Tuesday, November 25, 2025

New Release Tuesday: Labyrinth Lord, Revised & Expanded

 Not mine, but I am excited for it. Labyrinth Lord: Revised & Expanded, aka Labyrinth Lord 2nd Edition, is now out from Daniel Proctor and Pauli Kidd.

Labyrinth Lord: Revised & Expanded

Labyrinth Lord didn't start the OSR, but it certainly propelled forward. 

I have gone into this edition in detail yet, but there are some fun additions.

What does the book have?

For starters, this is Labyrinth Lord. Not Advanced. This is a good take, I think, with the recent announcement of Old-School Essentials favoring their "Advanced" variant. So this is for people who want a true B/X experience. Proctor mentions that the design goal of is really now an extension of the B/X rules, with First Edition material, "while making those rules closer to how we all played anyway." This has always been the appeal for me since the start. 

There is no OGL here. This is released using the Creative Commons Attribution 4.0 License. 

Classes are the classic B/X race/species as class. There are some new ones and revised ones. Brownies and Cyclops are new classes. Burglers, Hobfolk, and Wizards are revised. Clerics, Elves, Dwarves, and Fighters are closest to their B/X forbearers. 

No new spells as far as I can tell. Some druid spells are added to the cleric lists.

There are some fun new monsters. Among them are: Baboon (Higher), Banther (love this guy!), Booglin, Cyclopean and Cyclops become two distinct but related types, Glastig, Goadt (love these guys too), Goat of Calamity, Hawkbear, and more. I won't list them all here, save the surprises.

The monster stats are presented in tables while their corresponding write-ups are separate.  It reminds me a little of how OD&D did things. It saves space on the page for certain.

There are still plenty of wandering monster tables and treasure. 

The biggest addition is the adventure from Pauli Kidd, "The Heart of Traviya" a min-campaign for 1st level characters. Not to give too many spoilers, but the idea the village has been split into three separate but connected worlds is a really fun one. 

We also have our map of the Known Lands from LL1 and a good index.

The layout is clean and sharp. It evokes B/X more than say OSE or ShadowDark does, and at least in terms of esthetics, it works as a successor to the B/X line. Not 100% a fan of the monster layout, but I can also see how it would work well in game play. 

I think Proctor's insight is spot on. A new retro-clone is a step backwards. To move forward the "clones" must evolve and provide something new. This new Labyrinth Lord is the platform for Proctor (and hopefully more Kidd) to do just that. 

Looking forward to seeing what is next.

Monday, November 24, 2025

Monstrous Mondays: Return of the Demogorgon (Stranger Things)

 We have been rewatching Stranger Things in anticipation of the new, and final, season coming on Wednesday. I thought it might be fun to revisit their classic monster for the system that influenced the show so much.

Demogorgon (The Creature)
Demogorgon (The Creature)
Interdimensional Predator

FREQUENCY: Very rare
NO. APPEARING: 1 (rarely 1–2)
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 8+8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 claws
DAMAGE/ATTACK: 4–9 / 4–9 (1d6+3) plus special (bite 1-8)
SPECIAL ATTACKS: Bite latch, dimensional scent, drag
SPECIAL DEFENSES: Regeneration, surprise, fire vulnerability
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Low (1–6)* high cunning
ALIGNMENT: Chaotic Evil
SIZE: M (7 feet tall, thin, humanoid)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VIII / 1,650 + 12 per hp

A tall, gaunt humanoid creature with elongated limbs and a head that opens like a five-petaled flower. The interior of its "face" is ringed with rows of needle-like teeth. Its flesh is pale, hairless, and amphibian-like. Movement is unnaturally fluid and silent.

Demogorgons exist between worlds. They slip into Prime Material spaces only when the veils thin or when drawn through by psychic resonance or magical disruption.

Demogorgons fight with terrifying speed and ferocity. They prefer to stalk prey for several minutes, using their ability to sense blood, fear, or psychic emanations.

Claw Attacks: Each claw deals 1–6+3 damage. A natural 19 or 20 indicates the Demogorgon has seized the target, granting it a +2 to hit with its bite.

Bite Latch: Once latched, the creature bites for 1–8 damage per round automatically until the victim is freed. Strength checks or magical force are required to break free.

Dimensional Scent: Demogorgons can sense living creatures across thin planar boundaries. They detect invisible, ethereal, or phase-shifted beings within 6", ignoring illusions involving scent or blood.

This ability also allows them to track wounded prey with near-perfect accuracy.

Drag Into Shadow: If the Demogorgon is adjacent to a dimensional weak spot (DM’s discretion: portals, rifts, magical failures, etc.), it may drag a victim through with a successful hit roll followed by a Strength contest. The victim is taken into a dark parallel space similar to the Upside Down.

Regeneration: Demogorgons regenerate 1 hp per round unless damaged by fire or holy/radiant magical effects.

Surprise: Due to absolute silence and unnatural motion, Demogorgons surprise on a 1–3 in 6.

Fire Vulnerability: Demogorgons fear fire. Fire causes it to go last in the initiative round and causes +2 damage per successful hit. 

Demogorgons are apex predators of a hostile parallel ecology. They do not communicate in a conventional sense. They react aggressively to psychic disturbance, emotional trauma, and bloodshed. Some appear to be specifically drawn to magical or psionic children. 

They do not gather treasure, nor construct lairs, but they linger near dimensional bleed sites that link their realm to others. They live only to hunt.

--

Just under 60 hours to go!




Thursday, November 20, 2025

This Old Dragon #100

Dragon Magazine #100
 Today I have another Dragon from Eric Harshbarger , and honestly, it is one of my favorites. Dragon #100 was a special issue all around. Dragon had already celebrated 10 years and now this issue came with a thicker cover and an embossed "paper cut" dragon on the cover. While there was drama behind the scenes at TSR, many of us remained blissfully unaware and this issue celebrated Dragon, D&D, and all things TSR. It was a snapshot of the end of what many call the Golden Age of  Dungeons & Dragons.

In August 1985, I was getting ready to start my Junior Year in High School. I had just gotten my driver's license (late; I needed new glasses), and I had been playing AD&D all summer long. I had seen the movie "Back to the Future" at least a dozen times that summer, and "The Power of Love" by Huey Lewis and the News from the movie dominated the airwaves. And on tables everywhere was Issue #100 of This Old Dragon.

By this point, I had been buying Dragon magazine regularly for over a year. I couldn't rely on the other players in my group, so my DM and I split the duties; I'd buy one month, and he the next. But we both bought this one. 

Dennis Kauth is our cover artist for this issue, and it is a memorable one. It is a paper sculpture laid flat and photographed. The purple color of the faerie dragon was then added later. Why purple? Because they are the oldest and most powerful faerie dragons. This was his only Dragon Magazine cover, but he was also a key contributor to the BATTLESYSTEM game, building many of the 3D paper minis and cartography. 

Kim Mohan's Editorial is, as expected, reflective. Focusing on the his shared history with Dragon. 

Letters takes a different turn this month to answer some questions they often get. It is more of a Frequently Asked Questions feature. Questions like "why haven't you answered my letter?" to "how do you handle manuscript or art submissions?"

Score one for Sabratact, which covers the sport of the same name. Forest Baker is reporting on this form of sport combat, a bit like sparing but less LARPing than, say, SCA. Gary Gygax gives us an introduction. Essentially you wear armor and use blunt fencing like swords or other weapons. Your armor is affixed with discs with a paper surface. The goal is to take out your opponent's paper discs. Each disk has a different set of points and the first to score 10 points on their opponent wins. It is still being played and the official website even has pictures from this issue of Dragon.

Frank Mentzer is up with All About the Druid-Ranger. This article has some clarifications on the multiclass Druid-Ranger Gygax talked about in Issue #96. The controversy, of course, from the time Rangers could only be Good and Druids had to be true neutral. The solution is the obvious Neutral Good alignment, and the rest of the article is the rationale. We took this article as gospel. It was from the mind and hands of Gygax and Mentzer; how much more official could it be? 

Speaking of which, The Forum has discussions on the "legality" of altering the official AD&D system in game play. 

Ed Greenwood is next (wow, we are getting all the heavy hitters in this one) with Pages from the Mages V. There is less background fiction here, Elminster sitting in a canoe enjoying the summer night in Wisconsin, but the spells are just as fun. Many of these spells made their way into our big world-ending campaign of 1986. 

At Moonset Blackcat Comes is a tale about Gord the Rogue, the Cat Lord and Dragonchess from Gary Gygax. This is a bit of fiction to show the place of Dragonchess in Gary's world. While I thought the story was ok, it ignited my DM. There were two immediate impacts of this. The first was the increasing inclusion of the Catlord in our games. The second, well that is coming up.

Nice full-page ad for the Unearthed Arcana is next.

If Dungeons & Dragons is Gary's greatest feats as a game designer, then our next article should go down as one of his most overlooked feats. Dragonchess by Gary Gygax is an ambitious chess variant played on a 12 x 8 x 3 board. Yes, it is a 3D chess, with three levels. I won't go into detail here about how to play, there is a Wikipedia article for it, but I will get into how we played it.  I came over to Grenda's for our regular D&D session and he had built a Dragonchess set. Using plexiglass and long bolts he built the boards and marked out the grids with painter's tape. He used chess pieces from different sets and made the other pieces of random bits.  We played it...well. We tried to play it. We quickly saw that we kept forgetting about the other boards above and below. But, it was fun. 

I know there was some software out there that allowed you to play dragon chess. I am not sure if it still around. I have seen other people build their own boards and sets, and with 3D printing, making the pieces would be a lot easier (in fact, here they are). While I never played a full game of it, many half-attempts, I have very fond memories of this game. 

Our centerpiece, as if the Dragonchess wasn't enough, is one of my all time favorite Dragon Magazine adventures, The City Beyond the Gate by Robert Schroeck. This adventure takes your AD&D characters of at least 9th level and sends them through a gate to London of the 1980s!  I was already a huge Anglophile at this point. My favorite bands were Pink Floyd, The Police, The Who, Led Zeppelin, and still The Beatles. Doctor Who was my favorite television show. AND the adventure was about finding the Mace of St. Cuthbert. So this was custom-made for me, really. The adventure is a long one, 21 pages, and has maps and "tech item" flow charts as seen in Expedition to the Barrier Peaks. 

The adventure was a lot of fun, and I am thinking of getting my Dragon DC-ROM and printing it out for my kids to use. I think they would find it great. If I were to re-run today, I think I might set it in Victorian London of the 1890s. Though...there is a lot of fun to be had in London of the 1980s. 

Map of London

And I do love any map of London.

Wow, we are already into the Ares section of this Dragon. The "cover" has the then Guardians of the Galaxy on it. 

Creative Conjuring from Eric Walker is a variant magic system for Marvel Superheroes. Dr. Strange is featured throughout and he was always one of my favorite Marvel characters. I remember trying to figure out if I could use any of this with AD&D, but I never got it to work how I wanted. BUT given the time period, I am sure some of those notes went into one of the drafts of my witch class or characters. 

Champions gets some love for our first non-TSR RPG covered in CHAMPIONS Plus! by Steven Maurer. This has new powers for CHAMPIONS heroes. Again, I am not 100% certain, but I think some ideas here went into my witches. The "Domination" and "Vertigo" powers feel too familiar to me. 

Nice big ad for Mentzer's Masters Set rules. I think at the time I saw the Master's rules and the Unearthed Arcana as being similar products, one for D&D and the other for AD&D. That is not really the case, but it did solidify my decision to keep with AD&D and drop D&D. It would have been interesting if I had gone the other route, but I don't regret my choices. 

Unearthed ArcanaD&D Masters Set

Charisma Counts! by S.D. Anderson gives us a charisma stat for Villains & Vigilantes. 

Defenders of the Future by William Tracy gives us the 1985 version of the Guardians of the Galaxy. The only one recognizable by today's audiences would be Yondu, and even then his comic version is different than his film version. 

The proper Marvel-Phile by good friend Jeff Grubb covers the Defenders; Gargoyle, Cloud, and Valkyrie. I always kinda liked Gargoyle and Valkyrie in the comics. 

Doug Niles talks about the BATTLESYSTEM project in The Chance of a Lifetime. He reflects on it's design and how he sees it fitting into the AD&D rules. 

We get another ad from Ramal LaMarr! Keep it funky Ramal!

Ramal LaMarr

From First Draft to Last Gasp by Michael Dobson covers the initial idea and creation of the BATTLESYSTEM game to it's final post editor form. Dobson was the editor of this massive project and he shares his own insight to how it was created back when it was called "Bloodstone Pass."

COMPRESSOR by Michael D. Selinker is a crossword puzzle.

Convention Calendar covers the cons of late summer to early winter of 1985. Sadly, nothing local to me then.

Gamers' Guide has our small ads.

Wormy, Dragonmirth, and Snarf Quest follow. 

Ok. So that was a crazy good issue. 

There is a lot here, and what I consider a collectible issue. 

It would be great for Dragonchess or adventure alone. And you know an issue is good if Ed Greenwood's contribution doesn't even crack the top three articles! There are many good issues coming up as well. 

Wednesday, November 19, 2025

Old-School Essentials DEMON Month May!

 Gavin Norman of Necrotic Gnome and Old-School Essentials is releasing his long-awaited Demonic Grimoire for Old-School Essentials. And he is not alone.

OSE Demon Month

https://www.backerkit.com/call_to_action/909d4351-ca9d-4206-834b-24d2b64a1249/landing?ref=home-page

From the promotional page:

What is the Demonic Grimoire?

A hotly anticipated major rules supplement for Old-School Essentials, expanding the game with demons, cults, and dark magic. Contained within this 176-page tome:

  • 8 demon lords, detailed with their cults, minions, spells, and hellish domains.
  • 60 new monsters, from lowly tormented souls to mighty lords of hell.
  • 4 new classes: chaos knight, cultist, demon hunter, tiefling.
  • 70+ new magic items of fiendish power.
  • Demonology: magic circles, summoning, demonic pacts, familiars.
  • Referee advice for building demonic campaigns.
  • 120+ black & white illustrations, including a fully illustrated bestiary. Art by Lucas Korte, Kennon James, Tony Hough, Matt Stikker, and other leading old-school artists.
  • Pristine control-panel layout to maximise ease of reference and minimise page flipping.

I mean that is cool enough right?

Well, like the man on the TV says, "but wait, there is more!"

Gavin is being joined by six more (at present) projects to expand on his demons book.

OSE Month


Sign up for them all!

If you like that last one, then I have some good news for you. That is my own contribution to OSE Demons Month.

The Codex Qliphothica will cover an entire new race of demons for OSE, the Qliphoth.

What Are the Qliphoth?

The Qliphoth are not merely demons; they are the discarded refuse of the first gods. When the Luminous Ones sought to transcend their flaws and ascend to perfection, they shed their wrath, envy, lust, and despair like snakes sloughing off dead skin. These husks did not dissolve into nothingness. They congealed in the dark cracks beneath creation, howling with the memory of rejection, and slowly grew into self-willed horrors. Where demons embody chaos and appetite, the Qliphoth are anti-creation, seeking to unmake what is whole, defile what is pure, and drag all things back to the Other Side from which they emerged.

The Qliphoth are encountered rarely, for they dwell far below even the demon lords' dominions, in a bleak plane called The Other Side. A nightmare realm of dead forests, cracked moons, and oceans of ash. When they do appear, reality itself seems to warp: sound dulls, color drains, and dreams turn to fevered visions.

My plan (and I am on track for this) is to have everything done to be delivered soon after the crowdfunding ends. Both the PDFs and physical print copies will be handled by DriveThruRPG. 


Codex Qliphothica

Cover subject to change, but I rather like this one. And Dean Spencer is really fantastic.

Most of the writing is done, and I am paying for the art upfront. I even have my writing play list ready!

See you on the Other Side!


Tuesday, November 18, 2025

Stranger Things ... Can We Just Play D&D

Stranger Things Season 5
 Stranger Things and Dungeons & Dragons have been feeding each other energy since episode one. It is one of those rare cases where a piece of pop culture borrows heavily from D&D, makes it part of its DNA, and then ends up shaping the game right back. It is a magical feedback loop, the kind of thing El and Will would draw on a notebook with ominous red pencil.

The Duffer Brothers grew up with D&D, and the show wears that devotion on its sleeve. The opening scenes of the young party around their basement table tell you everything you need to know: D&D isn’t just a hobby, it is the lens through which these kids understand the world. Every monster gets its name from the Monster Manual. Every mystery gets filtered through initiative, hit points, “fireball it,” and the shared imagination they have learned from the game. Vecna, Mind Flayer, Demogorgon, Shadowfell style vibes… none of these are literally the D&D versions, but the kids use D&D terminology as their mythology. The game becomes the metaphor that allows them to survive.

Over time, things get… stranger. The influence starts running the other direction. Stranger Things becomes one of the biggest pop-culture engines driving new players toward Dungeons & Dragons. Stores started stocking Starter Sets with Stranger Things branding. Wizards of the Coast released an official Stranger Things campaign box that lets you play Mike Wheeler’s “lost adventure.” Actual-play groups and D&D livestreams saw traffic increase thanks to the show. Even the big Vecna resurgence in 5e owes some of its spotlight to season four. Vecna was always a major villain, but now he is a household name. Well, thanks to Stranger Things and Critical Role. 

The aesthetics of the Upside Down have quietly shaped D&D as well. 5e adventures started leaning a bit harder into that mix of psychic horror, body horror, and suburban uncanny. A lot of folks writing D&D (and OSR adjacent projects) cite Stranger Things when describing a certain “kids on bikes meets cosmic dread” vibe. Campaigns like Wild Beyond the Witchlight and Vecna: Eve of Ruin are steeped in nostalgia and dark fairy tale logic, the same tonal cocktail you see on screen.

I have been rewatching the series for the first time in preparation for the final season. There is a lot more going on in these episodes than I remembered. There are also more than a few things that made their way into Baldur's Gate 3. The Mind Flayer nautaloid looks an awful lot like the "Mind Flayer" of Stranger Things. The inside of the Nautaloid looks a lot like the Upside Down.

So at this point, the relationship between Stranger Things and Dungeons & Dragons is less a straight line and more a circle, or a peculiar zig-zag thing. The show borrows D&D language to explain the impossible, D&D borrows the show’s style to explore new corners of fantasy horror, and the rest of the hobby branches outward with games inspired by the whole vibe. Dark Places & Demogorgons, Kids on Bikes, Stranger Stuff, Tales From the Loop, the whole retro-weird youth adventure genre owes some of its momentum to Hawkins, Indiana. And Hawkins, in turn, owes a lot to Dungeons & Dragons.

What started as four kids rolling dice in a basement turned into one of the biggest cultural cross-pollinations the hobby has ever seen. Stranger Things reminded mainstream audiences that D&D is about imagination, friendship, and fighting nightmares with the people who know you best. And in return, D&D gave Stranger Things a shared language, a mythic shorthand, and a way for its characters to name the horrors in the dark.  It is kind of perfect, really. D&D taught a generation how to dream, and Stranger Things took those dreams and projected them onto the screen in flickering neon and psychic static. 

I knew D&D had made it mainstream when some 20-something online was super excited to explain who Vecna was to me. 

Season five will probably dial all of this up even more, and I’m honestly looking forward to spotting the threads. Because when a show and a game get this intertwined, the real fun is watching how each new idea ripples out across the other. 

Just one week to go.

Monday, November 17, 2025

Monstrous Mondays: The Five Spirits of the Grimorium Verum

Grimorium Verum
I have been on a months-long Occult D&D research project, looking for ways to add more occultism and ritual magic to my OSR/AD&D games. One thing that came up in my research was the Grimorium Verum[1][2], or the True Grimoire. Within were five demons, or spirits, that were associated with malefic witchcraft. There are a lot more of these (18 in total), but these are the five I am focusing on now.

Now, seeing how I have a lot of demons already, I thought it might be interesting to try and make this pentad into something else.

The Five Spirits of the Grimorium Verum

Surgat, Frimost, Silcharde, Bechard, and Guland

In the Grimorium Verum, these spirits are not “princes of Hell” but operational tutelary spirits, meaning they are summoned for specific types of magical work. They have jobs to do. They form a functional unit often referred to by occultists as the Five Servitors. They are not demons or devils, and fall outside of the hierarchies and power struggles of the creatures of the lower planes.  

Each can act as a witch's or warlock's patron, but most often they are used in conjunction with the others. Even witches and warlocks with other patrons can summon these spirits.

Summoning these spirits is not an evil act in itself. However, the knowledge and power gained are often used for evil purposes; aka Maleficia.

Their common traits:

  • All five are primarily invoked in witchcraft rituals, not theological demonology.
  • Their powers correspond to typical maleficia: seduction, storms, deception, disease, and unbinding.
  • They act as tutelary spirits, entities who “teach a witch how to do” the thing they themselves embody.
  • They are not rivals; they form a loose cohort, each governing one sphere of maleficia.
  • In folklore, they sometimes appear as a witch’s familiars in spirit form, each taking animal shapes (goat, wolf, owl, rat, or snake).

Surgat

Title: The Opener of All Locks

Sphere: Unlocking, unbinding, access, paths

Witchcraft Role: Patron of spell-breaking, opening portals, bypassing barriers

Typical Animal Form: Owl

Surgat is invoked when a witch needs to:

  • Open a locked door (physical or magical)
  • Break an enchantment
  • Cross a boundary normally forbidden
  • Find a hidden path or secret entrance

In folklore he is “the spirit who removes obstacles,” but at a price. Symbolically, Surgat represents the act of transgression, and witches petition him when attempting forbidden travel, escape, or the violation of taboo spaces.

Relationship to the others:

He begins the process. Surgat opens the way so the others may act.

Frimost

Title: The Seducer and Subduer

Sphere: Love philtres, lust, domination

Witchcraft Role: Glamours, charms, influence, the bending of hearts

Typical Animal Form: Goat

Frimost is associated with:

  • Causing love, lust, obsession
  • Enthralling a target
  • Empowering erotic magic
  • Creating magical bonds between partners (consensual or not in medieval texts)

Witches call on Frimost when they wish to bend or sway another’s will through desire. He is also linked to glamour magic in some French folk traditions.

Relationship to the others:

He acts within the opening created by Surgat, influencing those who stand in the witch’s path.

Silcharde

Title: The Fraudulent Spirit

Sphere: Trickery, lies, deception, invisibility

Witchcraft Role: Glamours, illusions, shape-altering, persuasive lies

Typical Animal Form: Snake

Silcharde teaches witches:

  • How to deceive others
  • How to lie convincingly
  • How to cloak their activities
  • How to create false images, ghostly lights, or illusions

He is the classic witch-trickster spirit and the likely origin of the folklore that witches could “bewitch sight.”

Relationship to the others:

He ensures the witch’s actions remain concealed, while Frimost affects minds and Surgat opens doors.

Bechard

Title: The Lord of Storms and Tempests

Sphere: Weather magic, thunder, whirlwinds, destructive forces of nature

Witchcraft Role: Storm-raising, blighting crops, harvest magic

Typical Animal Form: Wolf

Bechard rules:

  • Tempests and whirlwinds
  • Thunder and lightning
  • Weather harmful to crops
  • Illness brought by bad winds

He is central to early-modern accusations of witches causing hailstorms and destroying harvests.

Relationship to the others:

Bechard is invoked when the witch wants direct malefic harm done after the others have prepared the way.

Guland

Title: The Bringer of Disease

Sphere: Sickness, fever, wasting illness

Witchcraft Role: Malediction, curses, bodily harm

Typical Animal Form: Rat

Guland is invoked to:

  • Cast wasting diseases
  • Aggravate fevers
  • Harm livestock
  • Create curses that manifest physically

He is the most feared of the five, and his powers are the source for the old belief that witches could “blight by touch.”

Relationship to the others:

Guland is the finishing blow, the result of the process begun by Surgat and supported by the other three.

--

In my notes, I wrote "like the Cult of Skaro" from Doctor Who. Five elite demons/tutelary spirits/cthonic spirits that exsist outside of the hierarchies of demons/devils and yet serve and are served by all. They are evil, I would like to think of them as demonized gods or spirits. 

I thought about doing stats for them, and even began Surgat's, but ultimately I decided not to do them. Why? Well, these are not combat creatures; they are forces. Given their command of magic, I can see each having multiple ways to kill characters instantly and even more ways just to avoid combat altogether. So, combat stats seem rather pointless to be honest. 

If you must, then they should be between 22 and 25 HD at the very least. 

Now to work them into regular rotation in my games.

Thursday, November 13, 2025

The OTHER Old School Gaming, Part 2

 Back in 2022 I kitbashed an old TRS-80/Tandy Color Computer 2 into a modern PC using a RaspberryPI 4. I had so much fun doing it, I immediately began my ideas for another Kitbash, this time using a TRS-80 Model 4 and trying to build something that would have been like the proposed Tandy Color Computer 4

I didn't quite do that, but I used the knowledge from my first Kitbash to build something new. But first I needed to figure out what to do. Well, that's not true, I pretty much knew what I wanted, I just had to do it. First I needed the case. Thankfully eBay comes through.

TRS-80 Model III

TRS-80 Model III

I scored a TRS-80 Model III case. Just the case, nothing inside. I wanted a Model 4 since they were a little bigger and white. It seemed fitting that a Model 4 case would be the start of my Color Computer 4 project.  But Model 4s were rarer than Model IIIs, but I could fix that.

TRS-80 Model III paint

Case ready to go I needed remove some internal pieces to fit a new keyboard.

TRS-80 Model III mods

Thankfully, I had gotten a Dremel for Christmas. 

Now came the longer part, finding a monitor and keyboard that would fit. I found some custom scientific equipment monitors that were even in HD and had a touch screen, but in the end I found a cheap ass monitor on Amazon.

monitor

It didn't look bad, and even had built-in sound.

I played around with a few keyboards, including a cheap one my wife and I found at a second-hand store we were dropping off old toys at. 

keyboard

Not really liking that one, and it later died on me anyway, I spent some money to get a really nice keyboard. Nicer than the project dictated, but I could also redo the keys to make it look like the old TRS-80 keyboard.


old TRS-80

I knew heat was going to be an issue, so I installed some fans. 

Fans


They worked out better than expected really!

Now came the time to get everything together. I scored a 5" monitor from my brother and added that to one of the drive bays, my youngest even designed and 3D printed some adapters for it fit in better.

monitor


I picked up a power strip with USB ports to power everything inside (thankful for those fans) and started putting it all together.

Components

Tested everything and spent a few hours planning where to put all these cables and unplugging and plugging back in so I was not creating a fire hazard.

Till today.

Final Computer

Boot up

1.5 Screens

1.5 Screens

FANS!

It looks nice next to my other Kitbash.

Old-school computers

The top bay is still empty, but I have a 3D file to print that will turn it into a 3.5 drivebay. The 3D filament currently loaded is glow-in-the-dark, since I am just going to paint it black, it seems like a waste. 

Well.

That was a blast. Now to load some old DOS games on it. That's the external hard drive in the middle. I have another monitor, I should put it up and use it for my Atari 600 and 2600 emulators. 

What should I do next I wonder.