Ravenloft for Horrified: Dungeons & Dragons.

You can play Ravenloft for Horrified: Dungeons & Dragons if you have the base game by printing all this stuff out:

New monsters

New Map Board

Wandering Monsters app for Horrified D&D

Dungeons & Dragons: Castle Ravenloft Board Game has suitable miniatures.

Wandering monsters has a combat system like this, but you can use the app above:

Horrified: Dungeons & Dragons Combat

Compact Player-Facing Rules

  1. Choose the hero involved in the combat.
  2. Roll 1d6 on the Monster Table.
  3. Hero and monster each roll 1d20 + 2 for initiative.
  4. Highest initiative acts first. The hero wins ties.
  5. On the hero’s turn, choose one:
    • Attack
    • Use Special Ability — once per combat
  6. On the monster’s turn, the monster attacks.
  7. To attack, roll:
1d20 + Attack Bonus
  1. If the result is equal to or greater than the target’s AC, the attack hits.
  2. On a hit, roll the attacker’s damage and subtract it from the target’s HP.
  3. A natural 20 is a critical hit:
  • Double the number of damage dice.
  • Add the damage modifier only once.
  1. If the monster reaches 0 HP, the monster is defeated.
  2. If the hero reaches 0 HP, the hero is defeated.

Combat Results

ResultEffect
Monster defeatedGrab an item from the bag
Hero defeatedLose an item

These match the JS end conditions.


Hero Table

HeroHPACAttackDamageSpecial Ability
Rogue1813+41d8+3Sneak Attack
Fighter2415+51d8+1Second Wind
Bard2012+41d8+2Vicious Mockery
Wizard1510+41d12Magic Missile
Cleric2215+41d6+2Healing Word

Hero Special Abilities

Each hero may use their special ability once per combat.

HeroSpecial AbilityEffect
RogueSneak AttackDeal 1d6 automatic damage
FighterSecond WindRecover 6 HP
BardVicious MockeryDeal 1d4+2 automatic damage
WizardMagic MissileDeal 3d2+3 automatic damage
ClericHealing WordRecover 5 HP

For Fighter and Cleric healing, the JS version allows HP to rise above starting HP. For a cleaner tabletop rule, cap healing at the hero’s starting HP. The special ability effects are taken from the implementation logic.


Monster Table

Roll 1d6 when combat starts.

d6MonsterHPACAttackDamage
1Goblin1512+41d8+2
2Kobold1214+52d4+2
3Bandit1312+41d8+4
4Skeleton1511+41d6+2
5Wolf1615+42d4+2
6Cultist1112+31d8+1

Attack Reference

RollResult
Natural 20Critical hit
1d20 + Attack ≥ target ACHit
1d20 + Attack < target ACMiss

Critical Damage Examples

Normal DamageCritical Damage
1d8+32d8+3
1d8+12d8+1
1d122d12
2d4+24d4+2
1d6+22d6+2

Turn Example

The Fighter fights a Goblin.

  1. Fighter rolls initiative: 1d20+2.
  2. Goblin rolls initiative: 1d20+2.
  3. Fighter wins and attacks.
  4. Fighter rolls 1d20+5 against Goblin AC 12.
  5. If the attack hits, Fighter deals 1d8+1 damage.
  6. Goblin then attacks with 1d20+4 against Fighter AC 15.
  7. Continue alternating turns until one side reaches 0 HP.

Horrified Dungeons & Dragons Ravenloft - Strahd Character


 New Monsters for Horrified D&D. Dungeons & Dragons: Castle Ravenloft Board Game has the miniatures:




Gargoyle Perches are Castle Waterdeep, Skull Island and Dragon's platform. 




Click to enlarge.


Horrified Dungeons & Dragons - Ravenloft map

 Ravenloft map is US letter size (You can fit to paper for A4), print 6 pages. Click to enlarge.

The map is mostly compatible with the Wandering Monsters app.








Remote gas cartridge on JetBoil-style butane stove.

From aliexpress "Outdoor Gas Stove Adapter Portable Gas Tank Connector Triangle Adapter". C$14.48, free shipping. This allows you to have a Butane Gas Cartridge instead of the cylinder you usually use with a backpacking stove. Here we have an Odoland stove similar to a jetboil, it is a good product by itself.

The cartridges are a cheaper source of butane than the cylinders, and the tripod adapter gives you a low center of gravity.

The slot on the canister faces up. DO remember to turn off the stove before attaching or detaching the cannister or gas will leak and possibly go on fire. Probably easier to remove the hose first, then remove the metal disk with the 2 legs.
There is enough clearance to allow the adapter to screw in easily.

This is the Odoland set. You can stack a 110 gram cylinder in  easily if you omit the lid. The problem with the small canisters is that I have to bring 2 because I don't know when they are going to run out. So I need a seperate can anyway. You can stick food in the unused space if you are using the remote cylinder, so you aren't really losing space or weight.
 

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This is B.F. Skinner, father of behaviourism. (You couldn't do a better job of looking like a psychology professor).

Skinner’s position reduces to a simple rule:

  • If the product is perceived as worthless → no reinforcement

  • No reinforcement → extinction of the behavior (cancellation)

  • A free month is an attempt to reintroduce reinforcement, but it only works if it meaningfully changes the reinforcement balance

If it doesn’t, the outcome is predictable: the user cancels.


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You've got 100% off Plus. Your discounted plan renews on Apr 18, 2026.

I'm not sure who the sucker is here.

Terra Nova – Quick Player Guide

Terra Nova – Quick Player Guide


GAME GOAL

Expand across the map by transforming terrain, building structures, founding towns, and scoring points.

Game lasts 5 rounds.
Highest score at the end wins.


ROUND STRUCTURE

Each round has 3 phases.

1. Income

Gain resources from:

  • Buildings on faction board

  • Bonus tile

  • Faction abilities

Income gives:

  • Money

  • Power


POWER CYCLE

Power tokens move between bowls.

Bowl

Meaning

I

Spent

II

Charging

III

Charged (usable)

Rules

  • Power moves I → II → III

  • Only Bowl III power can be spent

  • Spent power goes III → I


2. ACTION PHASE

Players take turns clockwise.

On your turn choose 1 action.

Continue until players drop out.

5. Power Actions

Spend power from Bowl III. Examples:

  • Gain money

  • Build bridge

  • Increase sailing

  • Transform terrain

Each power action usable once per round.


6. Special Actions

Found on:

  • Palaces / Bonus tiles / Faction abilities

Also once per round.


7. Drop Out

When finished acting:

  1. Take Start Player token if first

  2. Resolve drop-out bonus

  3. Swap bonus tile

  4. Flip tile to show you dropped out


3. END OF ROUND

After all players drop out:

  • Remove action markers

  • Add 1 coin to unused bonus tiles

  • Flip round scoring tile

Skip after round 5.


REACH & ADJACENCY

You may build on terrain in reach. Reach includes:

  • Adjacent hexes

  • Hexes across rivers within sailing value

  • Bridge-connected hexes

ACTIONS

1. Make Habitable & Build

Option A — Build

  • Build house on home terrain

  • Must be in reach

  • Cost 4 money

Option B — Transform Terrain

1 shovel = 6 money

Steps

  1. Pay shovel cost

  2. Place terrain tile

  3. Optionally build house (4 money)


2. Upgrade Buildings

Upgrade

Cost

House → Trading Post

10 money

Adjacent to enemy

7 money

Trading Post → Palace

14 money

Palaces unlock faction abilities.


3. Increase Sailing

Cost: 8 money

  • Move 1 space on sailing track

  • Gain points shown

  • Increase river reach


4. Build Bridge

Cost 10 money

Place bridge between two river hexes.

Bridges create adjacency.

BUILDINGS

Building

Town Value

House

1

Trading Post

2

Palace

3

Buildings reveal income when removed from board.


FOUNDING TOWNS

A town forms when:

  • 4+ adjacent buildings

  • Town value ≥7

Town value: House = 1, Trading Post = 2, Palace = 3

Reward: Take town tile / Gain points + bonus


POWER FROM NEIGHBORS

When someone builds or upgrades next to you:

Gain 1 power per adjacent building.

Active player does not gain power.


BONUS TILES

Provide: Income / Drop-out scoring / Special actions

Must be returned when dropping out each round.


END GAME SCORING

After Round 5:

Money Scoring:

Convert Bowl III power → money / 1 point per 3 money


Territory Scoring

Largest connected building group:

Rank

Points

1st

12

2nd

8

3rd

4

Ties split points.

Six "The Ultimate Spam Cookbook" titles

Six different The Ultimate Spam Cookbooks.
Consistent with the Spamming.
Inconsistent with the Ultimate.








 



ALIEN: Fate of the Nostromo board game Objective overrides.

ALIEN: Fate of the Nostromo board game Objective overrides. The game has objective cards so you have to go somewhere and pick up something. Here we have Kustom Objective override cards. A card may/must replace one of the current objectives at the start of the game, either by choice or chosen at random.



Red Dwarf Alien total conversion:

Just replace the miniatures with these paper standees, and watch the "Quarantine" episode of Red Dwarf. Mr. Flibble/Rimmer tries to fry the crew with his Hex vision so he is the Alien, the Inquisitor drops in to be judgemental, and Lister catches the lucky virus, so he can craft scrap into a weapon to fix Rimmer. Self-loathing Rimmer can be Ash instead of the Inquisitor.
Mind you, you can just call the Alien the Polymorph, they are much the same.
You can have Rimmer, Ace Rimmer and Flibble Rimmer in the same game, it is SciFi. Lister is lucky, Kryten is good at crafting, Cat raises morale and is good with cats. You can add houserules, but rules-as-written would work.

Brett
Alien


Lambert - Luck virus

Brett, good at crafting

Ripley

Ash

No Idea

Ace Kane


Lambert again







Morale Tracker and Inner Critic Rimmer
Full Ash = Rimmer Critic standee


Have a warm cuppa while you play:





What Should a Teenager Learn in an AI World?

“Governments don't want a population capable of critical thinking, they want obedient workers, people just smart enough to run the machines and just dumb enough to passively accept their situation.”

― George Carlin

AI has exposed an uncomfortable reality: what teenagers are taught in school can now be done better by their phone.

Facts, simple math, essays, summaries, translations, even basic coding—these are no longer scarce skills. If education is about producing correct answers, AI has have already won.

So the real question is no longer what should students know?
It is what should they be capable of?


The Real Gap Isn’t Knowledge — It’s Agency

Modern schooling still trains students to:

  • follow instructions,

  • meet predefined criteria,

  • work individually,

  • avoid mistakes.

AI has wiped out the value of those traits.

What remains valuable is agency: the ability to decide, act, coordinate with others, and take responsibility when outcomes are uncertain.

Unfortunately, agency is precisely what school avoids teaching.


There are worse things than Conscription

Military training forces young people to:

  • solve problems in teams,

  • brief and be briefed,

  • analyze real situations,

  • manage logistics and resources,

  • maintain standards,

  • take pride in their work because others depend on it.

Mistakes have consequences. Standards matter. Responsibility is real.

That combination produces adults who function well in the real world—something many schools no longer do.


What Skills Still Matter in an AI World

AI can execute. Humans must decide.

The skills that still pay are:

  • decision-making under uncertainty,

  • teamwork and communication,

  • ownership of outcomes,

  • adaptability and learning speed,

  • pride in doing things properly.

AI can help with work. It cannot care about it.


What Teenagers Can Do Instead (or Alongside School)

The best skill-building environments share the same features: real stakes, real people, real consequences.

High-value options include:

  • real jobs with responsibility,

  • cadets, scouts, emergency or civil defense programs,

  • running a small business,

  • building or fixing things that must work,

  • coaching, mentoring, or leadership roles,

  • self-directed learning that produces real output.

The activity matters less than the pattern.


The Pattern That Works

Across all effective paths:

  • real stakes beat simulations,

  • teams beat solo performance,

  • output beats credentials,

  • responsibility beats permission.

If an activity lacks those, AI will eventually replace it.


The Bottom Line

Teenagers are not becoming obsolete.

But education that trains them only to answer questions they didn’t choose is.

In an AI world, the most valuable young people are those who can:

  • act without constant instruction,

  • work well with others,

  • make decisions with incomplete information,

  • take pride in doing things properly,

  • and recover from failure.

Those skills were never well taught in classrooms.

They are learned in the real world—by choice or by necessity.