Thursday, June 4, 2026

There Must Always Be Nine

The Coven of the Nine is a third-party folk horror adventure for D&D 2024. I randomly came across it on Etsy and it immediately caught my eye. The art is evocative and kind of reminds me of tattoo art. The premise is right up my alley as well. A coven of nine hags has infiltrated a fishing village. The party is sent in after another group of adventurers goes missing while investigating. The adventure was written and contains illustrations by Will Humberstone and Luke Stuart. I absolutely love the art! It reminds me of old school sailor tattoo art. I also appreciate the color choices for the book. While the pages are white, the rest of the book is black, red, and shades of blue-green. It just gives everything a hag vibe. The color is used effectively in text too. Proper nouns, monsters, and magic items are introduced bolded and in red. This makes them harder to miss.

The adventure is broken down into three parts. The first takes place in the fishing village of Oshorio. In addition to the history of the region (which is tied to the adventure), we’re given a nice town map with 18 locations. Pretty much all locations have some lightly fleshed out npc’s attached to them (with a quote for good measure).

After investigating the town, the party will make their way to the second part of the adventure, Rotwood Bog. This appropriately named location is filled with all kind of nasty creepy crawlies. There are a few encounters (with maps) and encounter tables listed.

The final part of the adventure takes place in the lair of the hags. Like the lairs of certain legendary hags, it initially appears as an unassuming hut, but its much more than that. The lair is located on the remains of a huge tree with ties to the Shadowfell. There are a variety of encounters that can take place here, even including some puzzles.

The book ends with a lunch of crunch. There are many new monsters to torment your party with (mostly hags and corrupted fauna). Several new magic items are presented to help and hinder adventurers. Finally there is a really helpful glossary of important names and places for the adventure. 

The Coven of the Nine is a great mix of action, exploration, and intrigue. It’s dripping with insidious folk horror. Plus, it’s just a gorgeous book. If you play 5e (specifically 5.5) and love folk horror, this one is worth your time and money.

The Coven of Nine - A TTRPG Adventure - Etsy

The Literal X-Men

 If you need a good laugh, check out this piece by Frederik Hornung.

Monday, June 1, 2026

Now That's Some High Quality H2O

So far Dispatch is my fav game of the year (and not just because of Melevola). I just started my third play through Saturday. I think I'm going to start statting the cast. Instead of the choice you think I'd make, I'm going with a goofy character.

Waterboy is starts at SDN the same day as protagonist, Robert. He starts as a janitor, but can be recruited to your team. He's comic relief and his power is getting very moist (his words, not mine).

Waterboy: Init +2; Atk +3 punch (1d4) or water jet (DC 14 Ref save or target falls down); Crit I/1d4; AC 12; HD 3d6; HP 12; Mov. 30'; Act 1d20; SP water spit, holy spit; SV Ref +2; Fort +1; Will +2; AL L

Holy spit: Possibly because of his bond with Melevola, Waterboy can imbue his spit with divine energy. 
He makes a power check (1d20+5). 
  • 1: Waterboy strains his throat and can't use his water powers until he rests for at least an hour. 
  • 2-11:  The water expelled is just water.
  • 12-13: Living creatures hit by this water are healed 1d2 HP, while undead and demons take 1d2 damage.
  • 14-17: Living creatures hit by this water are healed 1d4 HP, while undead and demons take 1d4 damage.
  • 18-19: Living creatures hit by this water are healed 1d6 HP, while undead and demons take 1d6 damage.
  • 20+: Living creatures hit by this water are healed 1d8 HP, while undead and demons take 1d8 damage.

Sunday, May 31, 2026

Grimdark Crossovers

I don't talk about it much and don't play the game (other than the Space Marine II video game), but I love Warhammer 40K. I watch a lot of lore videos for it. At one point I started collecting with the intent to play, but I realized I'm just not tactical enough. 

Here is some 40K mashup art by Frederik Hornung I thought was cool and wanted to share.

Thursday, May 28, 2026

The Best At What He Does...

I liked this piece of art and it inspired me to DCC stats for Logan.

Wolverine: Init +3, Atk +12 adamantium claws (2d6+1); Crit V/2d20; AC 13; HD 8d12+40; HP 88; Mov. 30’; Act 1d20 + 1d20 +1d14; SP adamantium laced skeleton, heightened senses, regeneration, sneak silently +9; SV Ref +6, Fort +10, Will +5; AL L

Adamantium laced skeleton: Wolverine’s bones (including his claws) are covered unbreakable adamantium. His claws are considered magical weapons and can cut through anything.

Heightened senses: Wolverine has a +5 to all sense related rolls.

Regeneration: Wolverine has one of the most potent regeneration factors known. At the beginning of each of his turns he regains 1d6 HP. While certain scenarios may slow this, it even works if he reaches 0 HP, though he still goes unconscious.

Monday, May 25, 2026

Dooooooooooooooom!

Victor von Doom is one of my favorite villains. He's powerful, brilliant, and complex. Check out this Dr. Doom related art from Frederik Hornung.

If you want to add some Doom to your games check out these posts:






Sunday, May 24, 2026

Oh Father...

Amazon's The Boys ended this week and while I've seen several critiques, I thought the series finale was satisfying. A character prominently featured this season, is the megacpastor supe, Oh Father. I decided he needed DCC stats/
Oh Father: Init +1; Atk +6 punch (1d6+3) or sonic blast (see below); Crit V/1d20+1d8; AC 16; HD 7d10+28; HP 60; Mov. 30'; Act 1d20+1d12; SP sonic scream, super hearing; SV Ref +4; Fort +4; Will +8; AL L

Sonic Scream:
Oh Father can make a sonic scream affecting all creatures in in a 20 foot cone. Creatures in the cone must make a DC 15 (Fortitude) save. Non-supes in the cone take 1d12 damage and are unable to act while Oh Father is screaming on a failed save. On a successful save that take have damage and can act (though at a -1 dice penalty) while within the cone. Supers in the cone take 1d6 damage, are unable to use their powers, and unable to act on a failed save. On a successful save they take no damage and are able to act (though their powers still don't work within the cone).

Super hearing:  Like all V supes, Oh Father can hear better than normal humans. He can hear higher frequencies than humans. He has a +5 roll to all sight/smell/hearing rolls. This also makes him weak to sonic attacks.

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Check out this Invincible and The Boys crossover pic by Paradoxic.

If you want more DCC Invincible or The Boys content check out these posts.

Kaiju Protests

 My views haven't changed.

 Here's some other anti-Ice art I've shared.

Friday, May 22, 2026

Magefall

Head ups! For what I assume is a limited time, you can download the Free Comic Book Day D&D release on D&D Beyond.

Download Link