of a faithless priest, cloaked by illusion to appear a living, robed cleric’ I guess we can have this guy. Is he still doing the predatory false priest thing down here?
  • Lich - Classic. Again, just like meeting a Mayor or something.
  • Mummy - classic, more like meeting a person than a monster.
  • Revenant - Revenge-based murdered corpse, possibly wet, but if in the Veins, maybe in some kind of existential mission, maybe more like meeting a weird guy.
  • Skeleton - classic, in the Veins, should be like meeting a guy.
  • Winterwight - what even is this? Is this new? A cold Skeleton I guess.


Dead and Wet

Feel like there would be proportionately less of these underground as they are made of valuable meat.

  • Coffer Corpse “A drowned or grave-cheated corpse that strangles the living; it collapses as if destroyed, then rises moments later to renew the attack.” Surely too annoying to have in the Veins. Feels wrong.
  • Ghoul - I kind of have Pyroclastic Ghouls already, also, in the Veins, probably more like meeting a guy, if they are smart enough to last this long.
  • Mohrg “The animated corpse of a mass murderer, its exposed organs bound in rotted sinew; a lashing tongue paralyses prey for its raking claws.” Very cool and weird but probably no, not unless in special environments or circumstances.
  • Penanggalan - As above, cool but probably no.
  • Wight — Cool enough to probably go in the ‘dry’ list. Also like meeting a guy.
  • Zombie - a poor fit this deep down, also I have ‘Cholerids’ already.
  • Vampires! - Already have these. Definitely like meeting a guy.


Dead and Not There

  • Caller in Darkness “A roiling mass of death-agony born where many people died together in terror; it assaults the mind directly, drowning victims in others’ final moments.” Honestly very cool but I already have the Panic Attack Jack which is essentially this but the caving version plus corpses. So, maybe?
  • Ghost - Classic. With living and dead communities being more integrated this will be just a dude who isn’t there.
  • Mohrg “The animated corpse of a mass murderer, its exposed organs bound in rotted sinew; a lashing tongue paralyses prey for its raking claws.” Knarly. Nearly wet. Probably a ‘No’ or ‘Nearly never’.
  • Poltergeist — Not as bad as the Mohrg but limited use for you, sorry.
  • Shadow - Honestly fine if they have some personality and reason for being there.
  • Spectre - freezy touch, generic, absorb into ‘Ghost’, along with Poltergeist.
  • Will-o’-Wisp - A classic but probably semi-tamed or at least negotiated with underground.
  • Wraith - A super-ghost? Ghost boss? Lets just say this guy is the other Ghosts boss.


Dead and What the Fuck

  • Atropal “A stillborn godling risen as undead — a bloated, cosmic-scale horror whose touch withers and whose gaze slays.” What the actual shit I have never even heard of this. Keep I guess? Sounds fun.
  • Devourer - “A gaunt, towering undead with a smaller trapped soul writhing in its ribcage; it consumes the spirits of the slain to fuel dark spells.” Never heard of them. Too wet and specific for General but might be fun to keep around.
  • Nightshades (Nightcrawler, Nightwalker, Nightwing) - I don’t know anything about these guys! I guess they can stay? I am too scared to throw them out.


Fucking Annoying Lurking Trap Things

Cave Fisher, Cloaker, Darkmantle, Grick, Mimic, Piercer, Roper - fine fine fine. I think I kind of hate these things. They are traps not encounters really for me, but some are classics and they have A place, even if I don’t like them. I don’t think most should be on an encounter table but putting them in a place in a dungeon-equivalent map or something is fine. Can anyone explain how the fuck the Cloaker and Darkmantle both exist and are they materially different in any meaningful way?


Slime and Oozes

I kind of slightly hate these guys too but less than the weird trap things. They have their place.

  • Black Pudding - corrodes metal, splits, fine.
  • Gelatinous Cube - Classic. Keep. The best of the slimes.
  • Gray Ooze - hidden, acidic, eats metal, sounds shit. Ok, keep.
  • Ochre Jelly - bright yellow, acidic, divides, flows, ok?
  • Shrieker - not a classic but a familiar type. Static, put with weird trap things.
  • Violet Fungus - the shrieker but worse. Static, put with weird trap things.


Big Cool Main Monsters

  • Aboleth - I can’t believe this guy is in the SRD! Thank you Wizards of the Coast!
  • Basilisk - not very underground-coded but sure I can find a use for you.
  • Behir - I have to confess, I do not find you very interesting but I am reluctant to throw you out.
  • Chuul - Chuul you have no real identity for me but I will give you a chance.
  • Drider - I reskinned Drow but I WotC is willing to hand you out, you are too cool to let go.


So!

What do you think of my scheme here? Is it reasonable?

Did I miss any actually-good and Veins-appropriate monsters (that are in the SRD)?

Should I go back through all my own books and make another list of my (and Scraps) own monsters? Or is that cringe?

Should I put in monsters from other independent creators books? (single-line descriptions with references to the books); probably still no, sounds shady & cringe. But if someone has done a really good one is it bad for me to say ‘check out the so-and-so from such and such a book?’ (Still probably a bad idea))

Did I miss any publicly available and good, Underdark monsters?

Thursday, 16 July 2026

A Review of 4th Edition Underdark



I was broadly demoralised by this damnn book, but to make it bearable to get through, I will make a list, from back to front, of everything I actually liked.


TOROG - The King Who Crawls



The Level 34 Solo Lurker Himself! (“Huge Immortal Humanoid, XP 195,000")

God of Torture, Imprisonment and the Underdark. A few concepts in here govery hard indeed and Torog is the best. Entered the Underdark to fight some primordial horror in the Dawntimes and was cursed even as he killed it. He cannot heal, cannot leave, and as a God, cannot die.

Trying to escape the Underdark, Torog crazily crawled his way through the whole of the planet. He was cursed to never reach the surface, but he could madly smash his way into other planes, so long as it was into the Underdark of those planes. His crazed crawl created a permanently bloodstained Godroad which curls and spirals madly through the Underdark, and even breaches the walls between realities.

Now his palace is the hewn corpse of the Titan he killed to get here and Torogs servants have to constantly chew and cut away at it to stop it re-growing. Bitter, wrathful and in constant pain, Torog tortures and imprisons people, turning them into wracks. Unlike other Gods, he does not share his power or trust his angels. If he wants to communicate he will either send some horrid low level servant with his words sliced into its back, or the big guy is coming himself, in person. He likes to take cities of people who piss him off, and pull them down into the Underdark. I imagine this happening like two mountain-sized hands rumble up from the earth on each side of the city, fingers like arcologies, curling over, then down, down down.

Torog is so depressed he may actually want to die, which would form a neat apex to a long campaign. The guy was just messing with you because he wants to commit suicide-by-adventurer.

If he does die, he horrible presence is the only thing keeping the Abberant Outer Realms from infiltrating and merging with the Underdark, which will end up with Mind Flayers, Beholders and Grell turning everyone into pâté, which is a neat piece of setting-sustaining divine engineering.

Torog is novel, functional, has a cool picture and really holds the book together. Its not surprising they made the whole thing about him.


The Incunabulum




Vecna-Worshipping sort-of humans defined by Mum-Ra Drip. Obsessed with discovering and recording secret knowledge of all kinds, they have “the grisly ritual of the Unveiling” which strips every piece of memory from a (dead?) subject. This involves the questioner eating the subjects brain, which gives them access to their entire experience. BUT, the interrogator has only 12 hours to write down parts before the memories fade. They keep these secrets on parchment, (which is probably made from the victims).

The Incunabulum are culturally defined by their wrappings. When they come of age they are given a set of wrappings derived from dead Incunabulum. These contain knowledge and memories, and once they go on, they don’t come off till death.

The lore says elements of these memories date back to the first Incunabulum. The nature of replication and dispersal means that, while there must be continuity, I’m sure there will be a lot of alteration, adaptation, splitting and drift in what feels like a ‘written genetic signature’, each Incunabulum having access to a kind of edited, pathed together palimpsest of memories, dating first to one or two predecessors, and from them, back and back and back, all the way to the first. The patterns created by the memories no doubt being stronger than the details of the memories themselves, each Incunabulum being a kind of evolved book of memories, as well as a person.

I’m already interpolating too much into a very sparse 4e text. These guys look largely human, they hang out in a Cavern-Venice City called Glimmer in the Shadowdark, worship Vecna exclusively, make a lot of use of (dry, never wet) Undead, and generally love secrets and being evil. Good villains with some unexplored Borgesian depths.


Blood Ooze

A bad Ooze monster with fragments of interesting elements. One - its made from Torogs blood. Two - if it manages to Ooze you it gets inside you and puppets you. Three - “A blood ooze has no allies.” A koan to place alongside “Giant Oysters are never surprised.”


Lathan, River of Souls




“The lathan forms where streams of souls join together in a crevasse known as the Vale of Sighs. Here the moaning torrent becomes a true flow as spirits funnel through the narrowest part of the canyon ... its surface and depths are made of a rushing press of intertwined and glowing spirits.”

“Devils frequently sail the Lathan to the Soul Slough to find souls that had been promised to them. They float atop the spirits in iron-keeled boats and fish spirits out with ghost catching nets.”

“Only at one place along the Latham does a permanent crossing exist: the Worm Bridge. .. Its master, Bragarra the Bridge Witch, controls it constantly to keep it from being dashed to pieces by the tormoil of the Lathan.

The bridge is crafted from the corpse of a purple worm whose long body forms a tunnel through the water to reach the other side. On either end stand a pair of nightmares chained to the dead beast, and dark stalkers lurk nearby, ready to obey their masters commands. Nearly frozen and unable to move more than its head, the purple worm must be pulled up and down the river to compensate for the water’s movement. The dark stalkers drive the nightmares to draw the worm taught for crossing, and sin its coils deep to avoid floating dangers.”

Bragarra the Bridge Witch is very Chris Avellone-coded.


Esaham, Graveyard of Demons

This is actually a pretty bad section, but the very idea of a graveyard for Demons, a place of binding and repose for what are meant to be sempiternal, extra-causal entities, is provocative.


Icegloom Chart





Bad name, good concept. A fat shard of ice. “Barely visible channels and bubbles in the ice constantly reshape themselves to resemble a map,”


Fire Pit

One very good fragment from an overall tiring 4e ‘Encounter’.

“This magic fire pit burns only meat and leaves wood untouched.” From an encounter in the Feydark. Excellent Druidic/Ent horror concept.


Deadtrees

“These four titans shed dappled shadows over thier realm while gods and primordials still warred.”

Four primeval and long-fallen Tolkienesque super-trees. Their roots though, still exist, and now form tunnel systems. Very fey concept for the Feywild, but interesting.


Sick Gnomes


The GNOMES are wilding the fuck out.

“King Finutar’s court magicians assure the people of Drochdan that the haze is a hostile sending from a rival kingdom - perhaps the formorians. In private,some gnomes whisper that it is a curse ...”

“In reality, this magical ailment is spread by contamination of the Drochdan’s food supply by fungal spores. This fact explains why entire gnome hunting bands are stricken by it at the same time - they’ve all eaten the same rations.”

Look, even mildly interesting GNOME CONTENT is rare.


Inbharann


A Formorian Kingdom that has learned how to mass-produce Sauron-Eyes and uses them as searchlights.

They also have a neat succession system; anyone can be adopted into the Royal Family based on competence. When the Monarch dies they all have to fight it out. The war is over when one is left standing, however, if everyone dies, a tribunal decides which one fought with the “greatest cleverness”, and orders his or her resurrection.

Resurrecting the leader from a dynastic bloodbath is fun, and having a commission to decide which was ‘cleverest’ feels very loony-tune-talmudic.


Primal Mud

4e combat chess idea with mud which you can use to heal yourself. Stated in the text, this dries out when you call on its power. Unstated is that, if this is a pool of mud, you just healed yourself and then likely trapped yourself by drying the it out, which makes for a nice combat decision. Even better, in a combat situation with multiple liquid pools, drying them out here or there could make the place more or less navigable for allies or enemies depending on circumstance.


Mherkrull

“Just as Asmodeus rebelled against the god that commanded him to relinquish his power, so too do devils and angels alike occasionally challenge their lords. Those wise enough to recognise their error before being destroyed have no hope of mercy. Their only succour is to escape divine notice for a time, and those who succeed most often do so by coming to the cavernous godless realm known as Mherkrul.”

That’s nearly all we get.


Xarcorr - Realm of the Aboleths

Some reasonably funky environments are sketched out;

“The area around Xarcorr tumbles and twits as if in pain ... stone shifts and mutates without warning ... Thoughts drift through the passages like smoke, choking the minds of the unwary with the nightmare imaginings of abhorrent creatures..”

These roiling rocks have islands of relative stability.

The Dripping Jungle; ”abuzz with glimmering creatures that make their own light. Ghostly insects glow in gemstone colours through transparent shells. leechlike rodents leave luminous slime trails behind their slithering bodies. Great behemoths stand on legs as tall as ship masts that shine with radiant blood, stretching their ruddy necks to reach ceiling vegetation”

The Stone Gyre; “the rock becomes fluid - the stone of the caverns ripples and moves while remaining in a cave shape ... Up is whatever direction air can be found.”

The Toothy Plains; “vast, flat expanses of ceiling and floor roughly 200 feet apart. .... massive crystal monoliths that resemble jagged fangs jutting from the ceiling and floor ... “glide along the surface from which they project..”

Then, once you enter Xarcorr itself; “a strange, still point, disorientating both in its contrast to the surrounding chaos and in the alien nature of the realm. ... Xarcorr overlays the place in the world that its area covers. it is both in the world and not, and what was in the world before its coming remains behind the unreachable barrier of Xarcorr’s existence. No mortal knows what lies in the world beneath where Xarcorr now rests.”

Within; Dreaming Vaults “in these long chambers the aboleths keep captives of many races alive in a shared dream state. ... Their captors observe the effects aboleth plans might have on the real world by looking at the reactions the captives have and how the sleepers imagine others would behave.”

The Warp Web; “rivers of slimy water from all over Xarcorr ... float out into the open air and split into a latticework of waterways that dangle down into the canyon.”

The Preserve, where the aboleths “modify the environment in extreme ways, hoping to scrape open a hole in the weave of existance and find a conduit to the Far Realm behind the flow”



Grell Colony Politics

We have a nice page here digging into the varying philosophies amongst a colony of Grells. I feel like these my have been written by a very angry, very cynical vegitarian;

The Byoll (”Opportunity for Use”) “Their philosophy permits captured prey to avoid being eaten by performing a dangerous mission of the grells devising.”

The GlattEquanimity of Harm”) “The Grell philosophy Glatt holds that harm to prey animals is a necessary part of life, but that the moral grell parcels out this unavoidable hurt so that no piece of potential food suffers more than other members of its litter, tribe or group.”

The Jrall (”Feasting in Knowledge”) “Jrall philosophy argues that it is acceptable to torment and kill sentient beings as long as they are ennobled by knowledge first. Thralls are kept in clean pens and taught the simplest rudiments of Jrall belief in anticipation of the day when they will be slowly devoured alive.”

The Kragg (”Consume the Willing”). “Like the Byoll - from whom they broke in a murderous conflict years ago - the Kragg send captured prey to perform hunting missions or other quests for them. The Kragg do this as part of a braoder exercise in bending future prey to their will. They use their psychic powers to make their victims want to be eaten. Philosopher Kragg asserts that this is the only ethical way to devour sentient species.”



Hraak Azul



A massive living multiple-fungus fortress/environment colony, slowly moving through the Underdark, going who knows where. Pretty similar to the Fungal Environment in ‘Forgotten Realms: Underdark’, but now mobile and with a nice image and some extra details.


Dark Lake Ziggurat

Its a big black Ziggurat on a dark lake. Neat element is that it is multi-planar, and perhaps multi-causal. The same ziggurat, built by different races and cultures, in different planes, in exactly the same place, and perhaps with multiple histories even within one plane.

Kind of basic Lovecraft tbh but a big black ziggurat standing alone above a dark lake, miles beneath the earth, is still a banger image. Its also mildly funny/das that the Lovecraft inspired Kua Toa have a colony nearby and keep sending Fishmen into the Ziggurat to perform what they think is ‘sacred work’ (they are being randomly hurled through other dimensions and driven totally mad.).


Maelbrathyr

Maybe the only part of 4e Underdark that keeps some of the old ‘Infinity Engine Location’ energy from Forbidden Realms: Underdark. Maelbrathyr feels very much like a city laid out in isometric graphics, with a dark and edgy backstory and a series of personally dramatic bossfights with Chris Avellone-style tormented bad-guys.

Story is that an Underdark City put together a team of heroes to rescue someone from Torogs Torture clutches. This they did, but the King Who Crawls was annoyed enough by this that he reached up and dragged the entire city down into the earth, leaving it a tiered collapsed city of ruins and levels.

He also cursed the heroes who ‘stole’ his prisoner, even the ones who didn’t survive. Now they are immortal horrors, mad and evil. One a half fire half ice slug centaur in undying agony, one given mega-schizophrenias by being inhabited by the souls of the comrades he let down, who don’t like each other or him, and who change his body when they take over, and one guy trapped in an eternal hamster-wheel/orrery torture device who can only roll around forever. Hilarious. Good one Torog.


This Image




Is this “4th Edition” in the room with you now?



Reading this was like suffering a flashback to an old, dull, war. 4e truly is a depressing system, with a kind of brutal, nasty, cognitive weight. Going thorough the text I kept wanting to argue with someone who wasn’t there, and who hasn’t been there for fifteen years.

Building your entire reality around a series of boutique grid-pattern ‘balanced’ combat encounters (which the PCs can’t actually lose without fucking things up), drags the imaginative potential of the human soul into a pit of mediocrity and tortures it - glistering pools of blood torn from a god who can never heal and never die and which still stain the passage of the King Who Crawls, give a +5 to fucking a fucking evoking surge but disadvantage on heals or some shit, its just the most depressing stuff. Torog would approve.

Even the really good ideas, like the Incunabulum, which have potentially fascinating concepts behind them, are all designed to be communicated via big dumb stat blocks, which are all built around combat-as-sport grid combat, its like watching fine French cheese be squeezed through a sieve onto the dirtiest burger.

Foaree Underdark also provides splatters of gaming advice, not so much wrong within itself, as the horrid product of post-apocalyptic mutational pressures producing something that approximates a previously health organism, but only through limb-splintering mutilations of an already horribly warped concept;

“One way to impress upon the players the dangers of the Underdark is tot talk about the deadly monsters that live there. But talk is cheap. I find that most players assume the DM will pit them only against foes they can defeat. They imagine difficult fights, but they also imagine winning all of them.

That’s great. D&D is at its best when its collaborative and everyone at the table has fun. Still, I like to put fear in the players and let them know that their decisions have real meaning in the game. If every choice has the same victorious result, the game gets dull.

I find the best way to do this is to call the players’ bluff. I’ll talk about some dangerous foe in a particular location, and if the players go there, they meet the danger. In effect, I put up a sign that says, “Here there be dragons!” If the players go past the sign, they meet a dragon - and not some wyrmling either.

The key to making this approach work is letting the characters get away. Some players might want their characters to run, but one or two often stick around to see if you mean it. (”Maybe that Mind Flayer is a doppelganger. He wouldn’t really have us face a Mind Flayer.”) This inevitably draws the others back to hep out, but after a few potent attacks from the monster, everyone should be looking for the exit. When they do, let them go. if you need a reason for the monster not to pursue, perhaps some other threat attacks it (the big fish being eaten by the bigger fish). If you do something like this in the Underdark, the players will give each other worried looks the next time they need to delve into the deep, dark caverns.

Using this technique has the additional benefit of teaching players that it’s ok to run from a fight. I’ve seen many campaigns come to an abrupt end or have to be saved by some deus ex machina because the players didn’t see a way out of a fight that went south. letting them run away shows them that their decisions have consequences, but that you’re still collaborating to make a fun game.”

Not a good book but there were at least some good things in it.

Wednesday, 24 June 2026

A Review of Forgotten Realms; Underdark

 By Bruce R.Cordell, Gewndolyn F.M. Kestrel and Jeff Quick. Art direction by Robert Raper. Graphic Design by Robert Raper and Robert Campbell, Cartography by Robert Lazzaretti. First printing 2003.




--------------------

This book has some notable slop and a semi-regular patterning of some supremely boring ideas, which gradually frets like cloud to reveal increasingly good work in exploration, before dawning blackly into seventy pages (nearly half the book) of geographic information about the Underdark of the Forgotten Realms and in particular, of the period right in the middle of R.A. Salvatore’s ‘War of the Spider Queen’ novel series.


honestly, these covers are almost selling me



Prestige Classes, ‘Regions, Feats

These things are like dirty nasty crack to me, or cheap sweets I can’t help eating more of. With my heart and my soul they disgust me, yet like a low enslaved desire, some abandoned part of me yearns for them; what exactly would it be like to be a ‘Cavelord’ (a kind of Underdark ranger), and exactly how does that differ from a ‘Prime Underdark Guide’ (someone who helps others range under the dark). Perhaps these crystalline imagined alter-selves occupy something like the fragmentary dreams of other ordinary lives which sleet through our minds in quiet moments of the vaguest ennui; “What would my life be like if had Prestige Classed up to ‘Arachnomancer’? Sure there’s a lot of stuff I wouldn’t be able to do, but think of the spiders. At least then I would know who I was = an Arachnomancer.” O to be the guy who has a ‘thing’, and for everyone to know it.

A standout for its pleasurable ridiculousness is the ‘Illithid Body Tamer’ - for those who, not only want to play a brain-eating psychic octopus from a hyper-villainous made-for-crime cephalopod race, but want to play the buff , hand to hand focused version of that race.





These strong squid come with a range of whirling tentacle attacks; (Tentacle of Fate, Reaching Tentacle, Whirlwind Tentacle and Tentacle of Destiny) spiked tentacle attachments and a promise not to use their innate, deadly, and very easy murderous psychic powers. A promise which they will break if they feel like it;

“An illithid body tame is not slavishly devoted to its code. If using plane shift or mind blast is clearly in its best interest, then it does so, preferring to lose access to the benefits of abstinence than lose its life.”

This surely takes the already hypertrophied art of Prestige Classing close to the limits of its own absurdity. But perhaps its that very insane hyper-specifity that helps to cast the strange spell such thing have over a living game. The others in this book are more boring and lack the ‘tang’ of 3.5 hyper-absurdity. (The vision of a 3.5 influenced game where only the most deranged Prestige Classes are allowed; Cancer Mage, Candle Caster, Halfling Outrider and Fochlucan Lyrist anyone?)


Nothing in the ‘Races’ section is as good as these images of them;



which are amongst the best art in the book.




You are not (at least here), actually allowed to be a ‘Derro’, which is disappointing for the book that introduced the Mind-Flayer Body-Tamer. Perhaps even amidst these often somewhat-villainous races, they were simply too Chaotic Evil.


‘Feats’ are as you would imagine them, apart from a few sparks of fun; ‘Elfhunter’ only available to Drow? Very sad. ‘Graft Illithid Flesh’ lets you play Squid Frankenstein, which has at least one very boutique use we will discover later on.


Magic and Spells

Spends an alarming amount of time describing the for-this-book ‘Node Magic’, a system of magic and advantage built around dicking around with ‘Earth Nodes’. This is the kind of deeply embedded rules system that, once you know someone is planning on interacting with it, you have to integrate it into your whole campaign, placing various NODES of varying level here and there; and what NODES you place where will have a big effect on play.

If anyone has ever used this, leave a comment or a link. Its hard for me to believe anyone could be as into something called ‘Node Magic’ as is required to actually simulate and use it for a campaign.

I did find a handful of spells I enjoyed, all of which do what they say on the tin; Amorphous Form, Contagious Fog, Drown, Rushing Waters, Viscid Glob and my favourite; Stone Sphere, which creates a five-foot diameter sphere of polished stone which moves under your control at a speed of 30ft. The Stone has Armour Class 5 and 500 hit points. One round per level and its a Level 5 spell. After casting, directing its movement requires a move action, so you can still presumably cast more bullshit so long as you stay in place, rolling your bid deadly marble about. A wonderful alternative to ‘Fireball’.


Equipment and Magic Items

Things improve a little more with ‘Equipment and Magic Items’, almost all of these are very or slightly impractical outside of a handful of uses, but isn’t that the pleasure of a tool? And of having this particular tool? Perhaps this granular imagining is the true spirit of 3.5.

It also has a pleasing image.




Various odd or conditionally useful weapons, some bizzarro additions to armour. ‘Blackwater’ which cripples water breathing creatures in a certain volume of water, (there have been occasions where I wished I had some), the Caveharp, (less interesting than it sounds), the blessedly-specific ‘Darkvision Invisible Paint’, wonderful SHRIEK PASTE, a ‘Spelunkers Kit’ which should be standard issue for all characters anyway.

Then a range of poisons and chemicals, including ‘Virile Madness’, which is PCP, and another curious obsession of this book; templates. Here templates for magical weapons made of this thing and that, including ‘Morphing’ weapons, which I feel like would be much more insanely useful irl than in game, where the physical/kinetic problems such things are made to solve are rarely imagined with the depth, fluency and regularity to make their use worthwhile.

Armours of ‘halfweight’, ‘Drowcraft’, ‘Illithidwrought’ and ‘Xorn’. Cortical mucusy armour that blanks your mind to foes, psychic armour and Drow Death Armour that makes you invisible, gives you ‘disguise’ and ‘spider climb’, for if you want to fantasise about being the coolest most cracked ultra-high-fantasy protagonist EVAR - these are dreams and aspirations I think, more than tools, and its curious how much ultra-mega-high-fantasy begins to intersect with post-singularity science-fiction tropes. We will see this later in city design.

Rings, of which the most fun is ‘Antivenom’ (60,000gp), and just below it ‘Antivenom, Frugal’ (10,000gp), just for the image of a world that contrast creates. RODS always feel under-noetic, and Staffs (no room underground surely?). A Figurine of Wonderous Power that transforms into a giant spider you can ride around on, and I have always wanted to own one of these in D&D, the less romantic and perhaps more old-school ‘Figurines of Illusory Escort’ which cast an illusion of guards around you when you sleep. Some very boring Neutral-Themed items. Last; a magic tome so powerful its like carrying around a semi-divine limited-use A.I. (you must speak to it in a specific dead language or it eats your soul and makes you one of its pages), and the Illithid Grafts, finally, but they are mainly just sticking tentacles on things, apart from ‘Humanoid Skin’ which involves sealing up something (or someone, presumably horrific), inside;

“If the humanoid skin hides monstrous features below its surface (such as extra arms, tentacles or antennae), using those features requires thrusting them through the skins surface as a standard action. This act showers all nearby cretures with blood and deals 1d4 damage to the graft recipient.”

Monsters are not a high point, there are rules for crossing things with Illithid (add tentacles), crossing them with spiders (add legs), crossing them with Chameleons, filling them with ‘Faerzress’, rules to mineralise anything; none make anything more interesting, producing largely globs. Multiple creatures that ‘swim through earth’ for various reasons and in various ways. A minotaur with demon blood? The ‘Lith’ has a good silhouette;




The ‘Maur’ as a hunched underground giant has a pleasing mechanic in which, if it can find room, it laboriously and horrifically stands full upright, “an agonizing, joint-popping experience for the Maur, though it relishes the change” and takes on a little of the noble potency of its forebears. The ‘Ineffable Horror’ which I can only assume got its name as an Underdark joke, since it is the most ‘effable’ thing ever.



The only really very-good monster is still only half-good and that is the ‘Annihilator’, a kind of Abberant solo Rust Monster with extra tentacles which can disintegrate anything. “The annihilator seems to derive sustenance and pleasure from destroying things, especially living things.” It has no ecology, background, sanity or reason for being, and likely would not benefit from them, it just likes Annihilating things and that is all it wants to do. A twist in the tapestry of the world and a gleaming contextless ambulatory disaster. Not bad.


just once in my life I want to say ‘call forth.. the ANNIHILATOR’



Exploring the Underdark

Things take an uptick here and its surprising, or unsurprising, how parallel to my own thought much of this is. We begin with a tour of underground features; Abysses, Caves, Dungeons, Gorges, Lakes, Rifts, Rivers, Seas, Shafts, Tunnels, Vaults and Volcanoes, which in this last section, does nothing to elucidate the Magma/Lava differentiation; what is lava encountered underground, but magma? What is Magma encountered in an open cave, but lava? Precisely when does water count as having left the tap?

From there into rocks and rock formations, including the classic trifecta of Sedimentary, Igneous and Metamorphic, to which we add MAGIMORPHIC rock formations - much could be done with the consequences of alternative geology and tectonics in a fantasy world, one far older than ours, and thus with a different arrangement of stone, or with magical warfare etc happening on the regular, with semi-regular portals to the Plane of this and that, D&D type Gods popping down to fundamentally alter reality for a certain place or time, and of the more Abrahamic, Tolkien-level God fundamentally changing the substance, history and nature of reality if, for instance, you sail too far West. (Discovering America is a sin.)

Then the Environment, climate, ecologies, plants and fungi, animal life. In almost every version of the Underdark the environment is still seperate from the solar cycle, as with ours, but is much higher in energy than our own cave systems. The answer is magic. The conception of the Underdark being ‘magically compressed’ appears in many tomes. This book imagines trees which feed on magic the way others do on sunlight. I can’t help but imagine what the leaf and branch shapes would be? Would the leaves have subtle dimensionally warped Escher shapes? The branches bend in directions you can’t go?

My own conception for this hyper-compression is that of the unification, compression and composting of multiple causal paths, the deeper in you go.

So for instance, if you go a mile down, civilisation is about 5,000 years old and modern humanity has only expanded since the last glacial maximum roughly 10,000 years ago.

But if you go two or three miles down, then there may have been 10,000 years of civilisation, perhaps even mutually-contradicting civilisational paths, either combined from alternate worlds or perhaps those paths wiped from ontology by divine hands, cannot be wiped down here, so if the world is ‘re-set’, this deepest layer of it cannot be re-set, and retains all the old programming and tombs and remnants of old dreams and old ideas, things which could never have happened, but did, but which are only remembered here.

Then if you go down four to six miles, you walk amongst the compressed relics of 20,000 years of civilisation, or 5,000 years X four, each semi-sperate yet interacting, interlaced and overlapping. This combined weight of time, experience and record, more than the surface could bear, is what creates the overwhelming magical compression of the Underworld. There is more down here than could be here, and more and more the deeper you go. Till if you go deep enough, perhaps the depths of all possible worlds combine into one vast realm of night.

That, at least, is my conception. We get ‘Underdark Hazards’, a limited but ok climbing and spelunking section, a bit on getting lost and then a long section on Encounter tables. I will be advising people make their own for Veins of the Earth

Finally for this ‘exploration’ section, we get into the once-again parallel conceptions of a somewhat ‘mythic’ underworld and the differences between this and the real-life underworld that inspired it.

A pseudo-natural aspect of the Forgotten Realms Underdark is that it is not contiguous, that is; it comes in patches and bounds, like islands, and its hard, sometimes impossible, to get from zone to zone. There are big areas of interconnection, but these are seperate to each other. Interesting and curious.

A classic situation for the ‘semi-mythic underworld’ is that its deeper than it should be, and the magma, water, caves and tectonics are much more spread out and interwoven than they ever should be. You can imagine our world like a densely layered cake, or lasagne, with interesting, but limited, layers of interaction. You have limestone caves, which were usually below, or on, the water table, but are now above it, then you have the water table, and its hard to explore beneath that underground, and then you have massively increasing pressure and heat, and then molten rock. Head to tail there is not that much actual depth to work with.

In the Forgotten Realms, and in VotE, there is way more depth and things are more spread out and intermingled, even at the cost of perhaps making less sense. Can you have a huge cavern beneath an ocean, with another (navigable) ocean in it? In our world, no, but in Fantasy, yes. Can you have navigable caves above, around, even below a magma flow? Not really, but in Fantasy, yes.


Geography - Faerun’s Underdark

A really nice piece of cartography and a slightly-frustratingly organised alphabetical section finish off the book, and much of it is this section. We are moving slightly more into a ‘Hasbro’s Invisible Cities’ vibe here; a list you can read like fiction, purely for the enjoyment of it. And its here that the propensity of the Forbidden Realms to build upon some very normative base concepts, but to keep building on them, to keep iterating and developing, and to bury the results of those developments deep in hidden corners of its world, helps it reach ramparts of innovative high fantasy you probably weren’t expecting going on. A lot of this is normative, some more interesting than you thought, and bits of it are very good.





Araaumycos - an entire kingdom-sized section of the Underdark is one fungal organism. It seems to be maybe possibly sentient, some of the time, and broadly neutral, or at least not expansionist. “On rare occasions enormous patches of Araumycos die, revealing ancient civilisations ripe for plunder beneath.” Even better, there is another, smaller, but aberrant and expansionist Fungal kingdom/entity/person.

Blingdenstone - A collapsed Deep Gnome city, but one of the ‘factions’ currently occupying it is ‘Ogremoch’s Bane’ a sentient cloud of magic dust. Its motivations are unclear but “In the back of the city, dozens of planar creatures of earth stand inert as the cloud swirls around them, whispering promises of victory and glory in Terran. Earth Elementals, mephits, Xorns, thoqquas, end even stranger creatures wait, still as statues.”

Cairnheim, Demense of the Dodkong - a lava tube village of giants ruled by a crafty 1,500 year old Stone Giant Liche with a magical crown, ruthless, but being very old, he still clings to an ancient Giant custom of hospitality, (limited, three days of safety). Of course you need historical knowledge to even guess this custom still exists and he’s not going to tell you.

Chaulssin; a ruined city, half within the plane of shadow, on a precipice above an abyss, now occupied by a House of Assassins. An Illithid city ruled by a council of Vampire Illithids who took over when their Elder Brain died - but they are all going slightly crazy from absorbing the thoughts and memories of so many other Illithids. Also home to the twisted Illithid philosopher Nurr’Korzahg who, after a moment of clarity, has started developing the notion that consistently trying to subvert and dominate all other forms of life might actually be not a great long-term strategy (several cultures and locations in this Map are made up of Illithid-hating ex-slaves, and they have at least two ‘Slave Races’ (Gythanki and Duergar) who ended up escaping and turning into absolute 100% Illithid HATERS, could our own policy of literally making enemies be at fault here?)

Deep Imaskar is a really neat addition to the legendarium; an ancient city of Wizards which hid beneath the earth after a major slave revolt. Now a self-sustaining pocket-kingdom with buildings growing from its gravatically-warped walls.




Imaskar is so secret that the glowing ‘sky’ of its cavern is a gigantic seal made specifically to keep it hidden, a seal so complex that studying and repairing it is equivalent to stargazing, a seal that affects reality so much that, wherever anyone is outside Imaskar, if they imagine Imaskar itself, the seal subtly and invisibly tugs at their thoughts, suggesting to them that the city is long-gone, if it was ever real, nothing but a rumour or fantasy. Imaskar is so secret that if people are chosen to leave, to complete some mission or for other reasons, they have the very memory of Imaskar erased from their minds, and are dropped in some random place far from the city; a true Wolfian hero, (or an RPG hero), who literally does not know where they are from, has a general sense that they have a mission, and at some point, will face a deeply buried command to return... somewhere, somehow. An interesting literary experiment.

Drik Hargunen; a city overwritten on every surface with the testament of a Duergar god, with complex runes of warding and subtle interlaced command phrases for the cities self-defence system interwoven in the ever-flowing words. To live here you must know how to read, know what to read and know deeply what not to read, which is why the Duergar allow no sighted slaves into the city-proper, instead they bring in blind Grimlocks, their hands tied to the handles of carts, so they can’t touch anything they shouldn’t.

Dupapen; a village of Aboleth slaves who, in the mental absence of their masters, have set up a thriving commercial concern. Some time ago the Aboleths ate a bunch of Gityanki and absorbed their minds and memories of intra-planar life. These memories are so vivid and intense that the Aboleths have been sitting around, blissed out and vibing for a decade. They tried breeding new Aboleths to manage the slaves but since each new Aboleth is born with the perfect memories of its parent, they had the same problem.

A near-extraplanar city made up of portals and spherical spaces in solid stone. If you can’t naturally swim through stone, don’t bother turning up.

Llurth Drier; Drow but poor and covered in mud.

Looblishar; a Kua Toa settlement overtaken by devotees of the Goddess of Darkness. Utterly lightless, only those with perfect Darkvision need even try to enter, though small this is the Axial point for a range of portals which reach to oceanic and above ground exit points all over the world. Creepy cultists of the Dark Goddess use Looblishar to move things and people and to engage their no-doubt whacky schemes. The kind of place you drop a patriot missile on as soon as you find out where it is.

Ooltul; a Beholder city forced into a surprising level of cosmopolitan toleration by an infestation of planar parasites who control the head Beholders; “Considering that Ooltrul is a city of evil geniuses dominated by monstrously unhuman aberrations, it is reasonably welcoming of outsiders.”

Oryndoll; an Illithid city dominated by a cult who’s modus-operandi is not only to acquire knowledge, but to specifically acquire knowledge that can then be removed from all other records or minds world-wide, so that this thing once known, now only they may know.

Reeshov; a Grimlock fortress town of former Illithid slaves who surround their settlement with complex traps, free slaves but trust no-one (the Illithids consistently probe their defences with mind-altered thralls and they know this).

Rringlor Noroth; “a city in only the most liberal sense of the word”, a city of Cloakers built into a gigantic bridge, part sculpted from shadow, crossing an immeasurable abyss. “The cloakers of Rringlor Nortoth spend much of their time continuously moaning and flying in great swooping orbits around a bridge of shadowstone”


I love these guys, they manage to be effortlessly more alien than either Kua Toa (cringe and flanderised) or Mind Flayers


“The entrance is a series of cracks and flat passages no more than 4 inches wide within the Shadowspan. Cloakers peel away from the circling mass at random intervals and wedge their bodies into the cracks to crawl into the city.”

“Sometimes, cloakers just lie on the ceiling and stare at the floor for hours;” - same.

One human sage ‘inhabits’ this ‘city’; “Saibh is not insane, but he is immersed so deeply into the cloaker mindset that he cannot easily return and carry on coherent conversations in Common...”


Undrek’Thoz; a Drow mega-city, a bunch of very different Drow cities connected by hidden portals and unified by a general government, though outsiders won’t necessarily know about the portals. The gates between different sections of the mega-city are set to allow no metal to pass through, (to limit the craze for assassinations), this has lead to a sophisticated arms-race in pets and poisons. Economically, the city is unified by vellum scrip. In a high fantasy setting, things like this portal-linked mega-city would be way more common; such settings, if allowed to run, would inevitably develop into something a little like high-energy science fiction.


Final Analysis; Adventure Locations, Infinity Engine, Nostalgic Emotions

A last section on ‘Dungeons’ lets the book down again; single entry, mono-path micro-maps with complex ‘trick’ enemies and substantial treasure. Nothing really like ‘dungeons’ and the section is not large, but it does have an entry for ‘Citadel of the Fiendish Slayer’ which is a great title if nothing else.

Of the differences I have with ‘Underdark’ at least some can be put down to preference in design. I am not of the Kind whom suffers for the Prestige Class, or who enjoys the ‘build’, let alone picking an absurdly specific Prestige Class and playing specifically towards that for god knows how many sessions. A ‘biography expressed through mechanics’ has no interest for me, I am not amongst the elect, yet, I cannot despise them. We are cousins if not kin and I have enough of the hyper-specificity autism tingle to refuse a wholesale rejection. Neither will I live in, or near their, ghetto of stats.

Of the monster section; it is simply bad. Of Underdark exploration and transit; parallel, and respectable.

The best part of the book is where it enters into the beautiful twilight dream of the Forgotten Realms, a place so normative in fantasy that it gets interesting again, there are lots of odd ideas buried here and there in this ‘eventide of gems’ (which I can never believe to be ‘lightless’, the conception of a true devouring dark and of adventuring for weeks within a fragile bubble of light is something this Underdark book, and perhaps every book of this type, fails at), and I see this dream, strangely, through the medium of the Infinity Engine and isometric RPGs like Baldurs Gate and Planescape: Torment.




Perhaps this is because such games were my only actual active interaction with 3.5 and its culture. Perhaps the physical design language of this engine seeped through into the worldbuilding for the entire setting. Wouldn’t be the first time there was conceptual counterflow. Deep Imaskar in particular seems set up for an ‘amnesiac protagonist’ RPG. The careful and quite charming visual design, including pseudo-crumpled ‘parchment’ edges, a boutique, or at least, rare, internal title font, and a handful of other things, speak of the fading edge of correct and comfortable warm and basking 1990’s page design. Summer.

Perhaps it is the sad, strange, isolated summer vibe I get from all these things and which seems to unify them. Of dreams engaged in darkened rooms while concrete bakes outside. Of a slight interior sadness and loneliness mixed with the deep possession of a fantastic land.

‘Stone Sphere’ is great.

(There is a side bar of ‘graffiti left around a portal’ so cringe it nearly made me want to kill myself.)

Thursday, 28 May 2026

The DOOM approaches!

 THE FINAL HOURS! THE COUNT-DOWN BEGINS!





This may be your last chance to back DotD for the low low price of £8 (or £40 for the wholesale version).

I have been interviewed about the project at the 'Swan and Raven Studio' here;


The Dogge is the key to all this. Those familiar with hermetic readings of texts - I only need to mention Leo Strauss, will already understand the significance of this particular dogge in this particular 'wheel'. Rotatio, calcinatio, driving transformation while unchanged and unrewarded. The Philosopher's Stone's dark inverse. Pure process, no product.. But I have already said too much. The Kynicos will understand...

AND Amanda and I have been interviewed in video form by Max Cantor of 'Weird and Wonderful Worlds';







LAST MINUTE LIVESTREAM!


To celebrate the end of the Kickstarter for 'Doom of the Dark', the artist Amanda Franck https://amandalee.itch.io/ and the writer Patrick Stuart https://linktr.ee/pjamesstuart

We will be streaming LIVE for an hour or so (with 15 minutes added for assumed screwups).

Scheduled for;

- UK time - 31st May 10:45pm, ending  1:00am
- Chicago time - 31st May 4:45pm, ending  6:00pm

These will be the last hours of the Kickstarter. We will be talking about the Adventure and asswering questions about Doom of the Dark, its art, and anything else (within reason) people want to talk about.

HERE IS THE LINK!







Sunday, 17 May 2026

The DOOM of the DARK is a success!



Praise be to Hekaton and the children of Old Night, the Doom of the Dark Kickstarter smashed its initial funding goal within a few minutes and made ten times that by the end of the day, smashing another goal, meaning we can crank up the print quality as high as possible for all backers.


Fifteen Days Remain!

As well as increasing print quality I will likely also look into producing an interlinked PDF to make DotD more playable for those digitally bound.

The artist Amanda Lee Franck attempting to protect her living space
from the smears of that most primal of pigments; charcoal black, (attempt fails re; cat).


Posts and Interviews


However, other than that, I am not super well versed in publicity etc. For the period of the run of DotD, I, and Amanda when available, are open to interviews, articles, posts, links etc etc. If anyone wants us on their thing, or wants text, questions, answers, opinions, we (me mainly, Amanda has a lot to do), are available till the end of May, so drop a comment or email me at pjamesstuart at googlemail dot com.

May the Turne-Spytte Dogge forever tread…


Also look at this video if you haven’t already. It’s very good! (Animation by Amanda Lee Franck).



Tuesday, 12 May 2026

The DOOM of the DARK is coming...

The Black Casket of Night has indeed been opened beneath our feet, soon, only days will remain!


I have been posting here and there about ‘Doom of the Dark’ for a while. Here is the full version;

After my encounter with Tunnels and Trolls, Amanda suggested that I publish the adventure I created for her and a few friends. This is that adventure, illustrated and layed out by Amanda Lee Franck.



Simple Zine

DOOM of the DARK is a 34 page zine containing a real-time adventure fit for an evenings entertainment. By the end of the night you will have either saved REALITY ITSELF, or doomed it to… the DARK.

The adventure is statted up for Tunnels and Trolls and designed for that playful vibe. Most of the working parts are built into the creatures and the location so anyone familiar with old school D&D should have little trouble running it in a BX-adjacent or Nu-OSR game.

Its not a super-difficult dungeon, though hopefully a fun one. Think somewhere between storybook and catastrophe.



U.S. and U.K. Print

False Machine is doing things a little differently with this one. We intend to print in both the U.K. and the U.S.A. One print will be sent to Spiral Galaxy in the United Kingdom and ship from there, the other will be sent to Flying Cloud in America and ship from there.

This means postage will hopefully be less of an insane nightmare for Americans and Canadians.

The Kickstarter will have options for the U.K. print and the U.S. print, so back for the print location most convenient for you! (& try not to screw it up!).

I am also putting in wholesale options for both prints, so if you run a shop and want ten copies you can back for one of those.



UnIdentical Twins

The two prints will not be exactly the same. The U.K. version will be an A5 zine and the U.S.A. version will be in ‘portrait’ (so a little longer and thinner). We (Amanda) designed the thing with this in mind so the difference in experience should be minimal.

If we make a lot on the Kickstarter we will crank up the print quality on both items, but the printers in the U.S. and U.K. don’t offer exactly the same paper weights etc. We will try to keep the quality of both zines as similar as possible.


50/50 profit split

Like almost all False Machine products, profits for Doom of the Dark will be split 50/50 between writer and artist, so if you are an Amandamaniac, or Franckophile, you will be supporting your artist by backing or buying.



A Real-Time Adventure

Vague concepts for single-night, Level-One, Real-Time adventures have been rolling around my head for a while. DOOM of the DARK is played in real-time; however much time the players take is how much the adventurers take, and there is a time-limit; you only have two to six hours to save the world!

There are also a bunch of diegetic elements included in the adventure to, bluntly, keep bumbling players doing what they are meant to be doing; SAVING THE WORLD IN UNDER SIX HOURS.

Hopefully this should be a fun time for two to six players running starting characters, and a relatively easy dungeon to run.



Quick Kickstarter

The Kickstarter opens on the 15th of May and runs for just over two weeks, ending on the 31st of May (U.K. time! So Mid-day for Americans).

If you want DOOM of the DARK at its initially low price of £8, or if you know someone who might, then you only have two weeks to back this thing or let them know!

The more backers we get the higher we will crank the print quality!

We hope for a print in mid-June and to start delivering towards the end of June.


CLICK HERE FOR THE KICKSTARTER