The Endless Gallery


Here’s an adventure locale depicting an infinite art gallery space. Explore a maze of exhibition spaces, ateliers, and neglected sculpture. Flee the terrors of parasitic art-shaped objects and attempt to understand the strange jargon of the alien curators.

Designed for Into the Odd, The Endless Gallery can be adapted to most surrealistic style adventure games like Troika or even D&D of the Planescape sort (at least as I would play it.).



100 Dubious Philosophies & Esoteric Aesthetic Movements

This is a list of dubious philosophies and aesthetic movements partially inspired by the novel Odile by Raymond Queneau. A free PDF of this list can be found on my page. May it provide you with some amusement.

001 The Polysystematizers
002 The Phenomenophile Co-Materialists
003 The Dialetical Telepathicans
004 The Unreformed Piatiletkian Fellow Travelers
005 The Revisionist Anthroposophists
006 The Discordant Anthroposophists
007 The Plurivalent Dyshamonists
008 The Contraceptual Believers
009 The Paralyrical Mediumists
010 The Unresolved Pro-Ultra-Gray Fanatic Front
011 The Incubophile Spiritualists
012 The Unadulterated Asymmetric Revolutionaries
013 The Intolerant League of Polypsychists
014 The Pro-Mayhem Anti-Violence Pacifist Brigade
015 The Contracorp Fruitarians
016 The Uncoordinated Metaphychists
017 The Disseminated Parachists
018 The Barbiturates League
019 The Psychoanalysis by Correspondence League
020 The Salty Eggs Luncheon Group
021 The Dissident Socio-Messiahs
022 The Non-Active Nihilistic Periphery
023 The Revolutionary Anti-Intellectuals
024 The Revolving Integral Nullifiers
025 The Initiated Anti-Esoteric Trade Unionists
026 The Thirty-One Deep Country Groups
027 The Non-Conforming Sycophantic Faction
028 The Three Times Removed
029 The Nullfidian Collectivists
030 The Choplogic Bloc
031 The Followers of Whannt
032 The Shrouded Brethren
033 The Exemplary Forward
034 The Walkers Beneath the Sea
035 The Esteemed Combobulators
036 The Mnenomancers League
037 The Fragmentary Sporadicists
038 The Wayward Syndicate
039 The Peripatetic Harmonizers
040 The Inscrutable Academics
041 The Polarizing Disassociaters
042 The Zoological Concrete
043 The Non-Technical Sublime
044 The Air Loom Operators
045 The Shaver Host
046 The Active Worriers
047 The Repeating Premagnetizers
048 The Grosbanal Insertion
049 The Lyrical Minimalists
050 The Linear Vorticists
051 The Anti-Clerical Papacy
052 The Bicamarel Psychoanalysts
053 The Aerial Expansionists
054 The Order of Erudite Metaphysicians
055 The Infernal Grammarians
056 The Consolidated Puzzlers
057 The Gaxmold Liberation Front
058 The Gary Moldvay Group
059 The Re-Incorporated Etheric Arrangers
060 The Variable Harmonists
061 The Coalition of Heretical Choirs
062 The Twelve Unorthodox Adherents
063 The Manifold Diligence
064 The Raving Urbanologists
065 The Arch Royal Brotherhood
066 The Driven Word
067 The Abernathy Wormwold Descriptivist Agenda
068 The Celestial Builders Connection
069 The Tuesday Night Climbers
070 The Osmosis Steel Circle
071 The Oneironautic Initiative
072 The Duoshulginist Tendency
073 The Button Club
074 The Left-Handed Chess Players
075 The Goldminer’s Children
076 The Underdwellers
077 The Raskrogan Realtors
078 The Sand Counters
079 The Erasmus Brigade
080 The Beyond Team
081 The Outsividisismists
082 The Scattered Seeds of the Exiled Regents
083 The Optimate International
084 The Perspicacious Exegetes
085 The Antediluvian Peoples Faction
086 The Resurrected Pyromantic Gang
087 The Smokewrights Order
088 The Stargazer Pie Supper Club
089 The Ascendant Bibliomaniacs
090 The Morganwig Shoutsmiths
091 The Pastel Winged Seraphim
092 The Free Shepherds
093 The Near-Sighted Sharpshooters
094 The Occluded Shadowers
095 The Occasional Witnesses
096 The League of the Long Afternoon
097 The 842 Club
098 The Sky Lighters Co-Dependency
099 The Twilight Minsters
100 The Mistaken

Cemetery of the Sepulchral Monolith

I’ve uploaded a new adventure to my itch page…

Somewhere near the edge of Bastion on the borders of Deep Country a monolith stands. A pockmarked slab of a strange mineral-like material, the monolith is in fact alive and it consumes ghosts to survive!

Cemetery of the Sepulchral Monolith is a brochure adventure for Chris McDowall’s Into the Odd, but can be used for similar games. In it you will encounter a monolith that generates ghosts in order to consume them, three factions, and a number of other interesting locales.

The price tag is 3USD, but feel free to download a community copy for any reason.

And if you’d like, you can support me on patreon. You get glimpses of WIPs, early access to anything I make, and a weekly post of morbid introspection!

Doesn’t that sound fun?

19th Century Eccentric Dandy Simulator

The 19TH CENTURY ECCENTRIC DANDY SIMULATOR is a solo journaling game based on the novel À rebours by JK Huysmans. In this game you play as an eccentric dandy surrounded by all that you cherish. Your walls are stout. Your tastes are impeccable. You will strive to create a world closer to your ideal. 

And you will fail. 

Over two weeks of game time you will be wracked by internal torments that push you towards an act of ultimate desperation. 


The 19TH CENTURY ECCENTRIC DANDY SIMULATOR deals with topics of suicide, sexually transmitted disease, Roman Catholicism, and cruelty to turtles.


These rules

Two six-sided dice (2D6)

Preferred journaling device



Balloon Tomb of the Ancient Aeronaut

Remember all those UFO and “spy” balloon shenanigans from a month or so ago?

They got me imagining a whole upper atmosphere region populated with lost kites, desiccated corpses of early aviation pioneers, and strange creatures like in that old Arthur Conan Doyle story “The Horror of the Heights”:

“A visitor might descend upon this planet a thousand times and never see a tiger. Yet if he chanced to come down into a jungle he might be devoured. There are jungles of the upper air, and worse things than tigers inhabit them.”

Anyway…dare you enter the Balloon Tomb of the Ancient Aeronaut?

Balloon Tomb of the Ancient Aeronaut is a brochure adventure for Chris McDowall’s Into the Odd and similar games. In it you will explore an ancient airborne bouncy dungeon tomb. The price tag is 3USD, but you should feel free to download a community copy.

Find it here:

Some GM tips from the playtest:

  • Don’t sweat the getting there. An experimental Researchery airship dropped the party off and would pick them up when they wanted to leave.
  • To describe the tomb builder’s culture I said: “Imagine the ancient Egyptians except all their jewelery is made from balloons.” “Inflatable ancient Egyptian stuff” went a long way when giving descriptions.
  • I didn’t require any movement checks to move inside the tomb, but I maximized the bouncing. For this I used a d8 to determine direction then rerolling if they hit something before moving the full amount. Maximize the bounce!
  • The first encounter was turbulence. This bounced characters apart and split the party. I recommend throwing that at them right away. It’s likely you won’t have to contrive things to do this because if they land at the top they will definitely be tempted to investigate the pilot balloons, thereby disturbing them, and making the whole tomb veer towards turbulence.
  • The monsters might or might not be tough, but the fear of falling out of the tomb was a lot stronger.

February 2023 Reads

Fun stuff, but 80% of artist biographies are basically “stayed home, drew” so the interesting bits are on the periphery. That periphery here involves occultists, the world wars, the end of one world, the start of a new, and the rise and fall of art movements. Reading about art magazines from the early 1900s is similar to reading about feuds in any zine scene except involving WB Yeats and George Bernard Shaw. And then there are the wizard fights in 1950s London in which everyone is taking some nonsense completely seriously. It’s a fun read even if it’s mostly a downward spiral about people over-thinking having a wank.

An autofiction novel far from my usual wheel house. It’s a novel about not writing a novel, friendships after friendship, and pandemics after pandemics. I liked it but felt like a stranger exploring an unfamiliar genre landscape. Not sure how much of this I could read in a row. Also, modern philosophers should all be forced to wear clown clothes.

LEECH by Hiron Ennes
This read like Gormenghast/Fifth Head of Cerberus narrated by a surgeon who happens to be John Carpenter’s The Thing. (The world of the story has universal health care but all the doctors are infected hosts for the Thing keeping tabs on the world, which I thought a neat idea.) Some gory body horror scenes as you’d expect. CWs abound: infestation, bodily autonomy, abuse of multiple sorts, a gory birth scene, dogs survive but children don’t. It’s a horror novel. I liked it!

OPERATION SOLSTICE RAIN by Kai Tave (Massif Press)
I remain impressed by the modules made for the Lancer TTRPG. This one is an introductory adventure where the players get caught-up in a diplomatic mission gone bad. I am not much of a fan of military SF, but Lancer could make me one. Not that I would ever run a game, but play? Certainly a definite maybe.

Some Yesterweird Books

I make it a habit to check new uploads to Project Gutenberg.

Some recent highlights:

Freak Trees of the State of New York by Gurth Adelbert Whipple. Gurth Adelbert Whipple is a great name. Here people send Mr. Whipple pictures of freak trees and Mr. Whipple decides the freakiest! “Treebeard, you so nasty!”

Was It a Ghost? The Murders in Bussey’s Wood : An Extraordinary Narrative by Brent. This is about this awful murder case in Boston that features a criminal named “Scratch Gravel”. The Jamaica Plain Historical Society has an informative write up of the case.

Early British Trackways, Moats, Mounds, Camps, and Sites by Alfred Watkins. I love the cover. Leylines come from this book but it’s likely Mr. Watkins would not be happy to know what the New Age Movement has done to his theories,

Meanwhile on the Patreon, I’m doing a read through of JK Huysmans Against the Grain. It’s a novel about a guy who doesn’t leave the house and is great fun. You can join here to follow along. You’ll also get access to the game stuff I make before it shows up on itch and elsewhere. (Or while it’s a WIP that hasn’t come together yet. Looking at you Champion’s Mark, my Orlando Furioso inspired fantasy supplement.)

Later this month I’ll be releasing an adventure inspired by all the UFOs and “spy” balloons the USA has been shooting down lately: Balloon Tomb of the Ancient Aeronaut. It’s designed for Into the Odd and has players exploring an ancient airborne bouncy castle. Join my Patreon and you can grab that now!

Books January 2023

Here’s the stuff I read and liked in January 2023.

Under Hill, By Water by Josh McCrowell

My gaming group’s current game. It’s silly. It’s fun. It suits what my group wants from games at the moment. And the Shire we’ve made has become something of a playground for revolving GMs. This is good. If your game group likes to have a small game on the back burner in case someone needs to take a break this game is perfect for that.

Inspiration for my solo game One Too Many.

The Peripheral by William Gibson

I enjoyed this, but could understand someone putting it down. The plot feels driverless. The idea of it, however, is fascinating. It’s hard to explain what’s going on in it. Basically a version of time travel exists but it only allows signals to pass between eras. This means it’s possible to skype and remote work in different timelines. And then of course there’s a murder.

A Stitch In Time by Andrew J. Robinson

A Star Trek novel about Garak written by the actor who played him. It shares some DNA with John Le Carre’s earlier (more genre) novels. Plotwise it’s pretty jumpy, but, honestly, Garak’s the only Star Trek character where shame and self-loathing are integral to the character and I can relate to that. I hear all this got retconned out of existence by the Picard show, which is too bad. It’s a fun read.

The Last Days of New Paris by China Mieville

A novel set in the 1950s in a Paris where World War Two remains ongoing and surrealism makes literal weapons. This read as a love letter to the Surrealists, but the best bits had more John Blanche (of Games Workshop/Warhammer fame) than Max Ernst.

The Cadaver of Gideon Wyck by Alexander Laing

This was a weird novel. Written and set in the 1930s, it’s very much for readers who read Lovecraft a decade earlier but had then moved on to mysteries. Gideon Wyck is an awful professor at an isolated medical school in rural New England. His experiments are decidedly strange and he earns the animosity of most everyone he meets. Various events unfold and the whole thing walks a fine line between a natural or supernatural explanation. A decent read, but pretty grisly at times in a clinically medical way.

One Too Many

One Too Many is a one-page game about being a hobbit who has had one too many drinks down at the pub and now has to walk home. Usually, the Shire is a peaceful place, but these days you can’t be so sure. Strange folk are on the roads: rangers, black riders, and even hobbit gangs running off with their family’s heirloom jewelry. Most nights, it’s a short walk from the pub to your front door. But tonight? Well, you never know.

Materials: a 6-sided die or two, paper and pencil to document your journey home. Make a story of it! 

One Too Many uses a hexflower to generate your journey. You can read more about Hex Flowers at this blog post. They are neat. Further inspiration came from the game Under Hill, By Water by Rise Up Comus

Note: In playtests it was possible to get stuck in loops. To mitigate this use the following house rule: you have 3 items with you (a pipe, a walking stick, and a handkerchief) and can sacrifice an item to roll three dice and choose whichever 2-dice combination you want. 

Here’s the link. Enjoy!

Orlando Furioso, Canto XLVI – THE END!

This is it. This is the end!

Ariosto starts with a bit of meta about himself being on board a ship and piloting it to shore where all his friends and favorite writers are there waiting eagerly for him. He thanks his patrons and their wives, their holdings, their subjects. Needless to say he goes on. (But I will admit if he you look up most of the people he mentions on wikipedia, such as Julia Gonzaga they’re interesting rabbit holes to get lost in.) At last, we get back to the story.

“Enough of this delay: the wind is right 

And of my course remains but little more.”

Everyone’s searching for Ruggiero. Melissa really wants Ruggiero and Bradamante to wed, so Melissa uses her magic powers to send spirits out searching for him. The spirits find him in the gloomy woods and Melissa hies herself over there. Along the way she bumps into Leon and convinces him to accompany her. 

They find Ruggiero near death. Leon asks why he suffers and Ruggiero explains the whole thing. He loves Bradamante and suffers for the sake of love, especially now that his actions have allowed him, Prince Leon, to marry her. Leon’s moved by all this and quite surprisingly he relinquishes any desire he had for Bradamante. He will not stand in Ruggiero’s way. At this, Melissa does another magic and brings all of them back to Paris.

Ruggiero recovers in an abbey. Frontino gets saddled. Ruggiero dons his armor again that hides who he is. All three head to court where they come upon a group of Bulgars. It turns out the Bulgars want to make Ruggiero their king. Leon then addresses the assembled court. 

He points to Ruggiero and says this is the knight who fought Bradamante. Everyone’s confused because they all thought it was Leon. Marfisa draws her sword and gets ready to attack the knight. It’s then that Ruggiero reveals who he is and at this everyone’s delighted. Marfisa embraces him. Orlando. Sobrino. The whole crew gives him hugs. Leon gives the full account. This moves everyone even Aymon, Bradamante’s dad. He relents and grants Ruggiero permission to marry his daughter. Of course, it also helps that Ruggiero is now also the King of the Bulgars. 

A wedding gets planned, and heralds travel the land proclaiming the news. Melissa magics over a pavilion from Turkey. It once belonged to Cassandra the Trojan Princess. The one who had the gift of prophecy, and the tent’s decorated all over with pictures from the life of Ariosto’s patron. Ruggiero and Bradamante stay there to entertain their guests. I don’t go into it here but Ariosto goes on and on about the pictures on the tent. 

In the end the wedding party goes on for nine days. On the ninth day there is a tumult. A fearsome knight approaches. Who’s this now? It’s Rodomonte.

Rodomonte was last seen taking a vow to pray for a year after his defeat at the hands of Bradamante. He’s heard all about Agramante’s defeat, but stuck to his vow. Only now that it’s done will he raise his hand. He rides into Paris showing the inhabitants contempt and makes straight to Ruggiero who he calls apostate for abandoning the faith. All the gathered knights are ready to fight on Ruggiero’s behalf, but he’s like no, I got this. 

And so a duel commences. The last duel.

It’s the usual lance shattering escapade. Swords are drawn. Horses gambol nimbly as their riders slash and make stabbity-stabbity upon each other. Balisard is much to be feared, especially since Rodomonte abandoned his dragon scale armor after his defeat at Bradamante’s hand. But his strength is great. Soon he’s smashing Ruggiero on the head until the poor knight’s stunned. Rodomonte’s sword shatters. Enraged, he lifts Ruggiero from Frontino’s saddle and throws him to the ground. The crowd gasps. Bradamante’s face turns crimson with rage and fear. Seeing this Ruggerio steadies himself. Rodomonte spurs his horse forward. Ruggiero stabs him in the leg and thigh. He drags Rodomonte down from the horse. They stand there a moment, gasping. Rodomonte throws the remnants of his sword at Ruggiero. Ruggiero’s stunned. Rodomonte charges, but the wound in his leg makes him slip. Ruggiero wastes no time and charges. Rodomonte’s knocked down, but he gets up gain. He takes hold of Ruggiero and puts him in a clinch. It’s now a full on wrestling match with Rodomonte losing blood the whole while. At last, Ruggiero manages to break free and throw Rodomonte across the ground. Rodomonte makes to stand but barely can. His blood loss is too great. Ruggiero crosses over to him and kneels on his chest. Out comes a dagger.

“Ruggiero holds the dagger at the sights 

Of Rodomonte’s helm; he makes it clear 

By threats that his surrender he invites, 

And says that in exchange his life he’ll spare.”

Rodomonte tries to throw Ruggiero off. Realizing this is hopeless, he draws his own dagger. It’s poised to strike Ruggiero in the back. But Ruggiero sees it there and knows Rodomonte will never surrender. 

Only death will end this feud. 

“He plunged his dagger in that awesome brow, 

Retrieving it not once, but more than twice.”

And so Rodomonte dies, a dagger to the eyes. And that’s it. Another few lines as Rodomonte’s soul flies free and then Finis

The end. 

The book is over. 


Pretty wild, huh?


Knights: Ruggiero, Prince Leon, Marfisa, Bradamante, Rinaldo, Orlando, Dudone, Oliver, Sobrino, King Charles, Rodomonte

Parents: Aymon

Mages: Melissa

Horses: Frontino

Swords: Balisarda

Magic Items: Cassandra’s Pavilion, Hector’s Armor worn by Ruggiero