SUN ROT: Inq28 And OD&D Kiss?

While work has kept me from doing a lot of thinking on BX D&D, it hasn't kept me from exploring a latent hobby of mine very close to D&D, which is miniature wargaming. Below is not a review, but first impressions of a game whose energy grabbed me- Sun Rot.

Miniatures from Gardens of Hecate's Folk Horrors set
The center and right ones have some kitbashing applied


Inq28: The Grotesque & Narrativesque

Now is perhaps one of the best times to get into the "wardollies" hobby because of the Inq28 scene, which, to me, is pretty much the OSR for the Warhammer crowd. This scene is currently filled with the same DIY-heat that produced a lot of the "wow" of the OSR scene back in the day.

Inq28✤ was formed out of fans scaling GW's Inquisitor series to 28 mm. Along the way other games such as Mordheim and Necromunda, also fan favs, had a resurgence of interest much like ODD, BX, and AD&D did with Dungeons & Dragons. And like AD&D, Mordheim and Necromunda were pretty much kept alive for ~20 years solely through fan support.

Unlike GW's current mostly competitive stance, this scene focuses more on narrative wargaming, where competition takes a back seat to emergent story, phantasmagorpic playing boards, and grotesque kitbashed miniatures (meant in the romanticism sense). I don't think I can do it justice so I invite you to look at the awesome 28MAG to see examples of what I am talking about. The movement even put on an art show where folks built their own godling after looking at each piece.

If you are thinking, "well, is tournament play still happening in these games?", the answer is "yes!" but again the focus is more on the experience of collective play with others and getting to tell rad stories about success or failure. If that seems odd, perhaps its best to look at Turm 2024.

Another point of similarity is that new games have also been spawned from the scene that carry the spirit of, say Mordheim, but are not compatible with that system. This includes games like Forbidden Psalms (a 'Borg), Necropolis 28, Turnip 28, 1490 DOOM, and many others. A huge ogre in this field is Trench Crusade, designed by the same creators as Mordheim. But a game that really caught my eye is Sun Rot.

What all these games have is a lot of pretty sick, DIY, let's-be-creative-humans, don't-worry-about-the-rules, chunky, scrappy, fun-focused energy oozing with a grim-dark, occult, gothic aesthetic of ruin

From Matt Ross/smashbash


Roll Dice. Flip Cards. Escape Fate.

Sun Rot is described as:

GM-led, rules-light, cooperative adventure board game — perfect for newcomers to narrative tabletop gaming

In Sun Rot, a player(s) control(s) 2-3+ PCs, each characterized by a class card and a class deck. There are also two smaller communal decks for basic attacks and non-combat actions. The class card, by RPG standards, is more similar to a monster stat line: movement, health, & special ability. The class and communal decks have a variety of outcomes (which can range from "you hit, attack again" to "your target and one enemy have their fates combined"). On a player's turn, they get 1 movement (3 tiles or inches) and two additional actions. To perform an action, declare it, roll a d6, and on a 4+ flip a card from the class deck or one of the communal decks. A PCs saves on a 5+ to prevent something from happening to them- generally an enemy attack (which requires no roll). There is also an item deck. When killed, monsters drop items.

The goal is to traverse three boards seeking a portal that will allow the PCs to escape this current reality for a better one? A different one? A perfect one? But they do have to keep their Oracle NPC alive and half their party to traverse this astral gate.✤✤

Now, here is where the game really starts to assert itself. You get 1 movement and 2 actions. So what are the actions that you can do? And who can do them between your fighter, cleric, wizard, and... astrologer?

The fighter's class deck mostly has cards that damage, as does the wizard's. But what about the astrologer? This class' deck is about manipulation and rarely, or never, I've not counted, mentions damage. Also, there is no mention of range or even melee for that matter. So does the fighter start with a sword and bow? Does the wizard have a maximum range? Is it LOS? Can magic be used in base-to-base contact with an enemy model? You can pick up items, but when are they placed on the board? How many can a PC carry? Can they be sold? Is there a currency? The game doesn't mention one. Nor any sort of experience mechanic.



Sun Rot: The party split west (trying to find the music) and
north (trying to fight the celebrants and save the merchant) 

Recreating OD&D From First Principles(?)

Sun Rot says the answers to those questions are what your table agrees upon right then and there. The only goal would be to make a ruling that feels fair to the table and is applied consistently going forward until requiring revision. And everything is up for grabs. Since you have a non-combat actions communal deck, your PC might try to negotiate with NPCs who appear on the board or even monsters. You can climb structures if you want, break doors, look for items, or just sing a song.

There is nothing in the rules that outlines any of those actions. But there is also nothing that forbids them. There is only a resolution mechanic: roll dice, on a 4+, flip cards. And has a goal, two in fact, keep the oracle alive and find the portal. So my advice when starting to play Sun Rot might be to have a blank sheet of paper labeled: [Your Name's] SUN ROT HOUSE RULES. 

First act of my Sun Rot scenario

A wargame-turned-RPG sounds very much like the path that Fantasy Chainmail took through the alchemical processes of Arneson's Blackmoor. And after writing and playing my own scenario with a friend, I think it might be the closest I will come to the same feeling those in '74 must have felt when trying to run their first game of D&D. 

I felt like we could make the game go, but it was interpreting what the cards meant that created huge sparks of enjoyment. Often times when my friend wanted to do something that was not clear, I would just ask "What do you think?". From there we would quickly figure out what would be most applicable.

The cards also provide a prompt for negotiation too. That's the thing about Sun Rot, the GM might have laid out the scenario, but even they don't have specific rules for how cards in the class, communal, or event decks work until they are drawn. This creates surprise for all parties. 

And that, I think, gets to the heart of what Sun Rot really is- a framework to encourage kitbash across miniatures, terrain, and even the rules of the game into a system that works for you. Much like how OD&D is a "kit" that helps you, in 1974, mix and re-mix all the historical and fantasy literature and movies that were present in its era into a new type of game. 

But because Sun Rot (and OD&D) have so little mechanically and by way of explanation, you are forced to turn your attention back to the game and the fiction you are establishing. In this way, you are forced to consider, perhaps, thinking in terms of your character more than the ruleset: "My fighter is trying to get the NPC to give me the ring" rather than "What do the rules say my fighter can do?".

I'll close this with bit from an interview Matt Ross in Glaive v3 which is both a fantastic interview and a great magazine

"We got back in with Lost Mine of Phandelver. Aside from the OD&D stuff, I think that's probably the best introduction to D&D. Ever."

"...I don't think the game part of D&D is what makes it good, you know? I still playing D&D but a hacked version. Light anybody who's been playing it for a long time, once you've played it, you know enough and you don't have to be like 'and this is what a bugbear's start are' or whatever."

"I remove all the bloat and try to do my dice rolling up front... I think D&D is most fun when you have an old school mindset." 


✤ I realize I completely butchered this history, but I want to get on with the blog post

✤✤ Again, there is a little more to it, but this post is not about the exact rules per se

RADOM WIZARDRY DUNGEON: Improving Undead Kobolds with the Dungeon Design Course




DESIGNING (THIS) DUNGEON'S THEME

In the last post, I talked about how easy it was to make a simple dungeon that could fit on 2 sheets of paper, but random stocking can only get you so far. Intentionality can really help a dungeon sing!  That is what Designing Dungeons is all about: gluing fragments of ideas, vibes, and inspirations together just enough to get the dungeon to the table for play. 

Let's look at Chapter 3, Refining Theme, and Chapter 5, Dungeon Checklist to see what we can do. We need some factions and a dungeon lord. And let's review the minimal key (see link above) to see what we have to work with:
  1. 10 kobolds with their vorpal bunnies in #19
  2. 6 undead kobolds in #21
  3. Rooms 20 to 23 are more isolated
  4. Deafened character in #02
  5. Skeletons with a silver idol

FACTIONS:
Okay, let's say the 10 kobolds were originally part of the same group but have now been split into two. The living kobolds in #19 are composed of the greedy leader who is seeking out the treasure here. Since a lot of it is invisible or hidden, the leader has a literal keen nose for sniffing out coin- will help but have to cut a deal and also likes vorpal bunnies

The 6 undead kobolds in #21 were a search party who encountered, I dunno, the Pillars of Orcus, which can convert the living to the unliving. When encountered, they are curiously trying to cover themselves to hide their milky white eyes, decay, and such. They speak weirdly in unison as if inhabited by one mind because they are- something has invaded it (Black Lion)

Deafened character in #02 could be an inexperienced cleric sent on a mission to clear this area. Let's say it was a shrine fallen to ruin. I'm gonna use "The Black Lion- the ever-hungry black maw" which is a small god that I often throw in dungeons I write. This cleric is "deafened" because they are caught in a spiritual battle with the Black Lion- perhaps bless will help; otherwise, messing with them for 3 turns will cause them to attack.

LORD:
The Silver Idol in #14 (which can be glimpsed across the river and bridge from 04 to 06) is one of the Black Lion itself. Perhaps the 4 skeletons are devoted acolytes whose flesh was devoured by the Lion as an offering. These skeletons are 2HD, turn as ghouls, and if PCs intervene with the cleric in #02, they will start hunting the PCs.


DESIGNING (THIS) DUNGEON'S CHECKLIST


A reason to explore: Treasure, a magic ring, destroy a profane idol
A reason to talk: Cut a deal with a kobold treasure hunter
A reason to fight: zombies, undead kobolds, vorpal bunnies (?)
A reason to flee: Very evil skeletons that hunt PCs (Could be stronger, maybe the silver statue animates)
A reason to breathe easy: Nothing really sticks out
A reason to experiment: Hell gate that turns things undead
A reason to be surprised: Hell gate that turns things undead
A reason to return: Ehhh, nothing really here but the Hell gate could work

So, we have a small dungeon, randomly generated and improved that scores about a 5.5 of 8 on the dungeon checklist. Not too bad for really quick work generated over about 2 breakfasts.

With the improvement of theme, the dungeon moves from a very generic fantasy dungeon, so one where we might have friendly kobolds with treasure noses, an evil cult, a hell gate, and the threat of possession all in the backdrop of hidden treasure, collapsing ceilings, and rickety bridges over bottomless pits.

In my opinion, this is a pretty nice quick dungeon! And if you liked this, please vote for our:





HOW TO VOTE

The ENNIES are a fan-choice award, so who goes on to win is based on voting. 

If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 

1. Go to the ennie-awards.com's voting booth

2. Click on Best Online Content

3. Select Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D as #1.

4. Press submit! 

5. Receive my eternal gratitude for your support.

Voting continues from July 10th to July 19th.

If we win, my collaborator Josh and I have a very silly acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.

RANDOM WIZARDRY DUNGEON: Punched Up With The Dungeon Design Course

YOU DON'T NEED MUCH TO RUN A DUNGEON...

In the Designing Dungeons document, we advocated for creation focused on play rather than publication. And this often doesn't require extensive notes and your dungeon doesn't have to spread over even a whole sheet of paper, but I would encourage something greater than just 5-10 rooms.

Here, I used the Wizardry instruction book as a source of inspiration for both the dungeon's size and the monsters that might populate it. Also used this random generator that reorganizes the AD&D Appendix A tables. Wizardry being a key inspiration behind the hit show Dungeon Meshi, which is a recent reference for dungeon crawling.

A fun and usefual thing about the Wizardry dungeons is they exsist on a 19x19 grid- which can help communicate maping to players. Here is the map I came up with:


And to go with my map, I scaned through the enemies from the game that seemed to correspond to the first level of the dungeon. I loved the sprites from the old game so I arranged them into a little encounter table:


And here is the total key that I ended up with- barely two pages. I worked here with paper and pencil  because I think sometimes it nice to completely get away from the digital.



...BUT YOU MIGHT WANT A LITTLE MORE

So cool. I have a looping ~24 room dungeon with monsters, traps, treasures, and even some pits and collapsing bridges over water. Not bad for randomization- but it can be punched up.

Even sticking to the confines of the two pages there, you can see that on the second page, I still seemingly have 4/5th of it blank which can be filled in with stuff.

What I would first reach for would be two chapters in the Designing Dungeons course: 
  • Chapter 3 Refining the Theme: Random generation can provide some suprising results, but they often are just hinted at. In the dungeon above we have two concentrations of kobolds and a lot of undead kobolds. Maybe two different factions? Is there a kobold necromancer? And what's up with the vorpal bunnies? We also need to determine perhapes a dungeon lord (maybe the kobold necromancer) and a "key" treasure.

  • Chapter 5 Dungeon Checklist: I think the checklist is one of the greatest tools to quickly help ensure a dungeon is up to snuff. Each of the parts of it will allow a DM to punch up common, well-worn elements of dungeons design, like kobolds, to something more interesting that random generation often over looks- like a reason to talk, to experiment, and to be suprised.



HOW TO VOTE

The ENNIES are a fan-choice award, so who goes on to win is based on voting. 

If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 

1. Go to the ennie-awards.com's voting booth

2. Click on Best Online Content

3. Select Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D as #1.

4. Press submit! 

5. Receive my eternal gratitude for your support.

Voting continues from July 10th to July 19th.

If we win, my collaborator Josh and I have a very silly acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.



DESIGNING DUNGEONS: ENNIES Nominated for BEST ONLINE CONTENT

 


THE GOAL: MAKE MORE DUNGEONS


The ENNIES have opened their voting today, and I am very pleased to be nominated with Josh, the author of His Majesty The Worm, in the category of "BEST ONLINE CONTENT" for Designing Dungeons!

Designing Dungeons: Or, How to Kill a Party in 30 Rooms or Less was written with a singular goal in mind: to provide people with an easily accessible guide to building one of the most foundational experiences in fantasy adventure RPGs- the dungeon!

We found that a lot of past and present GM books devote very little to the how-to’s of good dungeon design and wanted to bring together the wisdom of the blogsphere that might seem too winding and obscure for folks coming to the scene, but excited by the idea of dungeon delving.

And why not be excited!? With recent video games like Darkest Dungeon, anime like Delicious in Dungeon, and even page-turners like Dungeon Crawler Carl, its dungeons, dungeons, dungeons out there. I think all three examples demonstrate the range of environments, activities, and even emotion that can occur in those chthonic depths. So why not in your Dungeons & Dragons campaign?

HOW TO VOTE

The ENNIES are a fan choice award, so who goes on to win is based on voting. 

If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 

1. Go to the ennie-awards.com's voting booth

2. Click on Best Online Content

3. Select Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D as #1.

4. Press submit! 

5. Receive my eternal gratitude for your support.

Voting continues from July 10th to July 19th.

If we win, my collaborator Josh and I have a very silly acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.

LAW, ORDER, & DOLMENWOOD: Bringing Courts, Calendars, and Consequences To A Fantasy Setting


Update (2026 08 02): 🗓️ Commenter Centaurion has gone the extra mile and not only created a calendar, but has also included the dates and locations of each of the courts below! Absolutely check it out.

Initially, I thought Dolmenwood was going to be a hazy, dream-like, amorphous setting for D&D with talking animals, but it turns out its a pretty extensive history overlaying a frictious polical landscape...and talking animals. 

Jockeying for power are:

  • 5 Fairy Domains
  • 1 Usurping Outer God
  • 1 Deposed Fairy Lord
  • 1 Scheming Witch Cult
  • 1 Duke (Human)
  • 6 Human Houses
  • 3 Breggle Houses
  • 11 Old Gods
  • 1 Monotheistic Church
  • And more!

What this means to me is that PC actions generally will be within the (literal) realm of judgement by one or more of these groups. And those political lines are mostly known from the outset. In Dolmenwood, it is well understood the PC are in the Duchy of Brackenwold, under which there are 6 human and 3 breggle houses. Check out Among Cats And Books' breakdown of how you might run those factions.

In a previous post, I outlined a general picture of law and order in medieval England✤ from the very gameable Ian Mortimer’s The Time Traveler’s Guide to Medieval England: A Handbook for Visitors to the Fourteenth Century. So let's put this into use in the Dolmenwood campaign.

Quick Aside: The goal of this is not some strict simulationism, but instead to use what is very present in the setting to provide weight/consequence to PC choice and actions. When actions are committed, but have no weight, it makes (to me) a setting like Dolmenwood feel very flat and hollow. There's mention and reference to all these factions, but PCs never feel their consequence.

LAW & ORDER IN DOLMENWOOD

The Sheriff of Brackenwold oversees a bailiff for each human and breggle domain (which covers all the villages) and a bailiff for each large town, city, and stronghold in Dolmenwood. Additionally, a steward for each hex a keep is in will function as a bailiff but be beholden to the lord there, so an additional 9 stewards will be known to the Sheriff of Brackenwold.

Each bailiff (steward) will oversee a number of capital pledges for each hamlet, village, and small town. A hundreds court will be held 1/month by the bailiff and 12 wise freepeople to hear cases related to anything like debts, fights, and theft.

Each capital pledge will oversee the law & order of the village the PCs are in. Any mishaps in carousing will result in the subduing of the PC and/or transmitting the news to surrounding villages 1-2 days away fairly quickly. PC will then be brought to the bailiff and hundreds court.

Example of a Domain Hierarchy

Sheriff of Brackenwold

    A. Bailiff of the Domain

        Capital Pledge of each hamlet, village, and small town

    B. Bailiff of each Large Town, City, Stronghold

    C. Bailiff of each Lord's Castle and really answerable to the Lord and nominally to the Sheriff

The Sheriff of Brackenwold could be the only representative of the Crown that the PC see during the course of an adventure, at least (by old-school OD&D standards) the PCs reach 4th-5th level (hero) or, more likely 8th level (superhero)

At the level of the bailiff, you can really see how politics can come into play. The bailiff of the domain is most likely going to be chosen by the Sheriff of Brackenwold, while the bailiff of each Lord's Castle is chosen by the lord themselves. And the bailiff of each large town, city, and stronghold is going to be loyal to those populations.

LAW & ORDER EXCEPTIONS

Exceptions: Breggle domains

As part of the pacts long ago, breggles have retained some of their own autonomy. Therefore, Breggle bailiffs and Brackenwold bailiffs must submit disputes and those accused to the Breggle manorial courts. Breggle courts are run differently due to the known (and feared) ability of the breggle gaze to inspire awe and respect. This has allowed many to confess to crimes they otherwise would be silent about.

Brackenwold Bailiffs in Breggle Land: Also, given that Brackenwold bailiffs have to navigate this ancient pact, I could imagine they might be more of an older, seasoned, minor aristocratic sort. Slow to move, but able to drop a sly hammer. PCs asking something from these folks might get them further embroiled in their political machinations. You'll owe a favor and they will collect at an inconvenient time.

Exceptions: House Guillefer

It is said that no criminal rests easy in the domain of the Nodding Nobels because they are troubled by dreams of their wrongdoing and pursued by the Sleep Wardens. This is mainly true for those who commit murder or other crimes of that magnitude. Given the nobility's lax attitude toward governance, it is a domain where a fair amount of tax evasion and smuggling occurs. This makes the domain a constant thorn in the Backenwold Sheriff's side.

Sleepwalking Sentinels: However, its difficult for the Sheriff to do anything about it because most serious crimes have the criminal running to the nearest bailiff, shattered from lack of sleep and willing to do anything for relief. Those that don't come running are found dead in a state of fightenined rictus. The bailiff or capital finds them due to prophetic dreams or just themselves sleepwalking to the body. Sometimes the Court of Hundreds is called the "Court of the Thousand Yard Stare" in the Guillefer domains.

Exceptions: The Pluritine Church

The Enclaves of the Pluritine Church follow the one true Law. As such, it is the authority in the church lands near Lake Longmere. And given its military power, can project that authority to its holdings in other lands, towns, and villages- provided they get word. Therefore, any accused who can reach a church's doors and demand sanctuary comes under the church's jurisdiction.

Human Centrality: Given the Church's desire to gain influence, they take this right very seriously. However, it does not extend to fairyfolk and perhaps not even enchanters and magicians. Additionally, spending downtime to actually pray, give alms, or perform other works for the church will increase the likelihood of aid.

Spells for Truth: Additionally, like Breggle courts, the Church has easy access to spells that can compel the truth from the accused. Spells like detect evil and reveal alignment will provide strong proof of innocence or guilt. But these are also known qualities in the world, so "professional" criminal organizations will seek to subvert those. The Church is also known to use holy quest to place the guilty on a righteous path-- mainly to recover the lost shrines. These groups are known as the Penitent Expeditionary Forces.

COURT CALENDAR OF DOMENWOOD A hundred's court (100s) is held locally every month by the bailiff(s)but and, due to winter, Braghold, Grimvold, and Lymwald are avoided as months for Sheriff's courts

01     Grimvold The onset of winter, 100s
02     Lymewald Deep winter, 100s
03     Haggryme The fading of winter, 100s, Sheriff's Tourn Court (rotating domain)
04     Symswald The onset of spring, 100s
05     Harchment High spring, 100s
06     Iggwyld The fading of spring, 100s, Sheriff's County Court at Brackenwold (outlaws declared)
07     Chysting The onset of summer 100s,
08     Lillipythe High summer 100s,
09     Haelhold The fading of summer, 100s, Sheriff's Tourn Court (rotating domain)
10     Reedwryme The onset of autumn, 100s,
11     Obthryme Deep autumn, 100s, Sheriff's County Court at Brackenwold (outlaws declared)
12     Braghold The fading of autumn, 100s,

COURT EXAMPLE

How would this play out?

The inn in Prigwort "mysteriously" burns down after a week PCs spent carousing. As a market town, Prigwort has a bailiff and a church. The hue & cry is raised! All able members of the town now are hunting the PCs. So, the PCs have a decision: submit to arrest, reach the doors of the church, or skip town.

If they skip town, they will be pursued, mostly like by the Harrowmore bailiff, and the hue & cry will be raised in other settlements to not give quarter to those matching the party's description. If they remain at large, then the Prigwort and bailiff can submit a request to the Sheriff of Brackenwold to have the PCs declared as outlaws. The PCs can now be killed on sight. Just like Robinhood! Either the Harrowmore or Prigwort bailiff can also kill the accused in the process of pursuit, but not once they are caught.

If they submit to arrest, they will be placed in a gaol until the first Hundred's Court can be convened by the Prigwort bailiff. Since they are already in a town with a bailiff-- they don't have to be transported anywhere. And this is where their local connections come into play.

The Prigwort bailiff will then convene 12 judges from Prigwort in order to hear the accusations against the PCs. Good questions to answer are: Were they a general menace? Did they do good things for the town? Did they make/have friends? Did they have friends in high places? These will factor in who attends their trial and who speaks against them.

If they touch the doors of a Church, then the Church will now evaluate their sanctuary status (harder to do with magicians and demi-fay). Then they will undergo sentencing via tribunal. If no one dies, then jail time, a fine, or indentured service (or some combination of the three) might be applied to a guilty party. If someone did die, well then the accused will be jailed until the Sheriff's Tourn held twice a year and the presence of a coroner. With a coroner and royal judges present, the Sheriff can now have said person executed.

The Sheriff's Tourn might also occur in a different location, so its possible the PCs will have time to save their condemned friend or hatch a plan to effect their escape as they are being transported. Again, instead of dry procedure, this is some exciting adventure stuff!

❧ A Trial Procedure (modified from Errant)
First evaluate the PCs reputation in town on a 1-6 scale. With "1" being "cause of all ills" and "6" being "pillars of the community". If you need a reputation:
  • Just got to a hamlet, village, small town, reputation is "2" as folks are close, know each other, and PCs are strangers✤.
  • Just got to a large town, city, and stronghold, reputation is "3" as locals see a lot of folks passing through
Next, roll a d6 representing the mood of the court and add the above reputation to get the current sway of the court:
10+    Court levies judgement for the PCs
7-9     Case requires additional evidence to sway the court
2-6     Court levies judgement against the PCs

Remember the PCs can find evidence, bring witnesses, intimidate, bribe, stage a show, give speeches, and use magic.

In brief, a village is governed by a capital pledge who answers to the bailiff of the county. The bailiff collects tithings, holds the court of the hundred, and answers to the sheriff of the kingdom or the manor lord directly in control of the land. The sheriff is historically a locus of power, an extension of the king's will, including controlling a sizeable armed force. The sheriff holds a county court every 6 weeks and a Sheriff's tourn twice a year.

✤✤ In AD&D it was noted that most magic-users in association with town guards were actually indentured.

✤✤✤ I believe in an evaluation of medieval law, newly arrived strangers were in fact blamed for everything

APPENDIX N(EW DUNGEON CRAWL): Modern Media For Delving Deep Down

Tower Dungeon by Tsutomu Nihei

I was trying to get together some other new posts, but those are slow going so here is something that has been rattling around in my brain- how much recent media there is that is based in a dungeon. 

I listed a chunk of it in the Why Megadungeons post, but at the risk of repeating myself, I did want to separate it out into its own thing. I also tried to limit the media to roughly the last ~10 years. I think benchmarking the last decade also helps illustrate how much new popular media there is that will be most people's first contact with the genre.

Worth noting that none of these give a 1:1 experience of playing an RPG dungeon, of course, but most include scenes which match common elements in good pen & paper dungeons.

Anything missing?

Appendix N(ew Dungeon Crawl)

Video Games

  • Darkest Dungeon (2016)
  • Hollow Knight (2017)
  • Dead Cells (2018)
  • Minecraft Dungeons (2020)
  • Hades (2020)
  • Hollow Knight: Silk Song (2025)
  • Marathon (2026)
Movies, TV, & Animation
  • Dungeon Meshi (2024, manga 2014-2023)
  • Backrooms (2026)

Fiction & Manga

  • Piranesi (2020)
  • Scholomance (2020)
  • Dungeon Crawler Carl (2020)
  • Tower Dungeon (2023)
  • The West Passage (2024)

Art & Installations

  • MeowWolf (2016)

Meow Wolf, Santa Fe



BEHOLD AND BE NOT AFRAID: The Mistaken Divinity Of The Beholder

 

The Eye from
The Baleful Gaze of Tabaldak's Geas
my 2025 Appendix N entry


This post by Gus L. over at All Dead Generations dovetails with a thought I had about a beholder kin which I used in my Appendix N Jam entry The Baleful Gaze of Tabaldak's Geas

The Secret of Bone Hill Is The Spectator

The Spectator is one monster I really like from L1:The Secret of Bone Hill. I imagine it's one of the first published "kin" of the beholder. It can be summoned by a magic-user using monster summoning V (~14th level magic-user to cast) and 3 small eyes from a beholder.

Stats-wise, it's HD 4+4, AC 15, and guards a magic item or something of at least 15,000gp in value. It has a few notable abilities as one might expect:

  • Magic resistance of 5% (1:20) to all spells cast at it
  • Its central eye can reflect 1 spell cast at it back to the caster
  • Its four smaller eyes can cast: cause serious wounds (2d8+3), paralyzing ray (5d4 rounds), telepathy (implant suggestion), and create food & water.

Mana From (Approximately) Heaven For The (Hijacked) Masses


Create food & water
really got my gears turning because why would some extraplanar monster need that spell? Sure, we could argue that a guardian being would pack in their own meals, but meh the hobby generally has allowed demons not to have to eat unless they want to. And how does create food & water align with this creature's main mission of guarding magic items?

What if this mini eye of terror is using create food & water to lure other dungeon creatures into protecting it- a sorta dungeon mutualism. Like ants that farm aphids. This allows the eye to extend its reach and power in a given location when it can't leave the thing it is guarding. 

This is why the orcs in the dungeon have a burning eye on their shields. Not because of some dark lord; they've just found god. And god is on the 4th level.

When this effect is combined with telepathy and paralyzing ray, or as an alternative fear, this mimics the "DO NOT FEAR ME!" feel of biblical angels. And now you have a reason for a dungeon faction- a cult of the eye.

But how large could this cult get? My preferred D&D, BX, separates the spells into create food and create water, but uses the exact same text. So let's calculate how many "normal humans" this spell can support. The text says:

Volume: Food sufficient for twelve humans and twelve mounts for one day is conjured.

If a standard mount is a horse, they require 6 times as much food as a single human (according to internet searches), so 1 horse equals 6 humans. So, 12 + (12 x 6) is ~84 humans- a true lair's worth!

Example

Thank goodness for the words of Sister Mary, the only blue-eyed one among us (a favored sign she says), who began writing the angel's rules down in a book she found once it started speaking to her heart directly. Take only the food and nothing more!- it directs.

And so each day the procession begins at noon. Two open the door. Mary announces our presence. Take only the food and nothing more! We respond in kind. Then four of us shuffle forward on hands and knees to retrieve the shields laden with sweet meats, fruits from divine gardens, and crystal goblets of water more crisp than any wine.

This is how we've escaped the horrible strife between the Wolf and the Hound? It was Mary who led us to the sorcerer's tower where she worked as a child, but no one has seen the wizard since before the war. Many say the holy eye drove him out, unable to stand the gaze of the divine.

It was Mary who pushed beyond the foryer once food ran low and the sickness began. She found the inner sanctum that held the angel. Praise THE EYE! Proof the gods smile on us as long as they don't touch the flaming sword, it hovers above-- but no worries Sister Mary says the chosen one should be arriving soon...very soon...