Thursday, July 16, 2026

New Monster: Thrindle

DESCRIPTION:

Thrindles are gangly, insectoid humanoids standing about 3½ feet tall. Their bodies are covered in sparse, wiry hairs surrounding a chitinous torso and its long, spindly limbs end in hooked claws. Their oversized eyes dominate a narrowing face with a circular, rasping mouth beneath. Rising from the crown of the head is a flexible antenna ending in a small bulbous organ that constantly emits a faint, almost inaudible hum. 


ABILITIES:

Echolocation. A thrindle's enormous eyes do not see in the conventional sense. Instead, specialized organs within them emit constant subsonic pulses that bounce off nearby surfaces, allowing the creature to perceive its surroundings through echolocation to a range of 60'. This sense functions equally well in darkness, smoke, fog, magical darkness, or against invisible creatures, provided they reflect sound. Therefore, a thrindle cannot be blinded by light or darkness, and is not affected by gaze attacks. However, while within the area of a silence spell or any similar sound-negating effect, its echolocation ceases to function, effectively “blinding” the thrindle until it leaves the affected area.

Mimicry. By vibrating its antenna node, a thrindle can imitate simple environmental sounds such as dripping water, distant footsteps, quiet (indistinct) conversation, rattling chains, digging, or cries for help. Thrindles commonly use this ability to lure prey into confined spaces or distract predators while escaping.

Languages. Thrindles speak their own language—a combination of simple chirps, clicks, hums, and subsonic pulses. They can learn broken Common or Dwarvish, though their speech is slow, buzzing, and difficult to understand. They can also communicate silently with other thrindles by transmitting subsonic vibrations directly from one antennae to another with in a range of 60’; any thrindle receiving such a communication can simultaneously “bounce” the transmission to another thrindle within 60’, effectively allowing up to dozens of thrindles to receive the message within seconds of the original message.

ECOLOGY:

Thrindles are opportunistic omnivores that feed on cave insects, fungi, carrion, small animals, and mineral-rich lichens. They nest in abandoned burrows or narrow rock fissures lined with fibrous moss and shed hairs that amplify vibrations throughout the colony. Small groups communicate through rhythmic tapping and humming transmitted through stone, allowing them to coordinate silently over surprising distances. Although eerie and often mistaken for malicious monsters, thrindles are intelligent enough to bargain with those who approach peacefully, sometimes exchanging information about nearby tunnels or dangers for food, shiny trinkets, or interesting sounds.


STATS
ARMOR CLASS: 6
HIT DICE: 2
MOVE: 120'(40')
ATTACKS: 2 claws/1 bite
DAMAGE: 1d3/1d3/1d6
NO. APPEARING: 4d4 (8d4)
SAVE AS: Fighter:2
MORALE: 7
TREASURE TYPE: C
ALIGNMENT: Neutral

Wednesday, July 15, 2026

BXDMG (WIP): Lightning Storms

In support of my continuing work towards a BX DMG, I've been working on Weather rules. I'm working on some special weather conditions and liked what I came up with for Lightning Storms and thought I'd share. As always, if you think something seems off or could use some tweaking, please let me know in the comments section.

LIGHTNING STORM: An atmospheric event charged with violent electrical energy, distinct from a typical thunderstorm. 

In open terrain or high elevations, there is a 1-in-6 chance per exploration turn (or 1-in-20 per combat round) of a lightning strike near the party. The bolt automatically targets the tallest creature wearing metal armor. The target must make a saving throw vs. wands. On a successful save, the bolt is avoided and it leaps to the next tallest creature wearing metal armor, who must then save. If all metal-clad creatures successfully save, the bolt cascades to the tallest creature not wearing metal armor, progressing down in order of height. 

The first creature to fail their saving throw is struck, taking 4d6 points of damage and ending the cascade. If every single creature successfully saves, the bolt harmlessly strikes the ground. However, all those within a 10’ radius of the strike must save vs. breath or be blinding for 1d6 rounds.

Monday, July 13, 2026

Another project on the pile...

I'm playing around with a new idea where I take the new monsters I've been creating and posting to the blog (like the Quarreler) and follow each new monster description spread with a lair for that monster (set up as a short adventure), supported by some additional random tables where space permits. 

This is one of those slow/backburner projects that will get added to a bit at a time, as new monsters come onto the blog. The d30 ECs are my main continued focus right now. 

That being said, here's a sample of what I think it may look like...













Thursday, July 9, 2026

New Monster: Quarreler

DESCRIPTION:

A Quarreler resembles a squat, fleshy mound nearly eight feet across.

The creature's hide is thick, leathery, and mottled in shades of dull olive, ochre, and sickly tan, glistening with patches of translucent mucus that shimmer with static discharge. 

Four enormous mouths are spaced somewhat evenly around its body, each occupying its own quarter of the creature's circumference and lined with jagged yellow teeth. . The mouths never cease their constant stream of guttural, alien speech, each proclaiming its own superiority over the others in a language so discordant that prolonged exposure threatens the sanity of those who listen. 

Around the mouths extend numerous writhing tentacles of varying lengths, each ending in a crackling, finger-like tip that dances with faint blue arcs of electricity

Set among the tentacles are four large, node-like violet eyes. Together they provide an uninterrupted view in every direction, allowing the creature to watch all sides at once without turning its body. 


ABILITIES:

Interspersed Eyes. Four eyes are spaced evenly around the creature's body, granting complete 360° vision. While all 4 eyes are functional, it cannot be surprised. If only two or three eyes are functioning, normal surprise applies. If only a single eye remains functional, it is surprised on a roll of 1–4 (on 1d6). Each light spell (or similar blinding effect) can blind only a single eye. If targeting an eye specifically, the strike suffers a “to hit” roll penalty of –3 and 3 points of cumulative damage are required to fully disable an eye. Damaged eyes recover at a rate of 1 hp per week unless magically healed.

Tentacle Attacks. The creature's writhing tentacles lash out independently of its mouths. Each round it may make up to four tentacle attacks, each against a different opponent occupying one of its four attack zones (a 90° arc centered on each mouth). A successful hit results in 1d6 tentacles landing against the opponent.. Each tentacle inflicts 1 point of electrical damage. Additionally, the victim must save vs. paralysis with a –1 penalty for each tentacle that struck.; failure leaves the victim wracked with agonizing pain and stunned for 1 round.

Bite Attacks. Each of the creature's four mouths may bite once per round, but each bite may only target an opponent within that mouth's 90° attack zone. A successful bite inflicts 2d6 damage. If the target is stunned (such as from the creature's tentacle attack), the bite automatically hits (no attack roll required).

Boastful Discord. Once engaged in combat, each round after any of the mouths make a successful bite attack, there is a 25% chance per successful bite attack during the previous round that the creature will engage in a Boastful Discord where each mouth boasts of its own superiority in an incomprehensible, alien tongue. The mouths do not argue with one another so much as speak over each other, each proclaiming itself the strongest, cleverest, or most worthy. If one mouth boasts for the round, they all boast the for the round, and the creature can make no mouth or tentacle attacks for the round. The overlapping voices create a maddening chorus that mortal minds cannot properly comprehend. Any intelligent creature within 30’ capable of hearing the creature must save vs. spells or suffer confusion (as the magic-user spell) for 4 rounds. A creature can only be affected by this ability once per day and is immune for 24 hours after. A creature that successfully saves is immune to this ability for the next 24 hours. The creature, others of its kind, and aberrations that speak Deep Speech are immune to this effect. The Boastful Discord will continue until the creature takes damage or fails throw, returning to normal combat tactics the following round.   

Resistances. Immune to all poison. Takes only half damage (round fractions down) from acid, cold, and electrical attacks, including magical forms of these attacks.

Infravision. Each its four eyes possesses infravision to a 120’ range.

ECOLOGY:

Quarrelers are solitary apex predators that lair in deep caverns, ancient ruins, or other isolated places where prey eventually wanders within reach. They consume nearly any living creature but appear to derive particularly enjoyment from the fear, pain, and confusion of intelligent victims. Though they have no known natural predators, quarrelers are fiercely territorial and will attack even others of their own kind if their domains overlap.


STATS
ARMOR CLASS: 2
HIT DICE: 10*
MOVE: —/90'(30')
ATTACKS: 4 tentacles/4 bites or 1 special
DAMAGE: 1d6+specieach/2d6 each or special (stun)
NO. APPEARING: 1 (1)
SAVE AS: Fighter:10
MORALE: 10
TREASURE TYPE: E
ALIGNMENT: Chaotic

Wednesday, July 8, 2026

BXDMG (WIP): Camping

In support of my continuing work towards a BX DMG, here's where my Camping rules stand. As always, if you think something seems off or could use some tweaking, please let me know in the comments section.


Camping

Establishing Camp

Establishing camp typically requires about 6 turns (1 hour). This includes finding a suitable campsite, unloading equipment, preparing sleeping areas, gathering fuel, building a fire if desired, tending to animals, and making any necessary preparations for the night. Larger groups, poor terrain, or elaborate camps may require additional time at the DM's discretion.

Campfires

Gathering firewood is a normal part of establishing camp. The table below lists the approximate amount of wood required to maintain a fire throughout an 8-hour night, along with the intervals at which it must be replenished.


Fire Tending Intervals, Weights, and Log Counts for an 8-Hour Night
(Calculated using standard dense camping logs weighing roughly 4 lbs. each)



* Much jungle wood is green and damp, making it harder to ignite and producing heavy smoke.
† Above the tree line, firewood is generally unavailable.
‡ Fires require carried fuel or rare sources such as scrub, deadwood, or animal dung.

  • Abundant: Enough fuel for any campfire can be gathered as part of establishing camp. 
  • Moderate: Enough fuel for a small or medium fire can normally be gathered; a large fire requires additional time or luck. 
  • Sparse: Enough fuel for only a small fire can normally be gathered. Medium or larger fires requires additional time (1d4+4 turns) spent searching for and/or carrying fuel. 
  • Very Sparse: Only scattered fuel is available. Gathering enough for even a small fire requires significant effort (+3d4 turns beyond time required for establishing camp), and success is not guaranteed (chance at DM’s discretion based on locale). 
  • None: No usable firewood is available unless it is carried or discovered by chance. 

Smoke from a campfire may be visible for miles during the day, while its glow can be seen at considerable distances after dark, especially across open terrain or from higher ground. Larger fires are easier to spot and more likely to attract unwanted attention. While some creatures avoid fire and light altogether, others may be drawn by its warmth, curiosity, or the scent of food. The DM should adjust Wandering Monster tables accordingly.

A fire should always be extinguished before breaking camp unless there is a reason to leave it burning. Dousing the fire with water or covering it with earth usually ensures it’s completely out, leaving only cooled ashes behind. A hastily abandoned firepit, scattered ashes, or discarded fuel may also reveal the party's recent presence to anyone passing through the area.

Watches 

A proper watch allows resting companions to recover while maintaining vigilance against danger. Typically, the night is divided into shifts as the party desires, ensuring at least one alert character remains awake at all times. Sleeping characters are generally unaware of approaching threats unless awakened. 

Sleeping & Rest

A long rest requires 8 hours. At least 6 of those hours must be sleeping. The remaining 2 hours can be spent on light activity like reading, talking, eating, or standing watch. A character can only benefit from one long rest in a 24-hour period. If interrupted before completion, the PC must start the rest over to benefit from it. 

Characters may sleep in armor, but doing so is uncomfortable and prevents proper rest. A character who sleeps in armor does not get the benefit of a restful sleep. (E.g., a cleric who sleeps in their armor will not be able to memorize spells until they get a full night of restful sleep.)

As long as a spellcaster gets their 6 hours of restful sleep and doesn’t exceed 2 hours on watch, they will successfully complete the long rest and recover all of their spell slots. A spellcaster’s long rest is automatically interrupted by the following conditions:

  • They participate in combat, even for a single round.
  • They take damage or fail a saving throw.
  • They move their equipment to or camp spot 5'+ feet or more.
  • They walk more than 30’.
  • They undertake a similar adventuring task.

Elven Meditative Trance (Optional): Elves do not sleep. Instead, they need to spend 4 hours a day in a deep, meditative trance. During this time, they achieve the same level of rest and mental renewal that a human gets from 6 hours of regular sleep. In this state, their eyes are closed and they are semiconscious, limiting any perception to sound and touch only.

Breaking Camp

Breaking camp typically requires 2–4 turns (20–40 minutes) to extinguish fires, pack equipment, strike tents, load mounts, and prepare to travel. It takes 1–2 additional turns for the party to cover up or remove signs of their stay (e.g., erasing tracks, dismantling firepits, scattering ashes, etc.) in order to make it more difficult for others to discover or follow them.

Saturday, July 4, 2026

New d30 Books — Nearly a Decade in the Works! (Available December 2026?)

Believe it or not, I'm in the final stages of a 2-volume set of d30 Books that I hope to release this December. This was inspired by my old Monster Indexes

About 10 years ago, I was starting to work on a d30 Encounter Companion and realized as it expanded it needed to be 2 books—one for Humans/Humanoids, and one for Monster/Beasts. Then life happened, and then it let up enough that I could get back to this, and now I find myself months away from finishing all the proofing and artwork needed to get these released out into the world. 

Volume 2 (Monsters/Beasts) is 238 pages and, right now, Volume 1 (Humans/Humanoids) stands at about 150. However, I'm revisiting and expanding some of the content for Volume 1 (based on some things I did in Volume 2) and expect that one to come out to almost 200 pages as well. 

I'm planning on having them available in hardback, coil bound, trade paperback, and PDF. Not sure on pricing yet. Color cover, B&W interior.

Below are a few sample pages from Volume 2, showing the two major types of entries. Some are just tables to modify a standard version of a monster + supporting tables, other are 30 (or 60!) fully different variations of a creature type, statted individually + descriptions and supporting tables. And as usual, there are some worksheets in the back to support the DM using the book. Only a few pages in each overlap with the previous d30 books. Otherwise about 97% new content in both books.

BTW, I'm also messing with the cover illustrations, so those are likely to change.

More to come!!!

Thursday, July 2, 2026

BXDMG (WIP): Light & Vision

In support of my continuing work towards a BX DMG, here's where my Light & Vision rules stand. (BTW, you'll note a reference to Campfire rules. I'm still working on those, but should have them up here next week some time.) As always, if you think something seems off or could use some tweaking, please let me know in the comments section.


Light & Vision

Vision depends upon the amount of available light. Creatures relying on normal sight require illumination to see clearly. Darkness conceals hazards, obscures monsters, and limits exploration. Managing light is therefore one of the most important aspects of dungeon adventuring.

Every location falls into one of four light levels.

  • Bright light allows creatures with normal vision to see clearly. Color, movement, writing, tracks, and fine details are readily visible. Examples of bright light include: daylight, sunlit rooms, a magical light spell, within a few feet of a campfire, close to a lantern.
  • Low light provides enough illumination for ordinary travel but not for careful observation. In low light, characters can walk safely, recognize creatures, fight normally, and navigate familiar terrain. However, in low light, small details become difficult to notice. Examples of low light include: twilight, the light of a full moon, the outer edge of torchlight, or a large chamber faintly illuminated by distant fires. The DM may, at their own discretion, require extra time, appropriate ability checks, and/or modifiers in order to notice hidden details.
  • Dim light barely illuminates the surroundings. In dim light, characters can usually distinguish walls, doorways, large objects, movement, and silhouettes, but cannot reliably distinguish facial features, colors, writing, hidden doors, fine mechanisms, tracks. Under such conditions, the DM should only describe uncertain shapes rather than precise details (e.g., “Something crouches beside the pillar,” rather than “an orc stands beside the pillar.”) 
  • Darkness provide no useful vision whatsoever. In darknesss, creatures relying on normal sight are effectively blind. They cannot read, search, identify creatures, fight accurately, or detect most hazards visually. Other senses function normally.


Typical Light Sources

Light Source

Bright

Low

Dim

Duration

candle

5'

10'

15'

6 turns (1 hour)

torch

15'

30'

45'

6 turns (1 hour)

hooded lantern

20'

40'

60'

24 turns/4 hours (1 flash of oil)

bullseye lantern*

30'

60'

90'

24 turns/4 hours (1 flash of oil)

campfire, small

20'

40'

60'

See “Campfires" (p.00).

campfire, medium

30'

60'

80'

See “Campfires" (p.00).

campfire, large

40'

80'

120'

See “Campfires" (p.00).

*A bullseye lantern illuminates only its forward cone. It typically has a fixed convex lens and a static internal mirror that shines line in an arc of approximately 45°.


Special Lighting Conditions

LIGHT OVERLAPS: When multiple light sources overlap, use the brightest available illumination. Natural lighting does not “stack” to create brighter light. Several torches do not double their radius, but they may eliminate shadows or illuminate a larger area.

BLOCKING LIGHT: Light does not pass through closed doors, solid walls, heavy curtains, thick fog, or dense smoke. Corners cast shadows. A single torch rarely illuminates an entire dungeon chamber.

CONCEALING LIGHT: Light advertises a party's presence. In dark underground passages, a torch or lantern may be visible from hundreds of feet away down a straight corridor. Monsters often notice the light before they hear approaching adventurers.

CARRYING LIGHT: A character carrying a light source usually occupies one hand. The may prevent the use of two-handed weapons, bows, and shields (if the shield hand carries the light). Lanterns may be hung, placed on the ground, or set upon furniture when circumstances allow.

EXTINGUISHING LIGHT: Light sources may be extinguished by circumstances such as a strong wind, deep water, deliberate action, lack of fuel, or magical darkness. Relighting a torch or lantern generally requires one combat round if suitable flame is available.


Extraordinary Vision

While infravision is a standard extraordinary form of vision in the game, some campaigns may feature additional forms of sight. These optional abilities may be assigned to monsters, player ancestries, or magical effects at the DM’s discretion. Unless otherwise noted, these abilities function only to their listed range.

Infravision

Infravision allows a creature to perceive differences in heat rather than visible light. Warm-blooded creatures, recently disturbed objects, open flames, and lingering heat sources appear as varying intensities of brightness against cooler surroundings. Infravision functions best in complete darkness and becomes increasingly unreliable in brightly illuminated areas or near powerful heat sources such as large fires, lava, or furnaces. 

Infravision cannot normally see through solid objects, detect hidden doors solely by sight, read writing, distinguish colors, or recognize paintings or heraldry. It merely reveals heat patterns rather than visible detail.

Heat Interference: Infravision functions by detecting heat rather than visible light. Nearby heat sources—including torches, lanterns, campfires, lava, and similar sources—reduce or negate its effectiveness by masking the subtle temperature differences it normally detects. Creatures carrying a light source generally rely on ordinary vision instead of infravision until the light is extinguished.


Ultravision (Optional)

Ultravision allows a creature to perceive ultraviolet light naturally present in sunlight, moonlight, and starlight. Even on a moonlit night or beneath an overcast sky, creatures possessing ultravision can often see remarkably well outdoors. It is most useful for night travel, recognizing distant movement across open terrain, tracking beneath moonlight, and recognizing distant movement across open terrain. 

Ultravision functions only where the sky is visible or where ultraviolet light is otherwise present. It provides no benefit underground or within enclosed structures where ultraviolet light is absent. 

Ordinary torches, lanterns, candles, and similar light sources neither improve nor hinder ultravision.

Darkvision (Optional)

Darkvision allows a creature to see in complete darkness without relying upon heat. Within its listed range, darkness is perceived as though it were dimly lit. Objects remain visible but lack fine detail and appear only in shades of gray. Darkvision does not reveal color, not does it improve vision in fog, smoke, magical darkness, or other effects that specifically block sight. Because darkvision is unaffected by heat, it functions normally around fires or lava.

Low-Light Vision (Optional)

Creatures with low-light vision make exceptionally efficient use of even the faintest illumination. Whenever at least a small amount of natural or artificial light is present, they see as though the illumination were one step brighter; that is, dim light appears as bright light and low light appears as dim light.

Low-light vision simply makes existing light go farther. The creature's eyes are exceptionally sensitive, allowing it to make use of illumination that would be insufficient for normal sight. Because it is still seeing visible light, everything appears in full color. A creature with low-light vision can distinguish painted heraldry, identify the color of potions, appreciate artwork, and notice bloodstains just as well as a human standing in bright daylight—provided there is at least some light available.

Low light vision does not provide any benefit in complete darkness.

Supernatural Visual Abilities

The vision types presented above describe the natural means by which creatures perceive the world. Some monsters, magical beings, and enchanted individuals possess additional supernatural forms of sight that transcend normal vision. Abilities such as seeing invisible creatures, perceiving through illusions, viewing the true forms of shapechangers, or seeing through solid objects are not separate vision types, but extraordinary powers granted by magic, divine favor, or other supernatural means. Unless an ability specifically states otherwise, extraordinary vision supplements a creature's normal forms of sight rather than replacing it.


Visibility Conditions

These can occur under any light level.

Shadows are areas receiving little direct illumination, such as the space behind pillars, beneath furniture, in deep alcoves, or at the edge of a light source. Shadows are not a separate light level, but represent locations where concealment is possible despite nearby illumination.

Glare occurs when an exceptionally bright light overwhelms the eyes, making nearby details difficult to distinguish. Direct sunlight, polished mirrors, magical radiance, or intense reflections from water, snow, or ice may produce glare at the referee's discretion.

Smoke scatters and absorbs light, reducing visibility even in brightly illuminated areas. Thin smoke obscures distant objects, while thick smoke may reduce visibility to only a few feet or create conditions equivalent to darkness.

Fog and mist diffuse light, making distant objects appear indistinct or disappear altogether. Even under bright illumination, visibility may be severely limited by dense banks of fog.

Dust, ash, and blowing sand fill the air with countless suspended particles that obscure vision and soften detail. Dense clouds may reduce visibility dramatically until they settle or disperse.

Heavy rainfall reduces visibility by masking distant objects behind a curtain of falling water. Wind-driven rain may further limit sight and make identifying creatures or landmarks difficult.

Dense vegetation (e.g., hanging vines, dense hedges, and closely packed trees0 blocks lines of sight regardless of the available light. Creatures may remain partially or completely obscured behind vegetation even in broad daylight.

Heat distortion (e.g., intense heat from lava, roaring fires, furnaces, or similar sources) creates shimmering air and overpowering thermal radiation. Such conditions may make distant objects difficult to discern and greatly reduce or negate the usefulness of infravision.

Extreme cold reduces temperature differences between surrounding objects, diminishing the contrast upon which infravision depends. Although warm creatures remain visible, subtle heat signatures and environmental details become more difficult to distinguish.

Magical darkness suppresses and absorbs light beyond natural means, creating an area of supernatural blackness. Unless an ability or spell specifically states otherwise, creatures relying on ordinary vision—and often even extraordinary vision—cannot see within it.


A NOTE FOR THE DM: This information is intended to shape exploration, not to impose layers of modifiers. Rather than worrying about precise mechanical penalties, consider what the characters could reasonably perceive under the available illumination. Bright light reveals the world clearly, while dim and low light obscure details, create uncertainty, and leave room for surprise. For example, in lower lighting conditions, describe silhouettes instead of identities, movement instead of certainty, and vague shapes instead of obvious dangers. Used in this manner, light becomes more than a measurement—it becomes a tool for building tension, atmosphere, and prompting meaningful player decisions.