Some Recent Things
Hello.
It’s been a bit, and I have every intention of finishing the game write-ups. But not right now. Right now, I’m just pointing you towards some recent things I’ve finished:
Arkham Elementary is a one-page roleplaying game where you play as substitute teachers at a horrible elementary school. It’s a tweak of John Harper’s Lasers & Feelings, except horrible. The children have eldritch powers at their command. You have a classroom.

Lock Mess Mobster: Lock Boss Anguilla is a semi-human hybrid adapted to aquatic life. He has ruthlessly built a loyal following among the scavenger “sludge-larks” who ply the fetid industrial waste canals known as the Mess. While his early history remains shrouded in mystery, Anguilla now captains an old canal dredger from which he influences the surrounding region.
Lock Mess Mobster is a pamphlet adventure for Into the Odd detailing a damp gangster.
Lastly… witchcraft!
In September, I plan on starting a new Yesterweird read along of my Sylvia Townsend Warner’s Lolly Willowes. That’s going to be done via public posts on my patreon. If that sounds like something you might be interested in, then feel free to follow along. The posts are public, so there’s no billing.
And that’s the end.
BLACK HACK BRANCALONIA
Our current Monster of the Week game will be ending this January (when more serious professorship resumes for the GM). This means I’ll likely be back in the GM’s seat sometime early next year. So I’ve been prepping a new campaign. This one will be a Brancalonia game except I don’t actually think Brancalonia is a good fit for 5E D&D.
In a game of down and out grubby adventurers nothing should have over 50HP. The brawling rules are neat, but maybe not necessary when characters are lower powered. For now I’ve decided to use Black Sword Hack/Fleaux! as my rule set. My prep’s mostly been just making a list of backgrounds, NPCs, and random tables for the setting. The heavy lifting will reside mostly in capturing the right flavor.
The idea’s to run a Good, the Bad, the Ugly campaign. The players will learn of some great treasure in adventure one and have to cross the map to get to it. Along the way shenanigans will occur. The goal’s to have it last between 5-10 sessions. I might even allow a bit of PvP at the end, so we can have a good old fashioned 3-way stand-off.
I’ll post details as it unfolds. If folks want the prep documents, let me know and I’ll put together a free PDF to download from my itch page.
More to follow.
What’s the Story With Your…?
Swords and horses…
Knights have them. Knights love them. Knights won’t stop talking about them. Don’t be left out when your knight friends bring up their swords and horses. Here are 20 bits of lore for your sword and horse.
And be sure to name them!
Your sword was…
- Forged from meteoric steel.
- A gift from the Fey Realm.
- Forged from the dreams of a holy hermit.
- Forged in a burning lake of fire.
- Forged with a hatred for some creature.
- Once owned by a legendary ancient hero.
- Retrieved from a slain dragon’s hoard.
- Forged with a hatred for the sword of another knight.
- Forged to love its owner and will shatter rather than see them suffer a killing blow.
- Once a piece of a celestial/infernal machine.
- Used to bind a dragon or elemental’s soul.
- Forged so sharp it cuts steel like it was paper.
- Pulled from an ancient giant’s skull.
- Once used by an ancestor who saved the kingdom.
- Forged to always return to its owner’s hand.
- Forged in a furnace powered by an elemental.
- Forged from a sliver of solid moonlight.
- Forged as a gift to your family by the reclusive grimfolk.
- Forged so sharp it can cut through stone.
- Won by an ancestor from another knight’s ancestor.
Your horse is…
- Descended from the wind.
- Descended from a shapeshifting fey, angel, or demon.
- Descended from a herd raised on human flesh.
- Smart enough to understand human speech.
- Able to turn itself and its rider invisible once a day.
- Actually some other creature trapped in horse form.
- Descended from sea foam and can walk on water.
- So shiny and lustrous it glows in the dark.
- Made from carved stone.
- Descended from the herd of the sun and doesn’t need food or water.
- Can walk on moonbeams.
- Will always return to you when called for.
- Fearless.
- Able to balance an walk along a roof peak or rope.
- Always able to find acceptable food and water for you.
- Able to teleport up to 30’ once per day.
- Able to leap over buildings and trees.
- Able to fly. It has wings.
- A cousin. Magic was involved. It’s weird.
- Blessed and can find healing herbs when needed.
You can download a free PDF of these lists on my itch page.
It’s likely these and future D20 generators will get compiled into a zine of some kind, probably one based on Orlando Furioso. Stay tuned!
HIGHPORT LOUNGE
I made another solo journaling game.
In Highport Lounge you play as a longhaul starship pilot on a space station waiting for your ship to be resupplied. You have nowhere to go and nothing to do but kill time. It will take two weeks for your ship to be resupplied. So find some paper, roll some dice, and discover what happens.
Beware of the void!
It’s free to download on the Yesterweird itch page.
Enjoy!
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.


















