Monday, October 27, 2025

Heretic's Guide to Devotion & Divinity Review

I've had my eye on this title from Eventyr Games for a while now. The Heretic's Guide to Devotion & Divinity delivers on tools that I was hoping for from Green Ronin's Book of the Righteous but which were missing.

Rather than outlining a pantheon and established lore, this title seeks to help a GM in the solo play of setting creation by providing practical advice on creating your own material that touches on themes of religion. 

I don't know that I can provide high enough praise for how Heretic's Guide to Devotion & Divinity delivers on its promises. In the spirit of sourcebooks from earlier editions, this book truly delivers a GM options into interweave religion and its themes into their RPG. It approaches its purpose from a mature perspective, and provides awesome tools. This includes a section on building stat blocks for deities should you decide that you want to go the way of previous editions of D&D and allow them to be fought—and possibly killed. 

Further chapters provide actionable and inspirational advice on weaving elements into your campaign, whether that be through descriptive or ritual elements, or in holidays. There are flavorful examples and idea seeds for religious ceremonies like funerals and weddings ready to employ in games, and providing an awesome vehicle to add lore or secrets and clues of your story into. Others include discussions of how to make the use of spells like Resurrection more impactful and descriptive. This makes sense! This is a powerful moment in a narrative, and giving a GM tools to make the use of these spells more evocative leads to more immersive games.

Compared to similar books on employing religion in your fantasy tabletop roleplaying games, this book stands head and shoulders above competition like the Book of the Righteous. The tools that it provides to GMs are the type of world building materials I wish were more common. I highly recommend anyone interested in exploring these themes or creating their own fantasy pantheons with realistic details for their games to check out Heretic's Guide to Devotion & Divinity.

Monday, October 20, 2025

En5ider Issue 7 Release!

En5ider Magazine, Issue 7, image by EN Publishing

I am thrilled to announce my debut published adventure in En5ider Magazine, Issue 7, from EN Publishing! The End Has Come is a tier two adventure where adventurers must combat the rebirth of a dark god, and attempt to prevent—or at least delay—the apocalypse. 

En5ider Magazine, Issue 7, image by EN Publishing

Working on this issue was another amazing experience—with even more authorial collaboration that my previous articles. My adventure leverages heavily the wonder work of Chris Rippee on both the Raiment of the Devouring King, and the Society of Tasteful Friends. Those who check out this adventure will also find magic items and monsters from the other great contributors’ articles to this issue. With the awesome leadership of our editor, Mike Myler (who also has an awesome ongoing Kickstarter project you should check out!) this really was the type of experience I have always hoped to have with other creators.

I hope you will consider checking out the En5ider magazine Patreon, and that those who do will enjoy these carefully crafted articles for your 5e tabletop games!

Monday, October 6, 2025

Dungeon Magazine 1 - Part 1

Spoilers for the adventures within…

The first issue of Dungeon appeared in 1986. I find it really fascinating to examine and see elements that are still part of publications of the past several years and even now in En5ider. This magazine, unlike its elder sister publication, Dragon, is noted to be providing adventure modules. This is principally the reason that I am most interested in examining this publication throughout its history and recording my thoughts; after all, modules are the easiest content to use in any edition or even other fantasy RPG. It’s important to note that I’ll be spoiling most of these adventures. So if you plan to ever play any, then maybe duck out.

The idea behind the magazine too is interesting—encouraging readers playing the game to submit their own adventures for publication. Of course, it’s noted that they become property of TSR once submitted—hence why we still see Dungeon modules crop up in official D&D products from WOTC. It’s also noted that the magazine will be bimonthly at this time.

I love the cover art by Keith Parkinson, which references one of the adventures within. This is what I imagine when I think of a dragon hoard. Indeed, one so large that it is essentially impossible to carry all of it at once.

The letters to the editor are also fun. They are very reminiscent of social media comments. It’s interesting to see how the more some things change, the more others remain the same.

The first adventure of the new publication is The Dark Tower of Cabilar, by Michael Ashton and Lee Sperry. It’s noted that these two are college students in a brief biographical paragraph—I don’t know that many modern, even amateur, designers fall into that demographic now—would be cool to see again. The module is quite substantial too, taking up fourteen pages of the publication. It is designed for 4-8 AD&D characters of 4-7th level.

The adventure set up is rather elaborate in backstory, but gameplay starts with a hard cut to the dungeon. I like the backstory though, as it’s a generic enough story to adapt to any setting. Briefly, a city’s king and city council were assassinated by an evil spellcaster, but the prince was saved along with the crown. The crown was stolen by a vampire who happens to live in the evil spellcaster villain’s former lair. The adventurers are tasked to retrieve the crown to establish the prince’s legitimate claim. 

Some odd bits of design include making saving throws for wooden ledges with modifiers based on adventurers’ encumbrance. Another is a d10 roll to determine how many firedrakes are in an area of effect spell—an interesting idea for randomizing theater of the mind combat. I’m not a hundred percent on board with the dungeon design. Entering involves climbing or flying up to the top and then going down, with the main chambers under the town in a three level dungeon. While reminiscent of the Tower of the Elephant, this design feels a bit contrived. There’s also odd omissions—like a door in room nine, described in the read aloud text, which doesn’t seem to lead anywhere or be referenced any further in the room description. Finally, it’s interesting how the HP for every single monster is individually specified. Even the weapons load outs for a band of orcs is laid out in a table.

It is certainly an example of a fun house dungeon, with touches like exploding books with no save for the damage, and more. It would be fairly easy to run using 5e, and probably even easier with Shadowdark. I don’t know if the dungeon is to my taste in some aspects, but I like the overall framing for the story.

The next adventure is Assault on Eddistone Point, by Patricia Nead Elrod, designed for 3 to 5 adventurers of 1st to 3rd level. The introduction and adventure set up is pretty involved (holy one and a half pages of exposition Batman!) It sets up a mystery, basically with a trade network that is crucial to the peace between two previously warring cities. A system of signaling towers connects the cities for communication and to guarantee each abides by the rules of their trade and peace treaty. The cities are now making the signaling towers capable of functioning at night through magic, and a magic user accompanied by a group (all fully described by the way) are traveling to each tower—but wait! They’ve gone missing! 

It’s a fairly simple exploration of a linear watchtower, and the antagonists are a group of bandits, but it’s good to see these tropes appear in the work of years gone by. The level of effort put into the cartography and three art spots for this article is fascinating, and the maps provide some good references for inspiration. But all in all, a middling adventure too, but more usable for me personally than the Dark Tower.

Part 2

Why Read so Many RPG Magazines?

A few months back, I read Anatomy of an Adventure by M.T. Black. Then I also noticed Black’s highly viewed posts on EN World looking at old ...