Friday, 26 February 2021
Aieeeeee! The Teeth!
The Flaming Head Again!!
Who can say what the flaming head wants? All that we know for sure is that Robert keeps missing it...perhaps Robert's head goes wandering at night?
Thursday, 25 February 2021
Then a Huge Croco-Tiger Charges Up....
Huge Croco-Tiger: Init +4; Atk claw +2 melee (1d4+3) or bite +5 melee (1d8+3); AC 15; HD 5d8+10; MV 40’ or swim 50'; Act 2d20; SP can use an Action Die to charge up to 80' (+4 bonus to bite attack and damage, -4 penalty to AC until next action); SV Fort +4, Ref +2, Will +1; AL N.
Monday, 22 February 2021
Gary Con Events I'm Hosting
Characters for Spawn of Cyclops Con will go out this Wednesday. In other news, here are the events I am running for Virtual Gary Con. I have the Thursday and Friday off as well, so with luck I will also get to play in some games!
Wednesday, 17 February 2021
The Inn in the Forest!
From the mind of Daniel J. Bishop comes a dangerous adventure that pits players against monsters, nature, and even time itself.
You spy a semi-ruined inn on the road ahead, promising shelter from the dark woods that close in around you. But the inn is not deserted. Haunted by phantoms of the past, creatures of the present, and a malignant entity with dark designs for the future, you slip between all three timelines. As these timelines merge and horrors from the past slip into the present, you find yourself confronted by a dark and wild future that you may not be able to avoid. Worse, a future you may have helped to create!
The Kickstarter has now officially launched!
What is The Inn in the Forest?
The Inn in the Forest is a DCC RPG long-format, time-traveling, horror adventure by Daniel J. Bishop heavily influenced by the darker side of the Brothers Grimm, the moody ghost tales of M.R. James and William Hope Hodgson, and the horror stories of Robert E. Howard.
Providing multiple nights of eerie entertainment as a stand-alone adventure or as a persistent part of a larger campaign, The Inn in the Forest is perfect for any medieval or modern DCC or OSR setting, including Weird Frontiers, Shudder Mountains, Crawlthulu, OSRIC, and Labyrinth Lord.
As a player, you take the part of an unwitting traveler seeking shelter for the night. Whether drawn this direction to search for the lost magic of Zauberer the Hexmaster or following up on rumors of the innkeeper’s dark practices, what you encounter is so much worse. Sometimes making it to dawn means success, other times it may just mean trading your companions’ souls to gain the power the Waldgeist grants!
As a Judge, you will be running a unique adventure, where time is not static. Phantom shifts allow you to tell the story of the inn during its heyday as well its current state. As the PCs interact with the haunting of the inn’s past, the very real threats of its present seek to destroy them. Rules on phantom shifts, as well as new monsters, items, artifacts, and rituals, are included to bring new dimensions of gameplay to your ttrpg.
Saturday, 13 February 2021
Mystery of Ilusion
Or, at least, that is how I read it. And, given that reading, this album cover will not be a snapshot of just the image, but a progression from one state to another. Yes, that means that the characters will level up and change over the course of the album, and it means that judges looking to get the most use from this material will have to use it over the course of campaign years.
Thursday, 11 February 2021
Home at Last
Tuesday, 9 February 2021
The Giant Hand
The Giant Hand: Init +0; Atk flick +3 melee (1d6 plus toss) or grab +2 melee (1d8+2 plus constrict); AC 12; HD 4d8+8; MV 30’; Act 1d20; SP toss, constrict; SV Fort +6, Ref +2, Will +0; AL C.
The Giant Hand can flick an opponent, and unless the opponent succeeds in a Reflex save (DC equal to attack roll), they are tossed 5' away from the Hand per point of damage taken. Falling damage applies to tossed opponents on the basis of 1d6 per full 10' tossed (Reflex save for half, DC 10 + 5' increment tossed). The Hand cannot toss creatures larger than an ogre.
It can also attempt to grab an opponent. A grabbed opponent takes automatic damage each round, until it escapes with a DC 20 Strength check. If the Hand has an opponent in its grasp, it can make no other attacks and can only move 5' per round (using its little finger) on a 1 in 3 chance.







