Wednesday, May 13, 2026
Wednesday Comics: DC, August 1985 (week 3)
Monday, May 11, 2026
Faceless Howl
Faceless Howl is an adventure from Kabuki Kaiser for the rules lite, dark Sword & Sorcery system Many Sought Adventure, but is easily useable with any D&Dish system with a bit of work and a lot of other systems as well given it isn't a rules heavy adventure. I received a review copy of the pdf. I don't do a lot of reviews here, but previous publications from Kaiser have received praise from quarters I trust so I wanted to check it out.
The adventure involves "malign entities of pure oblivion" known as the Faceless who are devourers of information and have been drawn to an ancient repository. Not only is this bad for said repository, but it's also bad for the townsfolk of the neighboring of Bec de Corbin ("Raven's Beak") who have their identities and knowledge eaten by the Faceless, turning them (eventually) into Howlers. Complicating matters (if they were already complicated enough) are the Ragshadows, who are subterranean evil, fairy-tale-ish goblin sort of creatures who opportunistically operate alongside the Faceless to steal physical physical valuables.
That's the set up. The adventure is broken into two parts not counting getting the PCs involved: the village and figuring out what's going on, then a crawl through the repository. There's a clock to ensure the situation escalates. The presentation is fairly terse with prose that is informal, generally evocative and occasionally staccato delivery.
It's style and the overall graphic design place it in the tradition of things like Mörk Borg and the sort of NSR/OSR stuff you find on itch. Like those sorts of publications, it values brevity but supplies you with random tables and other necessary tools, and atmosphere, but expects the GM to bring it to life. Beyond aesthetic, this isn't standard, D&D fantasy either, so people looking for that find not find it's weird, horror sort of approach to their taste.
For me, though, Faceless Howl, is the sort of adventure I tend to look for when I don't have any other particular thing in mind. It isn't particularly combat heavy, and its atmosphere and bit of mystery is the sort of thing that intrigues my players. Its brevity would make it easier to reskin to make it fit whatever setting I'm running at the moment.
If that sort of stuff sounds appealing to you, you should check it out. It's available on drivethu.
Friday, May 8, 2026
[Parsulan] Scavengers and the Field of the Fallen Colossi
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| Art by Guy Wurley |
The ramshackle boomtown called Salvage by its inhabitants and the Scrapyard by outsiders is built amid the fallen combatants of an ancient battle. The colossi are named for their color. Red Knight lies on its back, reaching for a sword that is out of reach. Blue Knight fell forward. Its weapon is long gone, but one hand is raised. The plains have made half-hearted attempts to reclaim the giants, and the knives of time have marked them, but they remain, tempting those interested in making a quick fortune or simply curious about their enigma. The colossi are unusual treasure troves, or above ground mines, made as they are from rare materials and magitechnologies unreproducible in the current age.
Wednesday, May 6, 2026
Wednesday Comics: DC, August 1985 (week 2)
Monday, May 4, 2026
[Parsulan] The Weird Wood
The Weird Wood of southern Parsulan is an ancient forest infused with potent arcane energies. In halls of Magical Academy at Abraxad, surrounded and protected by the wood, it is labelled as Forbidden and students have been disciplined or even expelled for entering it other than by the proscribed paths. Treasure seekers and adventures from other places sometimes travel the forest, however, but many don't return.
What is known from the reports of those that enter it is that the forest is a place of unusual magical power. At the very least, it alters a visitor's perception of time and distance. The wood is also said to be the abode of strange spirits, beings inhabiting both biological and mechanical forms.
Faerie woodlands are hardly a rarity in Parsulan, but somehow, the Weird Wood has become infected or entwinned with technomagical devices in addition to its natural, elemental powers. Some point to its relative proximity to the Field of Fallen Colossi and suggest some stray, animate portion of the giant combatants may have made its way to the forest. Others argue that given the sheer number of constructs and amount armament debris found there, moss covered or half-buried, it must be the remnant of an assault by a substantial force. Perhaps in times past someone marched against Abraxad, and this is the result? If that is true, then Abraxad would surely have record of it in its extensive libraries, but those remain closed to outsiders.
Whatever their origins, it is these artifacts that draw the scavengers.
The commonly encountered fae of the forest are mostly harmless and appear as small, crude figures or vaguely animal or insect shapes of metal. They seem to mimic biological life in a rough but analogous way to the manner Meks resemble humans.
The larger, more dangerous entities are harder to describe with certainty. Some appear as beasts with mechanical and biological parts. Others are shifting shapes of churning metal, churning storms of fury and blades.
Friday, May 1, 2026
Weird Revisited: The Ahistorical History Setting
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| Historically accurate Aristotle? |
The changes can be big. Reign: The Conqueror (based on the novel Arekusandā Senki by Hiroshi Aramata) re-imagines the life of Alexander the Great as a sort of science fantasy thing with giant Persian war machines and Pythagorean ninjas. Or, they can be subtle, like Black Sails weaving historical pirates with a sort of prequel to Treasure Island. (The difference I see between this last one and a standard historical setting which would generally tend to insert fictional characters, i.e. the PCs, into history, is the "high concept" of the literary/historical mashup.)
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| A lesson on Greek myth every week? |
Let history be your guide, not your boss.





























