Page 21 of 26

Old School Hacks Vol. 3: Megadungeon Mayhem now available at DMsGuild

Out now at Dungeon Masters Guild: Old School Hacks Vol. 3: Megadungeon Mayhem – A Toolbox for Better Megadungeons!

This 34-page guide features four chapters of material covering:

  • What makes a megadungeon tick?
  • Tons of tools and advice for varying the environment, monsters, hazards, and challenges in the dungeon.
  • Variant and optional rules to help make megadungeon campaigns feel different from a standard dungeon-crawl adventure.
  • Tips, options, and hand outs to help players tie their characters’ backstory to the megadungeon.
  • An alternative Experience Reward System that focuses on the tropes and activities that make megadungeons different.
  • A Time Tracker that will help keep DMs and Players organized during dungeon-crawl play.
  • An entire chapter on Big Bad End Guys (BBEGs) and how to wrap up a megadungeon in a satisfying manner!

Whether you are using a published megadungeon like Undermountain as found in Waterdeep: Dungeon of the Mad Mage, third party or older-edition-conversions such as the Temple of Elemental Evil or the adventures found in the compilation Tales from the Yawning Portal, or are building your own megadungeon, this guide is sure to spark your imagination, ease the process of prepping your game sessions, and challenge your players for years to come!

Developed and written by Tim Bannock. Edited by Ken Carcas. Cover graphical elements by Elena Naylor with art by Wizards of the Coast. Interior art by Rick Hershey/Fat Goblin Games and Wizards of the Coast.

Pick it up today at DMsGuild.com!

Firefly Roleplaying Game: Serenity Adventures Conversions for Ghosts of the Rebellion

Reposted from neuronphaser.com

Serenity Adventures featured a handful of adventure scenarios for the Serenity Roleplaying Game published using the older version of the Cortex system (Cortex Classic) well before the new Firefly Roleplaying Game was released. In planning to run a few of the scenarios out of that book, I figured it’d be shiny to release my GMC and Boat conversions to the world for use with the Firefly Roleplaying Game.

In this article, I’ve posted the stats for the NPCs and boats featured in the adventure “Ghosts of the Rebellion.”

Continue reading

Using the Cards – Or Not – for Paranoia Red Clearance Edition

Paranoia: Red Clearance Edition features a great new card mechanic that allows actions, reactions, gear, and mutant powers to determine initiative order and serve as a useful rules reference. But these cards aren’t mandatory, or at least the initiative and action/reaction system isn’t. It’s a piece of cake to remove this layer and rely on the standard dice pool rules to solve everything, leaving the cards as useful reference tools (mutant powers, secret society affiliations, gear, etc.) or as an added layer only triggered at certain times.

Here’s a bunch of different ideas on how to use, abuse, or ignore the cards in Paranoia: Red Clearance Edition.

Continue reading

Paranoia Index for Red Clearance Edition

The latest edition of Paranoia has been out for a while and since I’ve got a few missions under my belt, I figured I’d share my index. I use it to quickly reference stuff across the various rule books (and the Mission Book and supplements, when appropriate), and I’m hoping to use it as a springboard to build a much more pretty-looking index some day. Check it out!

Update! Includes the following publications:

  • Paranoia: Ultraviolet Clearance Edition (Kickstarter)
  • Acute Paranoia
  • Yellow Clearance Black Box Blues (Remastered)
  • Implausible Deniability
  • Truth or Dare

…And the card sets:

  • More [REDACTED] Societies
  • Mutant Explosion
  • RAM Deck
  • Perfectly Safe Gear

Continue reading

Curse of Strahd Review

This review originally appeared on neuronphaser.com, and has been moved here for archival purposes.

Curse of Strahd is one of the strongest of the official Dungeons & Dragons adventures. There may not be a better module for Wizards of the Coast to retell, since I6 Ravenloft ranked among the best modules of all time, and Curse truly takes the necessary steps to convert it and then improve on it, rather than simply repackaging old material. What you’re getting is the iconic Ravenloft adventure featuring Strahd von Zarovich’s Castle Ravenloft and the haunted village of Barovia, but with his tragic backstory spread over a bigger playing field that presents hundreds of new mysteries, encounters, and new characters. It sheds new light on the classic story and challenges players with new, engaging material. Best of all, the concept of “replayability” present in the original module through the tarot-style Fortunes of Ravenloft Tarokka card deck is back, and that means you never know who’s your greatest ally, where the secrets to defeating Strahd might lay, and ultimately, where Strahd will reveal himself for the inevitable epic battle at the adventure’s climax.

Rating: Content 4/5 and Form 4/5.

Buy the hardcover at Amazon or pick it up on D&D Beyond!

Read on for the full review!

Continue reading

« Older posts Newer posts »

© 2026 Tim Bannock

Theme by Anders NorenUp ↑