Monday, June 1, 2026

Gods of the Forbidden North
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

The Forbidden North is a land of endless winter, ancient mysteries, and forgotten empires. Beyond the last outposts of civilization lies a vast wilderness of frozen tundra, jagged mountains, haunted forests, and windswept plains where few dare to travel. For centuries, the North has remained isolated from the world, its secrets buried beneath ice and snow.

Now the North is awakening. Strange weather spreads across the realm, and an unnatural cold reaches far beyond the frontier. Travelers return with tales of ancient ruins emerging from beneath the glaciers and forgotten places long hidden by ice. Something is stirring in the far reaches of the world, and its influence can no longer be ignored.

Rumors from the frontier grow more troubling with each passing season. Travelers speak of ancient ruins emerging from beneath retreating glaciers, forgotten roads uncovered by shifting ice, and eerie lights dancing across the northern skies. Entire settlements vanish without explanation, while long-abandoned strongholds thought lost to history are rediscovered. Many dismiss such tales as exaggeration, but those who pay attention recognize a pattern: something ancient is stirring beneath the frozen earth.

Drawn by fate, curiosity, duty, or the promise of treasure, the adventurers find themselves following a trail of mysteries into the heart of the North. Their journey takes them through struggling frontier settlements, isolated strongholds, and untamed wilderness where survival is never guaranteed. Along the way, they encounter rival explorers seeking glory, secretive organizations pursuing hidden agendas, and desperate communities caught in the path of gathering darkness.

Yet the greatest danger lies beneath the ice. Long-buried gods, cosmic entities, and forgotten rulers are awakening, threatening to reclaim their place in the world. Ancient prophecies once dismissed as myth are beginning to unfold, and forgotten powers stir within the darkest corners of the North. Lost relics of unimaginable power are being uncovered, drawing heroes, cultists, and conquerors alike into a desperate race for knowledge and control. As ancient secrets come to light, the line between legend and reality begins to blur. As signs of catastrophe spread across the land, the adventurers find themselves at the center of a conflict older than recorded history. Gods of the Forbidden North is an epic campaign of exploration, survival, and cosmic horror. Filled with ancient mysteries, legendary treasures, and forgotten civilizations, it challenges heroes to venture beyond the known world and confront powers older than history itself.

From frozen wastelands and lost cities to the lightless depths beneath the earth, every discovery brings the adventurers closer to the truth. Along the way, they will forge alliances, uncover ancient conspiracies, and face choices that could alter the fate of entire kingdoms. What begins as a journey into the unknown soon becomes a struggle for the future of the world itself. The fate of the North—and perhaps the entire world—rests in the hands of those brave enough to answer its call.

Sunday, May 31, 2026

The Racism Behind WotC/Hasbro
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

This guy touched on a lot of stuff he pulled from Twitter, all of these people I am about to highlight are affiliated with Hasbro/WotC . . . some are editors, writers, executives and content creators. They publically say stuff that is pure racist and WotC/Hasbro lets them get away with it, and as a matter of fact Hasbro/WotC does its best to go along with these people and what they say. It's disgusting and embarrassing.

It's bad enough with how WotC/Hasbro tried to redo the OGL to screw everyone over, sure they backed down but only because the entire community rose up against them and forced them to back down. It's just sad how this game has went down the toilet.

These are just a few of the tweets that were found on Twitter. Dominique Dickey posted a couple of tweets here and here. How much of a racist can someone be? Then you have Sadie Lowrie who assisted as a writer for Call of the Netherdeep making tweets like this. I send her a tweet asking her about her tweet and this is the reply I got from her. Instead of explaining herself, she blocks me. Typical racist hiding from what she has done. The exact same thing happened with Sarah Madsen . . . when I sent her a tweet about these tweets that she made and I got another reply just like I got from Sadie Lowry.

Lets look at Makenzie De Armas with her tweet or how the one and only Christopher Perkins tweeted this and to think, it pretty much all started with this from Kyle Brinks. Now the latest news is WotC is saying they are removing the Half Elf and Half Orc races or half ANYTHING from D&D because it's racist. It's just gotten out of control. I've never been this dusgusted with a game, it's people and it's company than I am right now.

You know, back when we played classic Dungeons & Dragons, we didn't have all this drama, it was all about the game and we had one community that stuck together. It's simply not like that anymore. This game is a mess. I am now 100% an Old-School Essentials DM. Wizards of the WOKE simply doesn't give a shit anymore.

Monday, May 18, 2026

Ready, Set, Go
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

I have some things that I would like to touch on with those of you that are first time readers on this blog. The first thing that I kind of want to get into is what many call the "Matt Mercer Effect". I think one thing we all can agree on is Matthew Mercer is ranked in the top level of Dungeon Masters.

The man knows his stuff, but it isn't just about Matthew, his players bring a huge part of what makes Critical Role special to the table. To quote an old saying ... "it takes two to tango", or in this case, it takes a Dungeon Master and a group of players to make a game special.

One thing I very much want to emphasize on is "I am not Matthew Mercer" and if you expect me as a Dungeon Master to be like Matthew Mercer then I would say "go find you another campaign to follow" because I am not on his level, nor will I even try to be and to be perfectly honest I am not sure if the world has a Dungeon Master that even comes close to his level of story telling "well maybe but I have yet to see one". I try to run a good game where my players have a good time (plain and simple) and in the past my players have all had a great time so I guess I am doing something right.

Critical Role is a staged game, with some scripting involved - Matthew and his players are all voice actors. When you watch his campaigns, this is not what Dungeon & Dragon games are really like. His campaigns are strictly constructed to bring entertainment to his viewers.

What we try to do here is get together as friends (this is important) and enjoy our time playing Dungeons & Dragons like it was played 35-40 years ago. We don't bring anything from the real world to our table, we simply get together as friends and enjoy this beautiful game called Dungeons & Dragons in all its glory.