fantasy

  • December One-Shot: Story Hook

    In preparation for my group’s upcoming fantasy one-shot, I’ve put together the initial story hook. The title of this adventure gives away a bit too much, so I will hold that back until after my players have had their chance to run through it. Once they do, I’ll share the full write-up, including the stylized

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  • Strange Beginnings: Session One, Part Three

    The finale of our first session. If you have seen them yet, check out Part One and Part Two. I hope you enjoy. Evelyn Cross stepped into the tent, her expression composed and businesslike. She greeted the group with a polite nod, then asked John Miller and Father Mateo to remain behind. The others were

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  • Strange Beginnings: Session One, Part Two

    Continuing from Part One, the party is finally assembled and things are not as they were expected. Stay tuned for Part Three! They were ushered into the white tent, the air thick with paper dust and the sour smell of damp ink and mold. Folding tables filled the space, cluttered with open boxes and stacks

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  • Strange Beginnings: Session One, Part One

    Since the transcription bot refused to cooperate, I had to rely on a quick voice recording from memory right after the session. That means some dialogue and narrative beats couldn’t be perfectly reconstructed, and a few smaller details may have slipped through. I’ll be rebuilding this one in parts, blending what I remember with my

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  • Strange Beginnings: The Presession

    This is the full narrative of our presession for Strange Beginnings, the first story arc in my homebrew The End of the Institute campaign. The actual Session One took place last night, but unfortunately, our transcription bot died mid-way through and took the record with it. I’ll be recreating that session from memory as best I

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  • Magical Countermeasures: Homebrew Cypher Ability

    One of the things I love about the Cypher System is how streamlined it is. But sometimes that elegance leaves gaps where I want just a little more teeth. Case in point: There are ways to shut down magic in Cypher, but none of them happen in the moment. Nothing that lets you throw yourself

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  • Rolling Advantage

    Rolling Advantage

    Sometimes the dice are kind. Sometimes they are just wasteful. That is where Rolling Advantage comes in. If a player rolls with advantage and hits a natural 20 on the first die, they do not need the second roll. They have already struck gold. So instead of throwing that second die away, they can bank

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  • Critical Initiative

    Critical Initiative

    In my games, initiative is more than just a number. It’s a tone-setter. And sometimes, it deserves teeth. That’s why I use Critical Initiative. If a player rolls a natural 20 on initiative, they gain advantage on their first action in combat. If they roll a natural 1, they suffer disadvantage instead. Simple. Clean. No

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  • Spooky Season, Another Spooky Story: Where the Spirits Do Not Walk Part 8, The Finale

    It took a lot, but I did it. I finished the story in time for the spooky hours of Halloween. If you’re just joining, check out Part 1, Part 2, Part 3, Part 4, Part 5, Part 6, and Part 7. If you’ve stuck around for the whole thing, thank you for reading from the bottom of my heart. And I

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  • Spooky Season, Another Spooky Story: Where the Spirits Do Not Walk Part 7

    I’m starting to think maybe I should have put this in the “Long Stories” section…But I am hoping to reserve that for the stylized campaign stories and for larger projects. If you’re just joining here, you can check out parts One through Six linked on the Home page or in the “Short Stories” section. Thanks

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