Friday, July 24, 2026

The Ash Haint for Dungeon World Tables

Fell Beasts & Foul Lairs is an OSE zine series, but I run a Dungeon World game on Mondays. The Ash Haint kept translating itself in my head while I wrote the OSE version, so here's the other side of it.

DW cares about monsters differently than the OSR. The moves below aren't a reskin, they're a rebuild. I started with the core of the monster and worked from there.

Ash Haint

A hunched, smoking shape that used to be a person. It moves on all fours as often as two legs and never tires.

Instinct: To burn what still lives

  • Blacken flesh and cloth with a touch
  • Choke the air with smoke and ash
  • Never flee or stop pursuing
  • Rise again from a corpse left unburied

14 HP, 1 Armor
Group, undead

Moves:

  • When an Ash Haint's claws connect, it deals its damage and the target catches fire: they take the same damage again at the start of their next turn unless someone spends a moment putting it out.
  • When a creature enters melee with an Ash Haint, the GM might call for a save or a cost: streaming eyes, choking smoke, hold -1 on the next roll that depends on clear sight or steady breath.
  • When an Ash Haint would flee, negotiate, or lose interest, it doesn't. Use this to override a move that would otherwise apply.
  • When an Ash Haint kills someone and the body goes unburied by sunset, a new Ash Haint rises from it the following night.

That core of the last move is the one I'm building a faction around. The goblins the party fire balled in Session 7, "What Gog Knows" will be making another appearance.

Wednesday, July 22, 2026

Arden Vul - Dungeon World - Session 14 - What the Broken Head Heard

 

Arden Vul Session 14

What the Broken Head Heard

Date: Jul 20, 2026

Party: Phlorian (bard), Lorez (wizard), Cedric (Fighter), Iohannes (cleric), Runner (Ranger) - A couple of players were out for this session, so there will be a couple of Love Letter moves next time.

See the whole thing on my Arden Vul campaign page.


Kronos Kettle-Belly wipes down the bar at the Broken Head, working a rag into a mug that was clean two passes ago, while Estelle counts coin at the till and doesn't bother pretending she isn't listening too. Godric the Wise, the only Thorcin among the three statue brokers, has pulled a stool up close, because Godric never misses a story that might turn a profit.


So the spiders didn't win, then, Kronos says, Good. I had coin on it.

The word came down from the Cliff Gate in pieces, the way it always does, a beastman runner to a trader to a trader's cousin to Kronos's own bar, and by the time it reaches the fire it's shed half its truth and picked up twice its flavor. But the shape of it holds. The fighter and the priest finished what the fire started. The last spider went down snapping at the priest's arm as it died.  One trader swears it was a near thing. Another swears the fighter never broke a sweat. Kronos believes the second version, because he's heard of the fighter, and the fighter does not sweat for anyone.

Thirty-five, Godric says, not a question, just tasting the number. Word is there was a body in that tower, webbed and burned, with a sack on its back the fire never reached, and in the sack, thirty-five coins, bigger than a man's thumbnail, thick as a strip of jerky, gold enough that a moneylender in Newmarket would weep to hold one. Old coins. An emperor's face on one side, the same emperor riding a four-horse chariot on the other, and nobody at this table can name which emperor, which is exactly the kind of gap in the story that keeps Godric awake at night doing sums.

There was more in that tower than gold, though gold is what the traders talk loudest about. A broken piece of stone, half a sentence carved into it, something about a ritual and Lord Vul, and then nothing, the rest of the stone gone wherever broken stone goes. And a medallion in the other tower, older script still, commemorating a peace between twonearly as old as the empire. The Sortians. The Theosoths. Estelle repeats them under her breath

They didn't stay in the tower, Kronos goes on. Went up the road instead, the wide one, the one with the old oaks, and the ranger's wolf sniffing around like he owned the place and finding nothing worth barking at.

The road took them past a little obelisk, better kept than anything else up there, carved all over in the old priestly tongue, the twelve gods of the old empire and every emperor after them, men riding lizards along the bottom band like it was the most natural thing in the world. And near the top, plain enough for the priest to read straight off: a beacon revealed to whoever brings midday light to the sun, the moon, and the stars. Godric's the one who says out loud what half the room is already thinking. There's an Obelisk of the Moon somewhere in that ruin too. Everybody knows that. Question is, what happens when somebody finds where they're supposed to stand.

Past that, the road opens onto a plaza, pillars broken off at the knee, and three old trees still standing when the storm that flattened everything else should have taken them too. The fighter looked the big oak over top to bottom and found nothing carved into it, nothing wrong with it, just age. The wolf agreed, or as close to agreeing as a wolf gets, walking a slow circle around the trunk and never once raising his hackles.

And then the door, Kronos says, and here he stops working the rag on the mug, because this is the part of the story he actually cares about.

A tower at the edge of that plaza, taller than the two at the Cliff Gate, bronze doors shut tight, a grappling hook still hanging off an upper window without a rope. The fighter put his shoulder and his whole strength into those doors, everything he had, and the doors did not so much as shiver. And while he worked at it, the bronze went cold under his hands, warm stone gone cold enough to hurt. They left it shut. Whoever left that hook behind didn't come back for it, and neither the fighter nor the priest much wanted to find out why.

Now that, says one of the traders, a woman who's been quiet until now, is worth more to me than the gold. I'll pay in drink for whoever finds out what's behind bronze doors that go cold on their own.

Nobody takes her up on it.

The rest of the tale is shorter, and stranger for being ordinary. West of the great pyramid, the ibis-headed one every fool with a rope already knows how to find, there's a smaller ruin with a chimney still standing over the rubble, and word is it matches a letter the ranger's been carrying since before the spiders, a letter from a Thorkin trader named Ionnes describing exactly this kind of place. The priest read what the ruin had to tell him. Blood dried dark on the inside of that chimney, not so old it's stopped meaning something. A stair hidden under the rubble, going down. And a black stone near it that pulls at anything metal you bring close, the way lodestones do.

They didn't go down, Kronos says, setting the mug aside finally, done pretending to clean it. Ran out of daylight, ran out of hands, whatever the reason. But they know where the stair is now. That's not nothing.

What happens at the bottom of that stair, Godric says, already counting the profit in his head, is a story for whoever tells it next.


Thursday, July 16, 2026

Arden Vul - Dungeon World - Sessions 12-13 - A Song of the Ardent Fools

Arden Vul Session 12 & 13

A Song of the Ardent Fools

Date: Jun 22, 2026

Party: Florian (bard), Lorez (wizard), Cedric (Fighter), Johannes (cleric), Runner (Ranger)

See the whole thing on my Arden Vul campaign page.

Monday, July 13, 2026

Arden Vul - Dungeon World - Session 11 - The Deeds of the Ardent Fools

 Arden Vul Session 11

The Deeds of the Ardent Fools

Date: Jun 22, 2026

Party: Florian (bard), Lorez (wizard), Cedric (Fighter), Johannes (cleric), Runner (Ranger)

See the whole thing on my Arden Vul campaign page.

Saturday, July 11, 2026

Beneath Ahknoor - Thu Group - What The Gods Left Behind

 

Group 2 | Session 6: 

Three strangers entered a buried library beneath the ruins of Ahknoor and found a place that remembered too much.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Thursday group includes:

  • Torrens as Eldric
  • Michael as Thanatos
  • Cameron as Gohma

The library is waiting.

Previously: The party stood at the threshold of the Reliquary with three conditions apiece and the knowledge that they had just fed a man named Davis to a pair of corpse ants. Eldric had not looked back. Behind them, two ants were still feeding. Somewhere ahead, in a room full of empty niches, the common dead of old Ahknoor were waiting for someone to notice what had been taken from them.


The Reliquary

The camera opens on three people standing in a doorway they have not yet stepped through.

The Reliquary is a large circular room with a domed ceiling. It was built for remembrance: framed niches and fallen plinths where the mementos of ordinary lives were once displayed, heavy benches where mourners could sit with their grief. The floor has been partially cut away, sections of tile mosaic pried up and carried off. The niches are empty. Whatever the common folk of old Ahknoor kept here to remember their dead by, someone got here first and decided it was worth taking.

Pat asks them what they feel the loss of, standing here among the empty niches.

Cameron, arriving late, says: the religious symbols have all been destroyed or removed. Deity has been stripped out of a place built for the dead. This room has become godless.

Mike says: the sacredness of the space has been diminished and forgotten, and not only through the absence of worship. Nobody here even knows what was here to worship. The iconography is marred or gone. The loss is deeper than looting. It is the loss of knowing.

Torrens says: there were people who cared for this room once. Who cleaned it, who tended it, who made sure the mementos were in order. Those people are gone too. The destruction is wanton. The absence is total.

They stand with that for a moment, and then Gohma begins to search.

He is methodical about it: pressure bricks, loose stones behind the niches, the places in a crypt where the things meant to be hidden are always hidden. The search turns up a loose brick behind one of the lesser deity niches. Behind it, not a small compartment but a false wall, and behind the false wall, a corpse. Posed with care, as though meant to be displayed. Bricked over, so it never was.

Across the room, in a completely different niche, Eldric notices something sealed with a pale, resinous substance. Something behind the seal is moving.

Torrens identifies it without hesitation: ant larvae. Fully grown.

The party looks at the sealed niche for a moment and then agrees, collectively and without discussion, to leave it sealed and move on.


The Chapel

Eldric reasons his way to the chapel: if the catacombs follow any logic of sacred space, the chapel should precede the reliquary. He is correct.

The chapel is a small rectangular room, bare where inlaid gems and precious metals once depicted the gods of Ahknoor, empty plinths where statuary stood, broken benches scattered and overturned. It has been looted as thoroughly as everything else. And yet, Pat says, even looted, the room seems to breathe tranquility into you. How are you both settled and unnerved in this place?

Eldric expected solemnity and found something else underneath it: an unholy quality, a wrongness pressed against the quiet.

Thanatos hears music. Faint, calming, sourceless. Somewhere in this room, something is singing.

Gohma looks up. The ceiling is high enough that the looters could not reach it, and the paintings of the gods of Ahknoor are still up there, old and faded and intact. In one corner, a section of ceiling has collapsed, and what the collapse reveals is not another painting of the gods. It is a figure in insect form: multifaceted eyes, inhuman angles, the image of something that was worshipped here alongside everything else.

The camera pans slowly down from the ceiling to the altar.

The body slumped over it is oversized, its proportions wrong in ways that take a moment to register. It is posed in an attitude of prayer. It has been there long enough for something to make a home of it: wasps, or something very like wasps, have built a colony inside the corpse, and the music Thanatos is hearing is not music. It is the sound of ten thousand wings.

As the party steps fully into the room, the body levers itself upright and turns to face them. Wasps fly in and out of it. It begins to move toward them.

Gohma does not hesitate. He pulls his miner's cap free and tosses it to the side: the light draws the wasps, the body stumbles to its knees without enough of the colony to hold it upright, and Gohma brings the pickaxe down through the skull. The whole structure disintegrates the way a wasp nest does when you hit it hard enough. The queen is in there, rat-sized and squirming, and she dies with the rest.

Cut to: Torrens noting, quietly, that Eldric once set a wasp nest on fire. Different dungeon level. Same instinct.


What the Chapel Holds

The room is still. The buzzing is gone. Three people stand in the ruin of something old and start looking for what it left behind.

Thanatos kneels at the altar and prays. He is not sure to what. He reaches, dramatically, for some kind of answer from whatever gods are left in this place, and the reaching turns up a clue: something is tucked behind the bricks near the demonic ceiling painting, in the section of ceiling the collapse revealed. He can see it. He cannot get to it.

Eldric searches with his charm symbol pressed against his palm, the metal warm, keeping the Second Guessing Yourself at bay long enough to look clearly. He finds a prayer book in a language none of them can read. Throughout the text, one name appears in a different ink from everything else: different color, different weight, the mark of someone who came back to this book after it was finished. Wherever that name appears, it has been scratched through. Multiple times. Thoroughly. Someone wanted the name gone.

The complication arrives at the same moment the clue does.

A voice begins to whisper to Eldric. Sibilant, close, in a language he does not recognize. Only he can hear it.

Close-up on Eldric's face: the cost of knowing is always there.

Eldric is already carrying three conditions. A fourth means retirement. Torrens does not wait to be asked: he marks a scar instead, and narrates it immediately.

He dove on a sunken ship once, with a companion he had found in a pub in Three Bridges. The shipwreck was not deep. They had a plan. Eldric went down, found the treasure chest, tied it off. When he came back up, there were sharks. He had a choice between the treasure and the companion.

He chose the treasure.

The companion's death funded everything that came after. Eldric has not decided yet what that makes him. He carries the scar of it now alongside the choice.

The Whispering Spirits dissolve before they land. The scar takes their place.


The Ceiling

Thanatos is not going to let a little thing like a Turned Ankle and a very high ceiling stop him from getting to that clue.

He pulls tar from his kit, applies it to the soles of his feet with the confidence of a man improvising something he hopes will work, and climbs. The pew makes a reasonable ladder when the others hold it steady. The tar holds. The ankle complains but cooperates.

Behind the bricks near the insect-devil painting, there is something folded and tucked away: a sheet of vellum, very old, covered in handwriting that none of them have seen before. It is a Saga. The kind of Saga built at a table when a campaign begins, the kind that tells you what this story is about and what it will cost.

The Saga is about one of them.

The adventure it describes has not happened yet.

Thanatos climbs back down with the vellum in his hands and does not say anything for a moment.


The Hallway, Again

The party has enough. They make for the surface.

Coming back through the hallway past where Davis fell, they find one of the corpse ants from the Ossuary: the abdomen ripped open, the body hollowed from the inside. Something else has been in this corridor since they passed through it. Something found the ant and used it for something, and then kept moving.

They catch up to it a little further along: a reddish-yellowish mass, thicker than honey, moving along the floor as though following a scent. It has bits of things in it that used to be people.

Gohma reaches for Davis's short sword at his hip, and the sword shifts in his hand before he draws it. He feels the presence of whoever carried this blade before Davis did. He makes the sacrifice: the blade enters the mass and rusts in the same instant it cuts, the rust spreading up to the hilt, the whole thing dissolving as the mass comes apart.

Inside the remains, in the particular way that dungeon logic works when you are willing to pay the price for it, there is a ring. Simple silver. Well-made. An inscription on the inner band that none of them can read yet, but that they are now carrying out of the dark toward whatever will allow them to understand it.

The camera holds on three figures emerging from the catacombs into the light of the above world. Behind them, in the dark they have come out of, a sealed niche waits with something moving inside it. A prayer book holds a name that someone tried to erase. A sheet of vellum carries a saga that describes an adventure that has not yet begun.

They carry eleven clues between them now. They are close enough to the truth of this level that the truth is beginning to press back.

Session 7 opens above ground: accounts to settle, conditions to reckon with, and a set of clues that are almost numerous enough to ask the question the catacombs have been waiting for.


Thursday, July 9, 2026

Three Things I Do Instead of Cancelling Games

 

We all struggle with scheduling games or cancelling games when people aren't available. I've found a stack of three tools that help me keep continuity at my table.

Kate over at Kate Plays recently wrote a piece called "The Open Table" and it is worth your time. She makes a strong case for the Open Table as a structural answer to Schedule Tetris. Her argument is essentially that a game built around a rotating fellowship of players, anchored to a persistent location rather than a fixed cast of characters, is more resilient than one that depends on the same five people showing up every week.

She's right, I've run and played this way, the Open Table is a real solution, but it's not right for everyone.

  • My table runs small, usually four or five people. We're a small group of friends who play games during our lunch hour at work, so an Open Table isn't on the table for us.
  • Playing during our lunch hour makes it hard to run a full delve per session. We can't really run the expeditionary model Kate proposes. (Though we certainly lean into the location driven, chronical model.)

With these constraints, here are the three tactics, we use to preserve continuity. Bubble Wrap preserves characters. Love Letters preserve player ownership. Demo Games preserve momentum.

What It Looks Like in Practice

These three tactics stack. On any given week, I'm looking at who's at the table and deciding which combination applies.

Full table: run the campaign normally.

One player missing: bubble wrap the absent character, run the session. Write a Love Letter before the next session opens.

Two players missing from a four-person table: this is the edge. I'll sometimes still run, depending on which characters are absent and what the session requires. Love Letters for both on return.

GM missing, or more than half the table gone: pull a demo from the library.

Tactic One: Bubble Wrap

The first tactic comes from watching John Britton over at 3d6 Down the Line. It's exactly what it sounds like. When a player can't make it, their character is still present in the fiction but is wrapped in protective foam for the session. They're there. They participate in the scene-setting. But they don't make moves, they don't take consequences, and nothing significant happens to them while their player is gone.

Before I started doing this, there was a standing joke at the table about the time I was "ghosting" a missing player's 1st level (AD&D) Magic User and I burned their one spell that day on a bunch of tunnel prawns (almost as dangerous as giant rats). It still comes up occasionally.

This is a social contract more than a mechanical rule. It asks the table to agree that a character's story is the player's to tell, and that the GM won't advance or damage that story without the player in the chair. It works because it's honest. We're not pretending the character is somewhere else. We're acknowledging that the fiction requires the player to be real. It's been a popular change with my players.

Bubble wrap lets us run most sessions at reduced capacity without compromising anyone's investment in their character. If three of four players are there, we play. The absent player picks up where they left off.

Tactic Two: The Love Letter

Bubble wrap handles the absence. But it creates a problem on the far end: the player comes back, and the game has moved without them. Their character was present but passive for a session or two. There's a gap between what the character fictionally experienced and what the player actually played. That gap needs to be bridged.

The Love Letter is my answer, and the credit for the original form goes to Vincent Baker, who introduced them in Apocalypse World. A Love Letter is a short, personalized move written directly to the absent character, addressed by name, that catches them up and immediately puts them in the action. It does two things at once: it acknowledges the fiction that happened without the player, and it gives the player something to do with it right now.

Here's one I wrote for Cedric, a legionnaire in my ongoing Dungeon World Arden Vul campaign, after he missed a session that ended mid-combat:


Cedric, training takes over before thought does. The chest crashes through the doorway. The crossbow fires. Lorez's fireball turns the room into an oven. In moments like this, legionnaires don't wait for orders. Tell us what command you barked as the fight exploded. Then roll +CON.

On a 10+, hold 3. On a 7-9, hold 2. Spend hold, one-for-one, during the opening moments of the fight to:

  • Put someone exactly where they need to be.
  • Spot a threat before it acts.
  • Create an opening for an ally.
  • Keep panic from spreading.

On a miss, hold 1, but the GM will tell you what danger you completely overlooked.


Here's another I wrote for Swalthazar, returning to the Plundered Catacombs in one of my Beneath Ahknoor playtests after two sessions in bubblewrap:


Here's a more recent one I wrote for Swalthazar, returning to the Plundered Catacombs in my Beneath Ahknoor playtest after two sessions on bubble wrap:

Swalthazar, you were there for all of it. You watched the chapel fall into chaos. You watched Caspian look away from an explosion like he'd planned it. The cursed spear on your back hasn't spoken to you for two sessions, and you haven't decided yet whether that's a relief or a warning.

Tell us: what were you doing while the others were making their moves? And what did you notice that nobody else did? Roll +VIT.

Depending on the roll, Swalthazar may return with new insight, lingering consequences, or an uncomfortable conversation with the spear.


The Love Letter works because it makes the returning player's first action about their character's interiority. They're not just picking up from a pause. They're narrating what it was like to be present without acting, and the roll shapes what that costs or rewards them.

Done well, a Love Letter lands a player back in the fiction faster than any recap could. And, it engages the rest of the table at the same time.

Tactic Three: The Demo Game

Bubble wrap and Love Letters together handle most situations. But there's a threshold where even that isn't enough. If the GM is missing, or if half the table can't make it, running the main campaign doesn't make sense. You either cancel or you do something else.

We do something else. We've been building a small library of short game demos: complete, self-contained scenarios that can be picked up and run in a single evening with minimal prep and a reduced group. I heard about demo games from two sources: Justin Alexander and the +1 Forward podcast.

The pitch in both cases is roughly the same: a well-designed demo scenario is short, punchy, requires no prior knowledge of the system, and gives players a complete experience with a beginning, middle, and end. It's not a tutorial. It's a real game, just a small one.

What I've added to this is intentionality about what goes in the library. I'm not grabbing demos at random. I'm looking for games that might be candidates for an upcoming short arc: a holiday special, a one-shot, a mini-campaign to run on the days we set aside for exactly that purpose. The demo doubles as a proof of concept. If the table responds well, we know we have something worth returning to.

I recently ran a demo of Enigma (by Andrew Pelham, PWYW on itch.io) for a couple of Beneath Ahknoor playtesters when the other testers were away on family vacations. We got a complete session out of it, I learned something about the system I wanted to know, and the players got to play a session we'd have otherwise cancelled. Both player mentioned it was a game that they wanted to bring to their non-work groups.

Other games in the library include:

  • Scum & Villainy (played)
  • Escape from Dino Island
  • Cthulhu Dark

Next week I'll share what's actually in my demo library and how I decide which games earn a permanent spot.

If you want to see the campaigns where this is in use, I have an index for Beneath Ahknoor and for Arden Vul. Both pages have links to session recaps, short posts about what I'm learning, and more posts like this.

Tuesday, July 7, 2026

Beneath Ahknoor - Tue Group - The Honey and The Mirror

Group 1 | Session 5: The Honey and The Mirror

Four adventurers spent a session trying to get somewhere and arrived somewhere else. They found the dungeon's third faction, its third clue, and a voice that had been expecting them.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Tuesday group includes:

  • Chris as Gueller
  • Danny as Caspian
  • Matt as Swalthazar
  • Torrens as Tengi

The catacombs are waiting.