Mountain Myths and Sandbox Play – An Interview with Jakub Skurzyński
#003 – Interview with Kuba Skurzyński, Creator of Beyond Corny Groń
After we’ve talked about how to present an OSR setting, today we’ll dive deeper into the making of a very rich OSR sandbox setting based on Polish folklore and the Carpathian Mountains. We’re talking with Kuba Skurzyński of Nerd Sirens, the creator of Beyond Corny Groń. The 340-page tome is a system agnostic toolbox for creating the Karpaki mountain valleys. With guidelines on how to procedurally generate mountain ranges, passes, peaks, places of power, caverns, as well as a stable of interesting factions, a 180-page bestiary, rumors, plot hooks, and an easy-to-use Knave hack, Beyond Corny Groń is a fully developed OSR core book.
Kuba’s current Kickstarter project, Castle of the Veiled Queen, is the first in a series of fully fledged out adventure locations for the setting, but usable with other OSR games as well. It takes players deep into the mysterious Karpaki Mountains, offering a living, breathing castle filled with intrigue, adventure, and deadly secrets. We talked about his journey into RPGs, his design philosophy, and what makes his latest adventure unique.
Disclaimer: Nerd Sirens generously provided a preview copy of Castle of the Veiled Queen.

The Interview:
Golem Productions (G.P.): Let’s start with the basics—who are you, and how did you get into tabletop RPGs?
Jakub Skurzyński (J.S.): My name is Jakub Skurzyński, but most people call me Kuba. I’m 36 years old and have been running and playing RPGs for almost 25 years. I started with Dungeons & Dragons, like many others, and can still remember feeling the awe when I opened the 3rd Edition Player’s Guide for the first time. It was written in the style of an adventurer’s sketches and notes. When I read the book, I was captivated by the sense of freedom and exploration it evoked. Over the years, I explored many RPG styles, including story games, but I didn’t find that same initial spark again. It has taken more than 20 years for me to experience that feeling again.
G.P.: What made you feel like that again?
J.S.: That was when I found the OSR. When I first played Old-School Essentials and Spellsword Studio’s adventure The Evils of Illmire, I finally got that feeling back—of being a true explorer in an unpredictable world. Unlike modern RPGs that often rely on rigid story structures, OSR lets both players and GMs be surprised by emergent gameplay. That’s what hooked me.
G.P.: Instead of a fully described setting like, let’s say Dolmenwood, your book Beyond Corny Groń offers a massive toolbox for creating and running a sandbox world live at the table. What inspired you to design it that way?
J.S.: The idea was born from my own need for a system that let me run games without endless prep. I wanted a toolkit that surprised both the GM and the players, enabling a natural, emergent narrative. It’s meant to be as much for the GM as it is for the players—encouraging unexpected turns and helping shape a cohesive story on the fly. Essentially, that’s how I love to play!
G.P.: I love that emphasis on spontaneity. Your work also stands out for its deep roots in Polish folklore and unique design choices like omitting a pre-drawn map of setting. Why did you make that decision?
J.S.: That was a thoughtful choice. While many modules come with fully developed maps like some fixed hexes with a few dungeons, I wanted to encourage GMs to discover and shape the world as the game unfolds. Instead of a static layout, Beyond Corny Groń provides a framework—a series of map-making procedures, tables, and hints that let you fill in the details dynamically. This approach fits the spirit of OSR play, where your imagination is the ultimate tool.
On the work’s roots, Polish folklore is an untapped well of inspiration, a resource I felt was underused in modern fantasy. We have The Witcher, sure, but even its author is a huge fan of Arthurian legends which have influenced the franchise more than actual Slavic folklore. I wanted to create something that embraces the folklore of the Polish Carpathian Mountains—where outlaws, spirits, and ancient forces coexist. Beyond Corny Groń isn’t just about pre-Christian Slavic myths; it draws from the rich local legends and living folklore that people still believed in during the 19th century—household spirits, mountain ghosts, and strange creatures lurking in the woods.

G.P.: Speaking of folklore, your bestiary in Beyond Corny Groń is huge! 180 pages of creatures with illustrations and encounter ideas. What inspired that?
J.S.: I grew up with a French book called The Grand Encyclopedia of Goblins and Other Little Creatures, which presented monsters as if they were real, with their own cultures, habits, and personalities. That had a huge impact on me. The bestiary in Beyond Corny Groń is my attempt to do the same—present folklore and myth in a form that sparks the imagination. It’s not just about listing monsters; it’s about conveying their customs, beliefs, and behavior. The bestiary ended up being half the book because I couldn’t stop writing! I wanted to capture that eerie, otherworldly presence that folklore creatures have—somewhere between fey and demons.
G.P.: How do you define an old-school style adventure, a term you are using for your game?
J.S.: For me, old-school RPGs are about exploring a fictional space—not just as a character with abilities, but as a person solving problems and interacting with the world. Your character isn’t just a bundle of superpowers; they’re a tool for engaging with the setting through your own creativity.
An old-school adventure, then, is a space designed for exploration. It’s not a pre-written story arc or a scenario with a fixed outcome. It’s an environment—be it a dungeon, a wilderness, or a city—where players can forge their own stories. The adventure provides details, hooks, and elements that make the world feel alive, but it leaves room for the unexpected. That’s what makes old-school adventures so engaging: the freedom to discover and shape the narrative as you go.
G.P.: Your latest project, Castle of the Veiled Queen, certainly fits that definition. It is different from the usual OSR dungeon—you won’t find your next run-down ruin (typically teeming with undead), but a fully mapped-out, inhabited place. I’m inspired by how you’ve done all the legwork for the GM. This place feels alive and after reading the module, I can run this. I know how that castle works. Why that approach?
J.S.: For the castle, I wanted something different from the typical dungeon. A lot of OSR “castles” are lairs of evil that players are expected to storm. I wanted something different—a functioning, believable place where people live their lives, with intrigue, politics, and complex relationships. I envisioned a castle with a vibrant history—a place where every room, corridor, and guard have their own story. Plus, I love creating adventures where players can interact with the world in different ways—sneaking, scheming, or just soaking in the atmosphere.

G.P.: The maps are simply stunning. How did you develop them?
J.S.: Eren Castle, the main location of our adventure, is inspired by real legends from the Carpathians, especially the steal-from-the-rich-and-provide-for-the-poor outlaws living on the fringe of the society who often escaped from Orava Castle. I started by basing the layout on an actual map of that castle, then reworked it through sketches and collaboration with the talented Polish cartoonist Jacek Kuziemski. He didn’t just illustrate the rooms—he made them usable. Every detail is there for the GM to immediately grasp what’s in a room. Describing castles in words alone is tough, so having these clear, functional maps makes a huge difference in play.
G.P.: What’s next after Castle of the Veiled Queen?
J.S.: I have a few ideas. One is an adventure about the lost dragon of Kraków—twisting the old legend into something darker and stranger. Another is an urban crawl set in a fantastical version of Kraków’s underground. I love urban sandboxes, and I think it would be a great way to expand the setting.
G.P.: Finally, who do you think should play Beyond Corny Groń?
J.S.: Anyone who loves emergent storytelling and player-driven worlds. OSR fans will find a lot to love, but I also think OSR is more accessible than people assume. Many players who’ve only played modern RPGs don’t realize how intuitive and freeing OSR play can be. If you love the idea of a game that surprises even the GM, this is for you.
That wraps up our conversation with Kuba—a passionate creator dedicated to capturing the spirit of old-school RPGs while pushing the boundaries of storytelling with folklore and innovative design. Be sure to check out his current Kickstarter for Castle of the Veiled Queen! It’s already smashing through stretch goals and will be available for just another week.
Next time, we will turn our attention back to our own work and the important influence that good layout has on a great adventure. Do you have a favorite OSR adventure that breaks the mold? Share it in the comments or reply to this newsletter!
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“From pebble to monolith—your journey matters. The Golems have spoken.”
Alexander from Golem Productions