rpg

  • Folklore of Faerie

    Folklore of Faerie

    To round out the zine here is some of the current worldbuilding for Faerie, including how the courts work, the twin queens of the Fey and how the fey have taken to the Feengrenze

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  • The appendixes and Stat blocks for use with His Gospel Is Murder

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  • The wheel of the year: Samhain

    The wheel of the year keeps turning and the days are getting shorter and the weather colder, Samhain is nearly upon us, the last harvest of the year, the night when the dead and the dammed walk among the living, a night for frights and spooky delights in the Feengrenze

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  • Spies in the Pines

    Spies in the Pines

    An adventure for 5e D&D built with lessons learned from the Old School Renaissance. A spy convention disguised as an outdoorsmen convention being held in a hamlet ripped from northern Vermont is already pretty strange, but there is something even more fishy going on here.

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  • Oddities on parade: A Dozen Strange Wizard College Courses

    Need to spice up the curriculum of an institute of higher magical learning? One of these odd courses may be just what you need.

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  • Gallery of Blades: new Sentient magic weapons with emotional baggage

    Sliberberg has a shop for everything, even sentient magic weaponry with problematic personalities. The Gallery of Blades is a cross breed between a store, halfway house and rescue shelter for talking swords and bows abandoned by their wielders. Can your players give them a new home?

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  • The Wyrdback

    The Wyrdback

    Part two of my Into the Wyrdback mini series and my first proper digital zine takes you on a depthcrawl through the Wyrdback proper. “Roadtripping” through the strange you see mind bending sites, meet weird characters and experience all sorts of wacky and terrifying danger. WIllll you find what lurks at the center of it…

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  • Knights of the Fey Courts

    The Knights of Faerie are a common sight in the Feengrenze as they go about their errands and quests for their leige, which means that they can prove potent complications, enemies and rivals with their inflexable ways and oathbound quests.

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  • Into the Wyrdback part 1: Wyrdguard

    I am back in action with my take on old school adventure modules, Into the Wyrdback.In this part, one of three, we establish the player’s home base of Wyrdguard, the last town before entering the Wyrdback

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  • The Great Game: Power Dynamics in Feengrenze’s Successor States

    A game needs players; otherwise, nothing happens. The Great Game features a diverse cast of players drawn from various lost civilizations of Earth, as well as a few wholly new creations. So step inside and learn how each one is floundering in its unique way.

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