The Eldritch Library Podcast

The Eldritch Library Podcast

By Jaime ChambersLeisureGames
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The Eldritch Library Podcast episodes

  • The Devils

    An ancient vampire, a werewolf, a necromancer, and an immortal knight walk into a holy mission. Their supervisor is a ten-year-old Pope. What could possibly go wrong?

    In this episode of The Eldritch Library, we explore Joe Abercrombie’s The Devils, a five-star favorite packed with monstrous companions, brutal action, dark humor, and wonderfully crooked history. We'll search through its pages to find what Game Masters can bring to their tables.

    Discover how to create monsters whose relationships matter as much as their powers, build journeys that change the meaning of a mission, and turn familiar history into a setting full of playable problems. We’ll also explore mysterious magic, memorable NPCs, and humor that makes the darkness more effective.

    Those lessons come together in The Unquiet Boundary, a free Shadowdark RPG adventure about a lich magistrate whose protection comes at a terrible cost.

    You can read the complete article and download the adventure at eldritchlibrary.com.

    Read often, Reflect deeply, Repeat as necessary.

    1 hr 19 min
  • Your Players Need Something To Act On

    You’ve built a haunted village. A suspicious priest. A miller with a secret. Something knocking inside a coffin.

    You ask your players, “What do you do?" and no one responds.

    Before you spend another weekend inventing factions, rumors, and six generations of wool merchants, consider an uncomfortable possibility: you know where the adventure is. Have you given your players enough to find it?

    In this episode of The Eldritch Library, I explore how to turn a richly imagined setting into something players can investigate, influence, and change. We’ll visit Bellweather - a village with an appalling funeral service - to examine the relationship between player agency and creativity, and how GMs can make room for both.

    Find the complete article, illustrations, and references at www.EldritchLibrary.com.

    1 hr 9 min
  • Small Town Horror

    What if solving the mystery only reveals a worse one?

    In Ronald Malfi’s Small Town Horror, five childhood friends return to the secret they buried twenty years ago and discover that guilt has an alarmingly good memory. There are fractured friendships, manipulated evidence, a possible curse, an unpleasant number of flies, and a basement that should have been sealed before anyone considered going downstairs.

    Naturally, I immediately started thinking about tabletop campaigns.

    In this episode of The Eldritch Library, I review Malfi’s five-star horror novel and explore what Game Masters can learn from its layered revelations, recurring clues, compromised characters, and steadily escalating pressure.

    We’ll examine how to build investigations as networks rather than fragile chains, make essential clues reliable without making their conclusions obvious, and turn conspiracies into active factions that react when players begin disturbing their secrets.

    I’ll also explore shared guilt as a campaign premise, locations that change between visits, antagonists with different survival strategies, and horror descriptions that give players something to investigate instead of merely telling them that a room is spooky.

    Fair warning: this expedition contains major spoilers, including the ending. Bring a lantern, watch where you step, and try not to breathe too deeply near the flooded basement.

    Because the best mysteries don’t merely conceal the truth.

    They make you wish you had never found it.

    1 hr 20 min
  • You're Using Charisma Wrong!

    Is Charisma just a hotness stat?

    Somewhere along the way, Charisma became shorthand for being attractive, charming, and really, really good at Persuasion checks. Give the bard an 18 Charisma, a winning smile, and apparently even the dragon starts reconsidering its romantic options.

    But Charisma can - and should - be much more interesting than that.

    In this episode of The Eldritch Library, I dig into Charisma as force of personality: the ability to command attention, inspire loyalty, provoke anger, project authority, or make everyone in the tavern deeply uncomfortable when you walk through the door.

    We’ll look at what D&D’s Charisma ability actually represents, why Persuasion shouldn’t function like mind control, how psychology distinguishes being liked from commanding respect, and why Princess Leia, Ted Lasso, Miranda Priestly, and Hannibal Lecter can all teach us something about playing a high-Charisma character.

    I’ll also explore different ways players can portray Charisma without becoming another silver-tongued bard, how GMs can give important NPCs a memorable social signature, and why low Charisma doesn’t mean your character has to be an ugly snot-goblin who insults every bartender they meet...

    Because some charismatic characters charm the room.

    Others make it shut up.

    47 min
  • Welcome to the Eldritch Library Podcast

    The doors are open, the lamps are lit, and something is scratching behind the shelves.

    Meet Jaime - the Eldritch Librarian - and discover a new podcast where strange stories, tabletop roleplaying games, and practical ideas gather in the dark.

    This brief introduction reveals what awaits inside the Eldritch Library, why it has finally opened to the public, and what books can teach us about building better adventures.

    Turn up the volume, turn down the lights, and try to ignore the whispering from the restricted collection.

    The Eldritch Library is open.

    2 min

About The Eldritch Library Podcast

From the publisher's feed

The Eldritch Library dissects books across every genre to uncover what makes great stories and unforgettable tabletop adventures tick. Each episode transforms lessons about characters, conflict, pacing, atmosphere, mysteries, and more into practical tools for Game Masters. Join a lifelong reader and tabletop enthusiast as we raid the shelves for adventure-design gold you can bring to your table tonight.