Thursday, 27 August 2026

An Open Letter to Discord

I have been using a Discord server for years, going back to well before the pandemic. I have been using the camera background feature on the average of twice a week for over a year, with the last time it worked having been the evening of 31 July 2026.

Camera background failed the first time I tried it on August 7th of this year. I put in a service support request (67574519) the following day. After a bit of discussion with Nelly, who was helpful, the ticket went on to higher support.

This began the worst customer service experience I have ever had.

First I got Fernanda (sometimes Ferdinand J; code names are fine for privacy, but you should be consistent), who had clearly not read the ticket as they told me how to turn the feature on, rather than address that it was not working.  

Then I got Izaro, who determined that it was a hardware issue, despite the feature running without issue on the same hardware for years and similar features in other programs (such as Teams) running without issue. Izaro demonstrated an unwavering faith that it was the hardware, and wouldn’t respond to any evidence to the contrary.

The feature was working up to 31 July 2026, and I was using it twice weekly without issue. I did not subscribe to premium Nitro because the feature was not working. On the contrary, I subscribed because it was working well and I was happy with it. I am not subscribed any longer.

Any response that claims the feature cannot run on the existing hardware - unless Discord requirements changed - is a non-starter. Because I have at least two data points per week over years showing that the hardware is not the issue.

That the feature ran for years is part of the ticket. That it ran the Friday before I made the ticket (which is July 31st) is part of the ticket. It really seems like they have not read the ticket, and cannot be bothered to take the ticket seriously.

I am therefore looking at alternatives to migrate my games to. I am making this public in the hopes that either they will actually try to fix the issue, or that someone else will not make the mistake of paying for features that, if they stop working, Discord support cannot be bothered to take seriously.

Monday, 24 August 2026

The Cyclopedia of Common Faeries is Live!

I am pleased to announce that the Cyclopedia of Common Faeries has been approved by Goodman Games and is now available in pdf. 

Over 300 statblocks are included, plus a ton of advice as well as pages of faerie elements. In addition to three already-published classes (Faerie Animal, Goblin Warrior, and Goblin Witch Doctor), you get a full 10-level Changeling class.

The Faerie Faith is presented in a manner consistent with Deities & Powers of the Middle World, but allies and foes include information related to the gods in the core rulebook for your convenience.

I have included rules for totem spirits, vision, quests, and sacred bundles.

I have included numerous example encounters, including Heart's Ease and the Weight of the World, which I am particularly fond of.

There is a lot of stuff in here, and some generous usage terms for other publishers, similar to those from the Cyclopedia of Common Animals.

I am working on print, but that may take a bit as I have to reformat the files and then order proofs.

https://www.drivethrurpg.com/en/product/581050/cyclopdia-of-common-faeries

Sunday, 19 July 2026

While you may not be aware of this, I was writing fiction and poetry long before I was publishing RPG material. If you are interested: https://www.patreon.com/RavenCrowking/posts/ivy-sorrow-city-164285661

Saturday, 18 July 2026

Christmas in July!

If you are interested in anything from Crowking Press, now is a good time to turn interest into ownership! If you are not, it is still Christmas in July at DriveThruRPG, so now is a great time to loot the dungeon!

Wednesday, 8 July 2026

Fact Checking Some Claims

Mass surveillance deemed unconstitutional by the Supreme Court:

https://www.justiceinitiative.org/voices/case-watch-step-forward-constitutional-challenge-nsa-surveillance

https://www.aclu.org/news/national-security/five-things-to-know-about-nsa-mass-surveillance-and-the-coming-fight-in-congress

Articles are not up-to-date, and the claim is slightly off, as a federal judge only found it “likely” to be unconstitutional. That mass surveillance remains and is still expanding is, I hope, not something I need to prove.

Obama used war powers to charge and imprison journalists and whistle blowers:

https://www.cjr.org/behind_the_news/cjp_report_on_us_press_freedom.php

https://apnews.com/general-news-dbba6eaf984a4be08cc235f66fd36a8d

https://freedom.press/issues/obama/

https://en.wikipedia.org/wiki/War_on_Whistleblowers:_Free_Press_and_the_National_Security_State

https://freedom.press/issues/obama-used-espionage-act-put-record-number-reporters-sources-jail-and-trump-could-be-even-worse/

https://aguayonews.com/obama-effectively-silenced-journalists-jailed-whistleblowers-increased-wars-during-his-presidency-but-is-now-warning-against-authoritarianism/#google_vignette

Obama bailed out the banks rather than their victims, leading directly into the housing crisis:

The best source for this is Joseph Stiglitz’s excellent book, The Price of Inequality. I recommend it to all.

https://projects.propublica.org/bailout/list

https://www.commondreams.org/news/2009/12/13/obamas-big-sellout-president-has-packed-his-economic-team-wall-street-insiders

People lost their homes, which were then bought up by Blackrock and others, who have since pushed up rental costs, creating a housing crisis in a nation with empty homes.

https://www.theatlantic.com/politics/archive/2016/12/obamas-failure-to-mitigate-americas-foreclosure-crisis/510485/

htt https://www.nytimes.com/2012/08/20/business/economy/slow-response-to-housing-crisis-now-weighs-on-obama.htmlps://www.investors.com/politics/editorials/fingerprints-of-obama-on-subprime-foreclosure-crisis/


Obama failed to prosecute criminal actions of the prior administration or the banking executives who caused the collapse.

https://www.theatlantic.com/magazine/archive/2015/09/how-wall-streets-bankers-stayed-out-of-jail/399368/

https://www.theguardian.com/commentisfree/2013/jan/23/untouchables-wall-street-prosecutions-obama

https://features.marketplace.org/why-no-ceo-went-jail-after-financial-crisis/

https://www.theguardian.com/commentisfree/2012/aug/31/obama-justice-department-immunity-bush-cia-torturer

https://www.cbsnews.com/news/aide-obama-wont-prosecute-bush-officials/

https://ccrjustice.org/home/get-involved/tools-resources/fact-sheets-and-faqs/factsheet-accountability-and-prosecutions

Obama was also well paid afterwards, in what other parts of the world would prosecute as accepting a bribe:

https://www.bbc.com/news/world-us-canada-39710529

https://www.commondreams.org/news/2017/09/18/after-failing-prosecute-bankers-obama-cashes-wall-street-speeches

Obama’s ICE was described by the ACLU as monstrous:

https://www.aclu.org/news/immigrants-rights/border-patrol-was-monstrous-under-obama-imagine

https://nonprofitquarterly.org/aclu-report-cites-mistreatment-minors-border-patrols-obama-years/

Obama campaigned on codifying Roe vs. Wade when running for office. He said - on camera - that it was not a priority when he had a supermajority.

https://moguldom.com/406482/fact-check-obama-had-chance-to-codify-roe-v-wade-but-chose-not-to-prioritize-it/

https://www.newsweek.com/barack-obama-blasted-not-codifying-roe-v-wade-democrat-failure-1719156

Likewise, thanks to Wikileaks, we know that Obama had already negotiated away a public option with the insurance companies before starting his "transparent" negotiations with the same.

This one is harder to find, so either not knowing about it or denying it is a bit understandable. I confess that, while I could find a source for the claim that the public option had been negotiated away early on, I didn’t feel like going through Wikileaks to substantiate the claim that they are the source of the original reveal.

https://www.salon.com/2010/10/05/public_option_24/

This was interesting, though:

https://www.businessinsider.com/wikileaks-email-shows-clinton-discussing-unraveling-of-the-aca-2016-10?op=1

https://publicintegrity.org/health/elimination-of-public-option-threw-consumers-to-the-insurance-wolves/

Glenn Greenwald has broken down how Democrats kept changing their stance on a public option to ensure that they didn't have enough votes to pass it.

https://www.salon.com/2010/02/23/democrats_34/

The early photos of "Trump's ICE" detention centers were taken under Obama, when Obama was president.

https://qz.com/1291470/photos-immigrant-children-detained-at-the-placement-center-in-2014

This stuff is all well documented. Google is a thing.

https://www.google.com/

Personally, I believe that Obama's rhetoric when running the first time was his actual position then. But once he got in power, he clearly saw which way the wind was blowing. Political Compass tracks his early centrism to the upper Right/Authoritarian corner during his two terms.

The last decent person to be president was Carter, whether or not you think that he was a good president. If you think Obama was a good president, then you should go to Libya to make that case.

Denying reality to defend political operators is no different when the politician is Trump or Obama. It isn't worth doing.

Wednesday, 11 February 2026

Sickle & Torch

For many of us, 0-level play was our first experience with DCC RPG. Throw a bunch of nobodies into an awful situation, and see which ones come out alive. You have created a compelling backstory along the way and answered the age-old question, “Why are these particular people adventuring together?” You know about their bonding experience. You were there.

Funnels are one flavor of DCC fun. The flip side is that there is a certain joy in playing leveled-up characters, with their added abilities and history.

Mihailo Tešić dared to ask the question, What if you could have both at the same time? What if, instead of leveling the PC, you leveled their torch? And, while that may sound like all kinds of bonkers, he made it work. You can have complete campaigns with peasant mobs, with all the blood and carnage that implies, and still keep the continuity and added fun of leveled play.

As a bonus, if you choose not to go this route, the adventures work the same as normal DCC adventures. Which, of course means that if you do decide to go this route, you can still use your existing materials. At least, that is how I read it.

You can learn more about Sickle & Torch here.

The kickstarter prelaunch page is here.




 

Friday, 30 January 2026

Let’s Convert the Monster Manual: Wraith, Wyvern, Xorn, Yeti, and Zombie

This is the final post for my Monster Manual conversions. Most of these creatures are ones I have converted already, and the wyvern was made fairly simple through the use of the Purple Sorcerer dragon generator.

Thus far, you have full conversions of the Fiend Folio, the Monster Manual, and the Melnibonéan Mythos from the Deities & Demigods cyclopedia. Ultimately, this was a lot of fun to do, but a fair amount of work as well. On my Patreon I am doing more conversions, some of which (but not all) will eventually be posted here. With various other projects on the go, my time is tighter than it was, and I require more time to do things.

If you use any of these conversions, I would love to hear about it! I love doing this work, and I love sharing with the community, but my health is not the best and I have to make hard decisions about how I spend my energy. 

I know that comments have to be approved, and that this is a pain, but it protects us both from spam comments and unsavory types (such as stalkers who like to snipe from the shadows). I promise you that I read every well-meaning comment, and I let them through as soon as I see them.

Wraith: Init +Init +2; Atk non-corporeal touch +2 melee (1d6 plus Stamina drain); AC 16; HD 4d12; MV fly 40’; Act 1d20; SP un-dead, Stamina drain (1d4 Stamina, Fort DC 13 for half), create spawn (victims reduced to 0 Stamina die and become wraiths on the next full moon), immune to non-magical weapons, non-corporeal; SV Fort +2, Ref +4, Will +8; AL C.

Wraiths are non-corporeal un-dead which are sometimes found on old battlefields, but which are not bound to the location of their deaths. Although wraiths shun and abhor sunlight, they are not harmed by it.

Based off of this post.

Wyvern: Init +7; Atk claw +5 melee (1d8) or bite +8 melee (1d12) or tail sting +8 melee (1d12 plus venom); AC 17; HD 7d12; MV 40’ or fly 80’; Act 2d20; SP venom (1d3 Strength plus DC 17 Fort or 1d6 Stamina); SV Fort +7, Ref +7, Will +7; AL C.

Wyverns are related to dragons, but they are not nearly as smart and they have only two legs. Their tails end in venomous stings, which are thankfully less potent than the venoms of some true dragons. A thief can extract 1d5 doses of venom from a slain wyvern with a successful Handle Poison check, and may make 1d3+2 attempts before the wyvern’s venom runs dry.



Xorn: Init –5; Atk claw +3 melee (2d6) or bite +1 melee (2d8); AC 22; HD 4d8+16; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +22, Ref –2, Will +10; AL N.

Small Xorn: Init –4; Atk claw +1 melee (2d6) or bite +0 melee (2d8); AC 20; HD 2d8+8; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +20, Ref +0, Will +8; AL N.

Large Xorn: Init –7; Atk claw +6 melee (2d6+3) or bite +3 melee (2d8+3); AC 24; HD 8d8+8; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +25, Ref –4, Will +15; AL N.

A xorn is a roughly barrel-shaped creature from the elemental plane of earth. It has three arms ending with rock-hard claws, and three short legs. Three eyes surround the gaping maw at the top of its body.  Its skin is made of greyish-brown rock-hard material that is quite difficult to damage. They are extremely heavy – even a small xorn weighs over 800 pounds – due to their rocky makeup.

Xorns have the ability to teleport from the elemental plane of earth to the material plane and back once every three centuries, and are able to transport up to three willing creatures no larger than themselves when doing so. They can swim through earth and stone at will, as though it were water, leaving no opening behind them. 

Likewise, they can treat earth and stone as solids whenever it suits them. This is a natural part of any move action they take, and makes it extremely easy for a xorn to escape almost any conflict that is going poorly, although they cannot transport other creatures through stone or earth in this manner. In addition to having infravision to a range of 60 feet, xorn can see through solid earth or stone to a range of 30 feet.

Xorn eat precious metals and gems, which they can scent at a range of 120 feet, even through solid earth and stone. They usually only come into conflict with beings from the material plane over these “tasty treats”.  Often, xorn attacks can be headed off by offering some portion of treasure (typically 50 gp x the xorn’s Hit Dice), and in some cases xorn have carried adventurers to the elemental plane of earth in exchange for precious metals and gems worth 100 gp x the xorn’s Hit Dice, per person carried.


Sometimes, undigested gems may be found within a xorn’s primary stomach.  In addition, it is 20% likely that a xorn on the material plane is encountered within 100 yards of a seam of metallic ore.  Such as seam is able to produce 10d6 x 100 lbs. of refined metal if the labor necessary to follow, extract, and smelt the ore is performed (1d6 days of labor per 10 lbs.).

There is a further 10% chance that, after 2d6 days of labor, another vein is located, intersecting the first.  Determine value and type randomly, as with the first vein.  There is a 5% chance of encountering a third intersecting vein, a 2% chance of a fourth, a 1% chance of a fifth, and a 1% chance of additional veins thereafter until no vein is encountered.

From this post.

Yeti: Init +2; Atk claw +7 melee (1d8+3) or bite +5 melee (1d5+4); AC 14; HD 10d8; MV 40’ or climb 30’; Act 2d20; SP rend for 2d8, stunning cry or gaze (1d6 rounds, Will DC 10), radiate cold (1d6, Fort DC 15 for half); SV Fort +8; Ref +6; Will +10; AL C.

Yeti are large, ape-like monstrous humanoids dwelling in the cold, high regions of the world. Their fur is a dirty white, and their eyes blaze with reddish or yellowish light. They are often described as smelling faintly like skunk spray.

Yeti are believed to be shy and secretive, avoiding encounters with intelligent creatures more often than attacking. As a result, yeti tracks are seen more often than the creatures themselves. However, reports claim that yeti sometimes trail folk travelling the high passes, learning what they can about them. Sometimes, this results in an attack, and when a yeti chooses to attack, its attack can be devastating.

A yeti attacks with claws and fangs. Its weird, ululating cry can freeze opponents in terror, as can its malevolent gaze. A yeti can use its cry with an Action Die, or its gaze against a single opponent as part of a move or attack, once per round. Those who hear the cry or meet the gaze must make a save (Will DC 10) or be stunned for 1d6 rounds, and unable to take any action. In addition, the yeti’s body radiates intense cold, so that any creature engaged in close melee combat with a yeti takes 1d6 points of cold damage each round (Fort DC 15 for half).

A yeti that hits with both its claw attacks can rend for an additional 2d8 damage.

Yeti sometimes lead bands of white ape-men (see the core rulebook, p. 395). They may keep shiny objects, but the remainder of their treasure is usually found in some hidden area where they store the remains of their victims. For some reason, yeti are attracted to holy relics and clerical scrolls, and hoard the writings of mountain priests. There are rumours that yeti with dark fur roam some isolated temperate forests, occasionally terrorizing the inhabitants of remote settlements, hunting cabins, and logging camps.

Yeti will attack lone travelers without reservation, but may observe a group for many days prior to making any attack. They observe from a distance, using stealth. There is a 20% chance that a yeti will use its cry, observing the effect on travelers (and avoiding those who seem to easily resist repeated attempts); there is a 10% chance each time that a distant yeti will return the cry (with the same effects).  If a yeti observes a group already engaged in a dangerous encounter, it is 75% likely to use its cry.

When an actual attack is made, the yeti chooses some location that allows it to get close without being observed. The yeti then uses its cry, charges, grapples a random character, and carries him off (the victim is subject to the yeti’s gaze and cold aura). The yeti will choose an ice or rock crevice if possible, so that pursuing creatures must use a hazardous route to overtake it. The yeti is 50% likely to have piled rocks atop the crevice to drop on pursuers (2d4 rocks, causing 2d10 damage each). It is 25% likely to use its cry, possibly causing stunned climbers to fall to their deaths.

Yeti prefer intelligent victims to unintelligent ones, and thus always choose humans and their close kin over pack animals. Once the yeti has secured a victim, it will tear it limb from limb, consuming the victim over a period of several hours. Thereafter, the yeti will plan one ambush attack every 24 hours (60% at night, 25% during daylight hours, and 15% either at dawn or dusk) to renew its food supply. This will continue until the yeti is slain, or until the group escapes its territory. Worse, there is a cumulative 5% chance ever 24 hours that an additional yeti will begin making raids on the group.

Taken from this post. For fun and contrast, also look at this post.


Zombie: See the core rulebook, page 431.

Saturday, 24 January 2026

Let’s Convert the Monster Manual: Wight, Will-o-(the)-Wisp, Wind Walker, Wolf, and Wolverine

This is the penultimate post before the Monster Manual is completely converted. Let us take a moment to stop and look back. We now have all of the Fiend Folio and almost all of the Monster Manual converted. That is a considerable amount of work.

If you like this material, there are over 500 statblocks in the Cyclopedia of Common Animals. I am currently at work on the Cyclopedia of Common Faeries, as well as a more general monster book. There are a few statblocks in the Preview Version of Deities & Powers of the Middle World, as well as a whole host of other goodies. 

If you like what you see, and you are able (because I know many of us are hurting right now), please consider supporting these efforts. I am trying to build a sandbox setting where other writers and publishers are invited to play. That's why the Cyclopedia of Common Animals offers such generous terms for using its material.  

Anyway, back to the Monster Manual.

These are almost all monsters which I look upon fondly, with the wind walker being the only one which I not only never used, but forgot about entirely! If you have ever used wind walkers to good effect, I would love to hear the tale.

Without further ado:

Wight: Init +0; Atk cold touch +2 melee (XP drain), AC 15; HD 3d12; MV 30’; Act 1d20; SP un-dead, XP drain (Will DC 20 or lose 1d5 XP), create spawn, sunlight vulnerability; SV Fort +5, Ref +0, Will +4; AL C.

Wights are corporeal un-dead creatures which inhabit ancient barrows, catacombs, and similar underground places of internment. Wights attack with a cold touch that permanently drains 1d5 experience points unless a DC 20 Will save succeeds. XP drain does not result in loss of levels, although any lost XP must be made up before new levels can be gained. If XP is reduced below 0, the victim dies and rises as a wight after 1d5 hours.

This version of the wight is largely taken from this post, but this post offers another take:

Major Wight: Init +4; Atk longsword +6 melee (1d8 plus sleep and paralysis) or spell; AC 16; HD 8d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 10 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 10 Will save [1 attempt per round]), fear aura (60’ radius, Will DC 12 or unable to take any action for 1d5 rounds [once per encounter]), reform in 3d3 turns unless banished or otherwise dispelled, spellcasting (+8 bonus to spell check: chill touch, sleep, ventriloquism, and weather control); SV Fort +4, Ref +3, Will +7; AL C.

Lesser Wight: Init +2; Atk longsword +4 melee (1d8 plus sleep and paralysis); AC 16; HD 6d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 5 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 5 Will save [1 attempt per round]), fear aura (30’ radius, Will DC 8 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +3, Ref +2, Will +5; AL C.

Minor Wight: Init +0; Atk longsword +3 melee (1d8 plus paralysis); AC 16; HD 4d12; MV 30’; Act 1d20; SP Un-dead, paralysis (Fort DC = damage done or paralyzed 1d3 rounds), fear aura (15’ radius, Will DC 6 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +2, Ref +0, Will +3; AL C.

Either version is likely to cause some level of trepidation for your jaded adventurers!

Will ‘o’ the wisp: Init +0; Atk energy discharge +3 ranged (1d5+3); AC 15; HD 1d3; MV 60’; Act 1d20; SP infravision 60’, detect the living 250’, entrance, invisibility, exude despair; SV Fort +0, Ref +8, Will +3; AL C.

These corpse-candles appear as red, green, yellow, or blue lights that misguide the paths of those who they can tempt into following them. Each has the power to entice victims into following it; a DC 15 Will save (+1 for each additional will ‘o’ the wisp beyond the first) is required to resist following the corpse lights for 1d3 turns. Their destination is always some bog, monster, trap, or other dangerous situation. When leading others, they do not move faster than is needed to keep ahead.

Will ‘o’ the wisps can defend themselves with energy discharges, up to a range of 30’. They can become invisible or visible at will by using an Action Die. Finally, a will ‘o’ the wisp can exude despair once per day, to a range of 60’. Any creature caught in this radius must succeed in a DC 20 Will save or become overwhelmed with despondency, taking no actions for 1d3 turns unless directly attacked.

Taken from this post.

Wind Walker: Init +6; Atk wind buffet; AC 13; HD 6d8; MV 40’ or fly 60’; Act special; SP wind buffet (3d6), non-corporeal, naturally invisible, telepathy 50’ range, cannot surprise opponents, spell vulnerabilities; SV Fort +0, Ref +8, Will +4; AL N.

These invisible, non-corporeal creatures are composed of elemental air. They are sometimes encountered among mountain peaks or in the service of storm giants or powerful wizards, but they can also be found in the depths of the earth, where vast cave systems create their own wind.

Wind walkers cannot surprise creatures that can hear, because the sound of great winds always heralds their coming. When they attack, they buffet opponents within 30’ with high winds, rolling a single attack roll against all opponents in range (similar to the attack action of swarms).

Because they are composed of wind, a successful weather control or reversed gust of wind spell does damage to a wind walker equal to the spell check result.

Wolf: See the core rulebook, page 431, for both wolves and dire wolves. These are reproduced in the Cyclopedia of Common Animals, along with giant wolves, giant two-headed wolves, arctic wolves, desert wolves, and red wolves. I have also included some wild canines that aren’t wolves, like the dhole, dingo, coyote, and maned wolf. I did not, however, include a winter wolf, so that appears below.

Winter Wolf: Init +5; Atk horn +6 melee (1d8) or breath weapon; AC 15; HD 4d6; MV 40’; Act 1d20; SP breath weapon (cone of cold, 10’ long with 10’ base, 2d12 damage, Fort DC 25 for half), immunity to cold; SV Fort +5, Ref +3, Will +4; AL L.

Wolverine: See the Cyclopedia of Common Animals for both normal and giant wolverines.