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Session Report: I6 Ravenloft

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With Halloween still upon us I thought this post may be helpful for those planning their own Ravenloft excursion this month. I6: Ravenloft is gothic horror classic and my favorite of all the early AD&D published modules. Every October I run the adventure because it has such wonderful replay value. The main villain, Count Strahd von Zarovich has the classic yet tragic story of a fall from grace. As a vampire who is hundreds of years old his motivations can be different every time you play the adventure. Additionally castle Ravenloft itself is so voluminous it’s impossible to explore in one game session. This makes it absolutely perfect as a Halloween one shot every year.

Always wanting to mix things up I created a situation this year which was a mash-up an existing motivation and something new. For background Strahd once loved a woman named Tatyana, who rejected him in favor of his younger brother Sergei. On Sergei and Tatyana's wedding day Strahd murdered his brother and the grieving Tatyana jumped from the walls of Ravenloft to her death. Hundreds of years later in the small town of Barovia dwells a woman named Ireena Kolyana who is basically a reincarnation of Tatyana. Strahd in the madness of his undead curse still loves Tatyana and wants Ireena to be her.

Traditionally the player characters are drawn into this adventure when they arrive in Barovia and learn Ireena has been bitten twice by a vampire. One of the published motivations of Strahd in I6 is: Strahd will attempt to charm all of the PCs, and make them attack Ireena. When they attack, Strahd will swoop down and save her from the PCs. Strahd hopes that the rescue will turn Ireena's heart to him. He wants Ireena to love him willingly rather than by force.

My twist this year included this motivation as part of my story. First I wanted to design some dark and gothic characters for the players to pick from. I have enjoyed the game Darkest Dungeon and thought the character types in the game were a great source of inspiration. Using the 5E ruleset I created a Bounty Hunter (ranger), Grave Robber (rogue), Mortician (rogue/wizard), Exorcist (fighter/cleric), Leper (fighter), and Plague Doctor (cleric). After tweaking their backgrounds a bit I had a cadre of gothic characters fit for a night of Ravenloft.  I also used the character images from Darkest Dungeon to make table name cards for the players.


My friend Tom was driving about six hours to attend the tabletop session so I decided to make his character the de facto leader of the group. He played the Bounty Hunter and had a career altering mark to collect in the lands of Barovia. Knowing of the darkness that is prevalent there he gathered his associates to ensure success. The bounty was a man named Lief and apparently the burgomaster of Barovia knew his whereabouts. Why his client wanted this man and was willing to pay so much money was never revealed. In I6 Lief Lipsiege is actually an accountant who has been in the service of Strahd for years.

For my session this year Lief was changed to a vampire spawn traveling the land in the disguise of a Vistani gypsy. The bounty was an elaborate setup to draw powerful opponents into Barovia so Strahd could complete his goal of “saving Ireena”. Without outsiders there is little in the way of challenge for a 400 year old and very legendary vampire. The players arrived on the outskirts of Barovia and stopped at an inn for a hot meal and room for the night. A stranger (Lief) appeared and delivered them a forged letter from the Burgomaster asking for their help in Barovia. This was curious to the players since they were already heading there. The real letter was in the hand of a man who perished a week earlier at the hands of Strahd’s creatures of the night. This was actually the first tip off that something was very much afoot and not right. For my story Strahd was concerned news may have spread to the outlining borders that he was a vampire. He could not risk losing his opportunity to impress Ireena and wanted ensure the heroes actually came.

The players would eventually find the actual letter after crossing over into Barovia. But unfortunately they also became aware that the strange mists prevented them from leaving. I usually try and design props for special game sessions but had time constraints this year. However I was able to create both the letters which consisted of printing them on my inkjet and aging the paper. I used a technique which has never failed me for years. Liberally wet the paper and dissolve instant coffee on it. Let the paper marinate in the instant coffee for darkness and then drain. I then bake the paper in the oven at 350 until it dry’s and curls and then have awesome looking (and smelling) parchment props. Tactile props can really add atmosphere to your game if not overused.



The players enjoyed handling the letters and comparing the differences in real time. And the fact that they appear as they would in the game really adds to immersion. In terms of other props I also took some old six sided dice and splattered them with red paint to appear bloody. These twelve dice were part of the Dark Inspiration pool. I then placed them inside a gothic looking bowl right in the center of the game table. At any time during the session a player could use one to increase an ability check, saving throw or to hit roll. The catch was for every dark inspiration die used one had to be given to the Dungeon Master. Dark powers are tempting but alas they come with a price!


Soon the players made their way into the forlorn village of Barovia. Here they would meet Ireena, a priest who was protecting the village with nightly prayers and learn the burgomaster was indeed dead. Using magic and elbow grease they helped to rebuild the church some but were stopped by the attacks for Strahd’s night creatures. Strahd himself pounded on the Wizard Locked doors and not much sleep was had by anyone. In the morning the players accompanied with Ireena set off to find a camp of Vistani gypsies who apparently knew where Lief may be.

Eventually the players would learn Lief was inside Castle Ravenloft and they would strike a deal with the Vistani. One of their own, a women named Helga was Strahd’s captive. If they would liberate this woman the Vistani would provide them with the secret of parting the mists and escaping Barovia. With Lief and Helga potentially in the same place they headed to the imposing castle. Once inside they had dinner with Strahd (or his illusions) with one player chomping happily on grapes which turned out to be eyeballs!

Their adventures inside the castle eventually led them to a sweeping staircase filled with portraits and murals. The images were blurred and writing smeared or scratched. The Mortician decided to use his Mending cantrip to clear them up a bit. Unfortunately the first one he repaired was the painting of Sergei to which Ireena recognized and read his name out loud. To this point the players had not encountered Strahd but I placed an hour glass on the table. They had no idea what this meant but it was my timer for when he would make his first appearance.

When this incident occurred it only had about five minutes left and I decided Ireena being exposed to the painting would enrage Strahd. So he dropped down from the rafters and smacked Ireena right off the landing. She fell over 70’ to her death below on the stone floor similar to Tatyana’s fate so long ago. The first battle did not go well for the player characters as the Exorcist became the subject of Strahd’s anger and also perished. After a few moments Strahd withdrew with a diabolical laughter. His plans ruined he would now toy with these men and woman with a game of cat and mouse.

Soon the players would also find Helga who unbeknownst to them was a vampire spawn. Not caring any longer about the bounty for Lief they began to flee Ravenloft with Helga. Half way out of the castle she attacked as the sand in the timer was getting dangerously low again. The tension created by the hour glass along was music from Dracula Untold was palpable. Right after defeating Helga the Bounty Hunter opened a door and Strahd was standing there.

The second battle was a great example of sound strategy and epic dice rolling. Using the Mold Earth cantrip the players excavated the ground beneath Strahd. Unfortunately he grabbed the Bounty Hunter and started biting him on the face. As the players attacked Strahd he floated in the hole and used his legendary actions to press his attack on the Bounty Hunter. Amazingly the Bounty Hunter rolled two natural 20s on his turn and took Strahd’s life total down by 75% just with his attacks! A well placed sneak attack with a magic shovel from the Grave Robber and some radiant damage from the Exorcist had Strahd on the ropes.

The Bounty hunter then died the next round as the Mortician cast Earth Bind on Strahd slamming him into the ground over 30’ in the room below. This was enough to make him form into mist and return to his resting place. The players then gathered themselves and proof of Helga’s demise and ran out of Ravenloft castle. The Vistani were saddened by the news of Helga but kept of their end of the bargain. Soon after the player characters crossed the borders of Barovia with use of a special elixir and never looked back.

Obviously I did not include all the details of our 8 hour game session but I think I gave a good flavor. The foundation I believe in running I6 is the gothic horror element of it. The story needs a slow build up to the point where they player characters encounter Strahd. In traditional gothic horror there is a pervading sense of uncertainty coupled with usually a nearly insurmountable foe. This was my eleventh Halloween season running this adventure and Strahd has most of the victories. This year the player’s legitimately won and can wear that badge of honor with pride. When Strahd became mist there was a round of hi-fives all around the game table.

In a decade only once has Strahd been staked in my game sessions and that occurrence will continue to be a rare very instance. Defeating Strahd in my opinion should be surviving him and stopping whatever his immediate machinations may be. Strahd will always be a name that strikes fear in the players which gather around the table in the Game Tavern. After all he is ancient, he is the land, he is Strahd…

Tales from the Game Tavern Giveaway!

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Tales from the Game Tavern issue #1 was launched with a giveaway contest for the original cover art by Ike Horton Arts. Every dead tree copy purchased during the month of October counted as a raffle ticket. This morning I used a random generator to select a winner and Christopher Hardy will be the proud owner of Smite or Treat! Congratulations Chris, we hope the painting finds a display place in your gaming area and that it inspires you every Halloween!

Smite or Treat original painting

Smite or Treat as it appears on issue #1

When originally designing the first issue I was not sure what to expect in terms of the community. The response was wonderful and I’m happy to report I have begun working on issue #2. That being said the creation of any publication is a big learning process. No matter how many times you proof read a few typos are bound to slip through. To that end I have six copies of issue #1 with minor mistakes I will be giving away!


To be entered in the giveaway respond to this post with what Halloween themed gaming you did during October. If you did not have a chance to roll any dice this year than a past experience is fine also. One entry per person! Because of shipping costs this giveaway will only be open to US entrants. I will use a random generator to pick the winners on the 12th of November. Good luck!


Finally I just wanted to thank Ike Horton for not only creating the amazing cover of issue #1 but also donating the original to the launch raffle. If anyone needs paper cut art Ike is the guy you should be contacting. Not only does he have amazing talent but he can visualize exactly what you are looking for. Check out some of Ike's other work here!

Giveaway Results!

Throwback Thursday: Return to Brookmere

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In Return to Brookmere, you will be an elven fighter named Brion. As Brion, you are five feet tall and weigh 100 pounds. You have shoulder-length honey blonde hair, pointed ears, and brilliant gray-green eyes. Like all elves, you have elvensight allowing you to see object up to 60 feet away in the dark by the heat they give off. Although elves are not as strong as humans, they are very clever and quick. Elves are able to speak the languages of orcs, goblins, hobgoblins, and gnolls as well as the "common" language of humans.

For your adventure, your father, King Cedrus, has given you a finely made suit of silvery chainmail that covers you from head to waist. Chain mail looks like a heavy knit silver sweater but its woven from metal, not wool. Chainmail is light, flexible and will protect you in combat. You wear your chainmail under a purple wool tunic. Sturdy black leather breeches and tall black boots complete your outfit. You are armed with a sword and a dagger and carry a polished metal shield. A leather pouch filled with food and water is tied at your waist.

There is a heavy gold chain around your neck. At the end of the chain is a golden charm, worked in precious gems, in the shape of dragon's head. The charm is the fabled amulet, the Mouth of Mimulus. With the help of this magical necklace, you will be able to speak with and understand any creature you meet on your adventure.

The dangers awaiting you will challenge your skills to the limit. Gather your wits about you. Take a firm hold on your sword, and take the first step into . . . adventure!


This was the first of the Endless Quest series I read when I was ten years old. As a young player I voraciously poured over the series when I could not gather anyone to play D&D with. There was a total of 36 books in the original series all released during the 1982-1987 time frame. Most of my collection was lost over the years or destroyed in a basement flood. But I have managed to slowly cobble the collection back together using sites like Ebay. 


Return to Brookmere will always be my favorite because as a young reader it was very absorbing. I must have tried every possible combination of results before finally putting it down. Tim Truman's interior art I have always found to be very compelling and thumbing through the book creates nostalgia. I enjoy the full color art in many modern systems but nothing can beat the old back and white drawings. 


If you have any young gamers in your house these books would be worth picking up as a holiday gift.  Especially if they are fledgling D&D players since they will encounter everything from a talking amulet to a gelatinous cube! Granted the books have no characteristics, maps, or combat rolls but capture the essence of D&D very well.


So what was your favorite Endless Quest book? Have you ever converted any of them into an adventure for your players? And most importantly do you still have any of them in your collection?

Interview: Jarrod Shaw of Mythoard

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Last month I had the pleasure of interviewing Jarrod Shaw of Mythoard. For the uninitiated Mythoard is a monthly subscription box filled with RPG material. The typical content consists of modules, supplements, dice, minis, zines, maps, accessories and more. If you are looking for a gift this holiday season for someone who enjoys RPGs then consider Mythoard. Or maybe you just want to give yourself a gift subscription?  Hey, it’s a lot of work being a game master and Mythoard delivers inspiration every month!

As a small DIY publisher I was excited to include Tales from the Game Tavern #1 in the October 2015 Mythoard. I definitely will be back to the hoard in the future and encourage other publishers to consider it.

Without further ado’ here is the interview:

Interview: Jarrod Shaw

Date: 24 November 2015

For background how long have you been a gamer?

First introduced in '89, I was 8, then got my first book, Rules Cyclopedia in '91

For those readers new to Mythoard can you explain what it is?

Mythoard is a monthly subscription box, which only contains TTRPGs.  Each month, our members get a box mailed to them that is packed with great gaming material, primarily from small press and indie publishers and makers.

I really like the name, Mythoard. Any particular inspiration when deciding on it?

I was spit-balling ideas for the company around with several folks at the time. When speaking with Michael Tresca about name possibilities, he tossed out Mythoard, and the family and I were instantly in love with the name.  I can't take credit for that!

I suppose the name indicates, at least in my brain, a mammoth cavern, full of rare treasures.  Definitely a quest location!

So in November Mythoard was celebrating its one year anniversary. Looking ahead what can we expect in 2016?

We have a lot planned for the upcoming year!  We are just finishing up an upgrade to our site which will allow members to sign into their own account. A feedback system is in the works, which will allow members to rate and comment on the items in the hoard each month.  We would like to get custom boxes soon.  Also, we plan on doing at least 6 cons in 2016, as opposed to 2 this year.  More Prizes.  More Press.  More Mythoard!

What separates Mythoard from all the other subscription boxes out there?

Content.  Absolutely.  To my knowledge, no one is doing what we are doing.  Not only are we offering only TTRPGs, we are focused sharply on the small press.

How should a potential RPG maker or DIY publisher contact you?

Email is the best route, info@mythoard.com.

If someone was skeptical of subscription boxes what would your advice be?

Give us a try.  It's only $25 shipped, and it could change your life.  Seriously, our boxes are sexy, and when someone sees you reading material from it, they will praise you unending for your outright coolness.  If not, well, it's only twenty five bucks.

What is your go to tabletop game at the moment?

DCC.  Dragon Quest is a close second right now though. I have only gotten to run it a handful of times, but the mechanics blow me away.

THACO, love it or leave it?

It confused the hell out of me as a youngin'.  Haven't ran 2nd in a decade I bet, but THAC0 has never scared me off.

I see the OSR is dead posts now again and they make me chuckle. What are your thoughts on that?

Seems pretty damn vibrant to me!  OSR is not a simple, one size fits all label. People like to slander things that don't adhere to a definable protocol.  Haters gonna hate.

I was curious if Mythoard will ever assemble some themed boxes down the road?

Yes.  It's a beast to arrange a regular box, so the curating for a themed box seems scary, but I'd like to try it out one month.

The MEGA HOARD seems like a good marketing opportunity. Can publishers donate items to that?

That's the primary source of acquirement!  Absolutely!

OK, you are in a dark corridor and your torch is about to flicker out. A nasty gash on your head from a battle with a goblin has left your vision blurred. The way behind you is clear but ahead there is chest filled with treasure. You sense the presence of something else in the corridor. What do you do?

There's likely more goblins here so I'd say in broken goblin.  "I've still got a good fight in me, so if you wish to leave unharmed, we can half this treasure and go our separate ways." Then try to backstab, backstab, backstab.
Some past spoils of the hoard!

OK, now for some really fun questions!

What is your favorite word?

Elegant.

What is your least favorite word?

Elfin.  Or Fissure.

What turns you on creatively, spiritually or emotionally?

Music. Gaming. Cannabinoids.

What turns you off?

Ceremony.

What is your favorite curse word

Sh*ta$s (it’s a compound word)

What sound or noise do you love?

When its really quiet and a hundred birds just take off, all at once.

What sound or noise do you hate?

Babys Crying. Fake twang.

What profession other than your own would you like to attempt?

Writer.

What profession would you not like to do?

Politician.

If Heaven exists, what would you like to hear God say when you arrive at the Pearly Gates?

"Finally...  What took you so long? Get on in here! Here's the keys to my mansion, Maserati, and moonshine cabinet.  I am going out for a while and I don't know when I will be back.  Watch over my creations.  Don't be afraid to toss some disaster down there if they get unruly!  Heck, throw some down there anyway.  Keeps em on their toes!  My boy is around here somewhere.  He's a big fan and was wondering if you wanted to split a bottle of wine and throw some dice.  Just shoot him a text when you are settled in.  And remember, above all else, take your shoes off in my dojo!  I just had that floor refinished..."  Something like that anyhow.

http://www.mythoard.com

Throwback Thursday: Crown Royal Bags

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According to their website approximately fifty million velvet bags are stitched for Crown Royal every year. With inventory like that being distributed all over the world it’s no wonder they became filled with dice at so many game tables. I still recall using mine as a dice bag in the early 80s because my father enjoyed Crown Royal during the holidays. In fact I specifically remember him giving me one because he had no use for it. Admittedly I think at first I stored my marble collection inside it.

Back then there was no social media helping to set trends. Rather RPG players just gravitated to them because they were awesome for dice storage. Shades of purple are a very medieval theme with the gold stitching and draw strings just enhancing the presentation.

This past summer I purchased thirty to use as loot bags for our friends and family gathering Ultracon. It was really fun having so many sprawled out all over the Game Tavern. After all these years they still remain my favorite dice bags and I’m sure nostalgia plays a role in that. However I challenge you to find a dice bag anywhere else that comes with a free bottle of whiskey!

Interestingly Crown Royal is now offering custom bags with which you can add your own message. All of the colors are available making it a great resource if you are on the hunt for a particular bag. If you are looking for a gift this holiday season for that special gamer this may be a good choice. Below are a few examples of some colors rarely seen even around popular game conventions:


So do you use a Crown Royal bag for your dice? If so do you recall the earliest time you had one? Or were they never a thing at your game gatherings. When I was growing up you were not cool unless you had one but I know people have different experiences. One thing is for sure if you meet the Crown Royal Wizard during a dungeon crawl wearing the below robe you better roll initiative or run away!


Throwback Thursday: D100

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Back in the 1980s collecting dice was part and parcel with playing role playing games. There was no online ordering or social media to help spread images of new products all over. Sure there were printed publications but they only reached the audience that purchased them. I think as a young gamer part of the fun was just discovering new things and it made the FLGS very important. My favorite haunt was Allied Hobbies in Philadelphia during that time frame. It was there that I saw my very first D100 or correctly known as the Zocchihedron.

Having already been enamored with collecting polyhedral dice this monstrosity was the big times! WOW. It had 100 facets and was the size of a golf ball. When rolled on the table it would barrel over miniatures like the Raiders of the Lost Ark boulder trap! I NEEDED one of these and would double my chore efforts to save enough for one. I eventually collected quite a few of them and ironically they never saw much use. They were utilized more as little maracas by my younger sisters than ever on the game table. The sound came from diminutive weights inside the die which assisted it to settle when rolled.


Lou Zocchi, the founder of Gamescience, invented the Zocchihedron after several years of development. Lou’s dice are definitely my favorite to this day and I was very excited to see Gamescience back in business after a short hiatus. The Zocchihedron to me is synonymous with old school nostalgia. Even to this day they are a blast to pull out and use even when two D10s would be easier. This is especially true if you are playing any sort of percentile based RPG. The Zocchihedron can be used to create some table suspense as everyone crowds around to see the result of some important roll.

The die did not come without some old drama however which started in the 1987 issue 85 of White Dwarf. An analysis sent in by reader Jason Mills allegedly showed bias to numbers at the poles of the die. My understanding is Lou Zocchi subsequently corrected the issue by using less glue that held the two die halves together. That remedial measure removed extra weight which in turn was causing the potential bias. I personally never experienced this and my Zocchihedrons have always seemed to roll rather randomly.
 

So did you collect the legendary Zocchihedron? Have you used them during your game sessions or are they only a novelty die? With the holiday season upon us a Zocchihedron would be a fun gift for that hard to buy for gamer. In the very least they make for a great conversation piece and ultimately are really fun to roll.


Tales from the Game Tavern: Issue #2

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Looking for inspiration for your winter game sessions? Tales from the Game Tavern issue #2 is now available for purchase in hard copy and PDF! This has been a really fun project since there little secret how much I love anything Krampus related. The old pagan traditions of the holiday season are just wonderful for table-top gaming. With Krampus becoming so popular this seemed like a perfect time to create this issue. Inside you will find all system agnostic game material. So whether you play BCMI, a retro clone or 5E it does not matter.



The contents of issue #2 as follows:

  • Klergy of Krampus:They know when you’re naughty or nice.  
  • Figurines of Mischievous Power:Four statuettes with a devilish side.
  • The Frozen Man:A bone-chilling terror for your campaign.    
  • Gruss vom Krampus:A mid-level seasonal adventure and hex crawl.
  • Krampusnacht Curios: Twelve minor magic items gifted by Krampus.    
  • Roast Beast Soup:A delicious recipe for the cold winter nights

As you can see there is a wonderful assortment of Krampus related material for your campaign. If you are planning on gathering after the New Year, Gruss vom Krampus is a perfect adventure and story of redemption to run the players through. I hope all of you have as much fun reading and using issue #2 as I had creating it.

Obviously by releasing this issue during the holidays we will be subject to slowed shipping. That being said, if it takes a few days longer to arrive I would ask for your patience. Best wishes to everyone for a safe and happy holiday season. Wassail!



12 Days of OSR Christmas

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Today the original cover art of Tales from the Game Tavern # 1 was sent to +Christopher Hardy. Back in November I did a giveaway and he was the lucky roll to receive Smite or Treat. The piece is the fine work of Ike Horton Arts and looks very nice framed as depicted below.


As this will probably be my last post this year I wanted to do one last giveaway! Tenkar’s Tavern is once again hosting the OSR Christmas and I wanted to participate. For background this is a yearly event organized by Tenkar in which items are gifted throughout the gaming community. It’s a really cool thing to do and the spirit behind it is just wonderful.



For my portion of the giveaway I wanted to focus on those gamers that may be down on their luck this season. I would like to send out a couple zines to gamers who could really use some encouragement. Do you know someone who doesn’t get much over the holidays – but always provides for everyone around them? Do you know a gamer that could use a smile going into the New Year?

If the answer is yes, I would like you to nominate them. Here is how to proceed:

In the comments below, please include: (You can also email your nominations to realmofultanya[at]gmail.com

• How you know this fellow gamer
• Why you feel they should receive this gift
• Please DO NOT include their name. I will follow-up to get that information later.
YOUR CURRENT EMAIL ADDRESS

I will randomly roll to determine three recipients of Tales from the Game Tavern issue #2 (Print +PDF). With Christmas being this Friday, I will probably alert the winners over the weekend. Thanks and best wishes for a wonderful holiday!

Giveaway results!

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I had a total of 20 entries for my 12 Days of OSR Christmas giveaway between blog posts and emails. I randomly rolled a trusty D20 and the following are the winners:



Congratulations and I will be emailing all three of you to get the email/physical address of your nominees. Thanks and best wishes for a Happy New Year!



2015: Most Popular Posts

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I always like to look back through the metrics on my blog to see what people are clicking on. This is especially true since I generally blog whenever I have a light bulb moment. That leads to a variety of topics spanning the universe of table-top gaming. My goal is to try and be as substantive as possible and never post just for the sake of doing so. Ultanya.com had an enormous amount of traffic last year and that definitely inspires me to keep creating content for it.

Interestingly there are a handful of posts from 2014 which see daily traffic still. But my focus today is to look back at what posts made in 2015 were the most popular. The following are listed because they all exceeded one thousand clicks, with some in the tens of thousands:










So what does this tell me about my readers? Well for one it seems there is a strong desire to mix nostalgic old school with new school. Additionally people love gonzo material and crave reviews of new RPG products to help guide their purchasing decisions. Also new gamers or those curious about RPGs want to read about others experiences before taking the plunge. Gamers also want to know more about the history of RPGs and appreciate posts about their creators. Apparently zombies are still going strong and have not yet eaten reader brains. Finally, the Game Tavern and the zine with its namesake are something people want more of.

Now granted, this is all my anecdotal read of what anonymous clicks on the internet mean. That being said, my little mining of this data will help to formulate posts for 2016. So Happy New year and I look forward to sharing more big ideas and gaming outside the box with you!

Dungeoncaching: "Take something, leave something."

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Last year I started Geocaching with my family to get the kids out and exploring nature. For the uninitiated this is an activity very similar to Letterboxing where you basically go on a scavenger hunt. The difference is you use GPS to find the general area of the cache. This also allows you to record your finds via an app and comment on the difficulty of finding the cache. A typical cache contains a small log book and pen (always bring your own) and often a little cluster of interesting items.

One of the unwritten codes of geocaching is "take something, leave something." As people find the cache, they exchange treasures so there is always something for the next person to find. This summer my family and I plan to hide a few caches of our own which will contain polyhedral dice. Hopefully those interested in the curious 20 sided dice will investigate the types of games they are used for!

This all gave rise to the idea that adventurers exploring vast mega-dungeons would do something similar. Often RPG sessions are limited to smaller environments which may never be visited again by the player characters. Or maybe there are several sessions in one location but the action is usually moving forward in some fashion. This is often because of scheduling issues, time constraints and just the complexities of life in general.

However it is quite possible to have a campaign revolve around a mega-dungeon theme for quite some time. In these situations the ecology of the location constantly evolves. Monster lairs change hands, different factions gain control of certain areas, adventurers plunder certain hoards, or magical and natural effects alter the setting. These sorts of occurrences are what make a large mega-dungeon theme come alive in the sense that it’s not a static environment.

Therefore it would be quite believable that previous adventurers left behind both for themselves and others small caches of supplies. They would usually exist in a place that is hidden or which was once a safe haven. Maybe there is a well-known type of graffiti used by adventurers or guilds to mark these caches? Or perhaps the local town used for supply has a posting board and crude map with alleged cache locations? The same unwritten code of "take something; leave something” would be used in dungeon-caching.

Now this idea need not be limited only to large subterranean areas of exploration. There could be dungeon caches in the wilderness inside some old hollowed out tree, under the floor boards of a tavern, or even in the rafters of an abandoned home. A dungeon cache is also a great tool to use when running multiple groups through the same campaign world. Maybe group A left something for group B to find when it’s their turn at the table? Finally a Dungeon cache is perhaps one of the easiest adventure hooks you could ever use since it could be clues to anything. Below I have created a table which includes examples of dungeon caches adventurers may find.

Dungeon Cache Table (1d6)

1. Hidden under a large stone is a small wooden box covered in phosphorescent mold. When opened the player characters find three vials filled with a glowing liquid. These each count as a Light spell if carefully poured onto an object. One has been leaking for quite some time hence the illuminated mold.

2. A secret door gives away to reveal the scene of a battle long ago. The skeletons of several humanoids are piled in a corner and an old fire pit exists in the center of this small room. Against the far wall leans two bed rolls, several folded blankets and a worn leather pack. Inside the pack the player characters will find three Potions of Healing and several bottles of wine.

3. A hidden tunnel leads to small natural chamber of stone and moss. Inside rests a perfectly clean iron chest waiting to be opened. Unfortunately for the player characters this is actually a Mimic that has been using this cache as a feeding trap. Nearby and completely covered in moss is the actual dungeon cache chest. Inside will be several loaves of calcified bread that when broken magically turn fresh again, complete with butter and wonderful aroma. One piece of this magic bread counts as enough sustenance for an entire day.

4. This cache appears to have been constructed by dwarves and uses an elaborate set of weights and pulleys to reveal. Inside is a veritable supply store containing rope, hooks, and lengths of chain, nails, pitons, shovels and small hand tools. Additionally there are several swords, axes and warhammers available. In dwarven written above the cache is the warning, “Take what ye need, but heed, Moradin sees, so please, leave behind, something to find” If the player characters only take items and leave nothing of value they will be cursed by Moradin for 24 hours with -2 to hit on all attack rolls.

5. This dungeon cache is a tiny cloth bag which is hidden inside a niche in a stone wall. The initials R.V. are embroidered on the bag in faded gold thread. Inside the player characters will find several Goodberries of surprising power. Anyone investigating will notice the niche is filled with a strange crystal which seems to be empowering the goodberries.  Each berry will heal 10 points of damage when consumed. The caveat being if they are more than 15’ away from the crystal niche they turn to dust. Any attempts to remove the crystal niche will destroy it. Consuming the last goodberry also ends the cycle permanently unless a newly summoned goodberry is placed inside the niche. The niche takes one full week to empower any new berries.

6. Hidden beyond several secret doors and false caches is an area that is very well stocked for serious exploration. Amateur adventurers or wandering monsters would almost never find this location. The actual chamber is 30x30 and contains an ever-burning hearth which only gives off heat and no smoke. Additionally there are several bunk beds, foot chests with blankets, and a stasis bubble containing a large quantity of food stuffs. There is also a bottle rack which contains a dozen of every common magic potion type and perhaps a few rare ones. A log book and sign-in sheet lay upon a table with ink and quill. If not signed properly and stock accounted for the room will teleport the player characters 2d10 miles away from the dungeon to some random wilderness area.


So do you Geocache or Letterbox? And if so what were some of the more interesting places you actually located one? And if you enjoyed the Dungeoncaching idea please reply to this post with your ideas for additional caches other Dungeon Masters can add to their own campaigns.

Ravenloft: Dungeon Master Tips

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So the Curse of Strahd has been announced and I have already pre-ordered my copy!  I personally love the setting so much I run an annual Halloween adventure with the original I6 Module. The Curse of Strahd appears to be a partial reboot with some new material as well. When reading the description of the product one line in particular jumped out at me: Heroes from the Forgotten Realms and other D&D worlds can easily be drawn into Strahd’s cursed land.

While this is indeed true, unlike traditional high fantasy worlds, running Ravenloft is a much different experience. Ravenloft is a world of gothic horror which when compared to a place like the Forgotten Realms is apples and oranges. Magic is not nearly as prevalent and traditional monsters are something maybe used to scare children as bedtime stories.

Ravenloft certainly is not a heroic world and very often the good guys do not win. I personally do not like using existing characters from a high fantasy world for Ravenloft. When you are surrounded by magic and fantastical beasts on a regular basis a salvo of undead is hardly scary. Part of what makes gothic horror work so well is the complete unknown. That ever present darkness, real or imagined, clouds the senses and leaves us not knowing what to expect next.

The setting needs to be mysterious even to those who were born there. This is what will help create that atmospheric element of fear and dread for your players. My advice is to use characters that are from the Demiplane of Dread for the best effect. Additionally when the players create new characters they will instantly be thinking about the setting. Or the DM should take the time to create characters if playing a one shot adventure and pass them out in advance. This will help tremendously with immersion on game day. Frank the Paladin from the Sword Coast, wielding his Holy Avenger just does not work right.

Suspense is key. This is where doing your preparation as a DM pays off big time. Creaking sounds. Strange shadows. Disturbing dreams. The sudden disappearance of an NPC. Or perhaps someone just inexplicably shows up dead.  All of these types of events are easily jotted down on a 3x5 card and help to create the atmosphere of dread that is Ravenloft. When you take something mundane and twist it the comfort zone of the players is taken away. For example using the encounter below and then making nothing ever come from it is terrifying:

“You notice the small doll that was seated on the rocking chair is gone. Behind you the patter of tiny feet on the wooden floor can be heard. Suddenly, the feebly burning candle you hold has its flame snuffed by a cold breeze.”

There is also many things you can do on game day to add a unique feeling to any Ravenloft sessions. For example the lights in the Game Tavern are all on dimmers. Using them when Strahd or some other nasty presence is impending could be a good tip off for the players. I have also in the past played certain elements of a session by candlelight but would recommend doing this sparingly. Especially if playing late at night and people are tired, caveat being you make intravenous caffeine available. I think candlelight would work best with a Tarokka card reading to create that cool fortune teller vibe for the players.

Music and sound effects are also very powerful tools any DM always has available for their game sessions.  Gloom and horror can be amplified by the sound of rain, the wind blowing, people crying or the baying of wolves in the distance. In terms of music sound tracks like Dracula Untold or Bram Stoker’s Dracula are just dying (pun intended) to be part of your Ravenloft sessions. All of these options can easily be played using an inexpensive Bluetooth speaker and a smartphone. Again use them sparingly or like most things they will fade into the background of the session and lose their effect.

Often a unified vision of what the players are experiencing is another good tool to use. Something old school modules did well was providing a booklet of handouts. Players love to handle props no matter how insignificant. Take the time to pick out and print some pictures to use during your Ravenloft session. A simple Google Image search should provide plenty of setting art that could be utilized to ensure everyone is on the same page. People are very visual by nature. Take advantage of that sensory power one in a while.

Finally take some time to research what is already available in terms of inspiration. Ravenloft has plenty of previously created material from books and supplements to various blog entries. Here Sly flourish offers some great advice on running the original Ravenloft module. Here I talk about additional motivations of Strahd and here is my session report from our Halloween gathering last October. Also the first issue of my zine, Tales from the Game Tavern, is filled with horror type material.

Still need more inspiration? My advice is read a few ghost stories or classic horror to really get a feeling for the genre.  If you were to make an Appendix V (for vampire) what would you add to the list? Below are a few examples to get it started:

Bram Stoker: Dracula
Mary Shelley: Frankenstein
John Polidori: The Vampyre, A Tale
Edgar Allan Poe: The Fall of the House of Usher
Peter Straub: Ghost Story
Stephen King: Salem’s Lot

Good luck… Strahd is waiting for you … What are you afraid of?

Ravenloft Trinkets

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With the Curse of Strahd being released this March I thought it may be fun to make some Gothic horror type trinkets. As with Trinket Trove #1, these are not mere baubles and have more magical property. Therefore they could be used by any DM as treasure. I love thematic magic items and believe they really add flavor to any campaign play. This is especially true when some seemingly mundane item is found early on, than becomes helpful many levels later. Last year I also made a list of items I called Curious Goods that would work in a Ravenloft setting. Be sure to check them out! But for now here is a list of items that are ghoulishly different for those wide-eyed and hopeful Ravenloft characters.

Trinket Trove Table #2 (1d20) 

01.    A black parasol of delicate design which appears to be mostly decorative. However it makes the wielder invisible to those inflicted with lycanthropy when used under a full moon. This power does not mask sound or scent.

02.    Dried out husk of a squirrel attached to a wooden rod with rusty nails. Once per day this necromantic fetish may animate any small dead creature of animal intelligence or less. The zombie animal will follow simple commands for one hour before crumbling to dust.

03.    A set of old marbles that if played with causes the ghost of a small child to appear. The ghost will ask to play a game, 1d6 and on 1-3 the PC wins (or play marbles for real for added game session coolness). If the PC wins, the ghost will perform reconnaissance of any location within a mile and answer one question. May be used once per week.

04.    Black lace veil which feels oddly cold to touch. If worn the user immediately senses this was placed on a corpse during a funeral. The owner of the veil will be subject to recurring nightmares but gain a +1 bonus to saves versus fear.

05.    Disgusting occult book bound in stitched human ears. Once per day invoke the book to listen for any undead creatures that may be nearby. Undead within 100’ causes the book to flap its pages together loudly for three rounds.

06.    Miniature wooden coffin which fits in the palm of the hand. Opens into an extradimensial space under a random graveyard large enough for two medium sized creatures. Those inside are beyond the reach of divination spells. Lasts one hour and may be used once per week.

07.    A bottle of red wine which appears thick and viscous. Anyone drinking even the smallest sample will be cursed with hematophagy. This means they now only gain nourishment from fresh blood. Minor vampires will act indifferent to them if encountered.

08.    A child’s doll which feels warm to touch and appears to be crafted from a patchwork of sinewy muscle. The doll is actually a minor flesh golem that is prodigiously strong and able to carry things. It cannot be use for combat and was designed for the sole purpose of being a pack mule.

09.    An antique looking hair pin which is abnormally long. Upon closer examination a spider web motif is embossed upon the length of it. May be used as a weapon which does 1 point of damage and delivers a dose of poison which acts as a Sleep spell. May be used once per week.

10.    A sleek corset which includes a patterned brocade of skulls. When worn it creates an exaggerated and curvaceous figure which grants advantage on charisma based checks. This feminine allure however comes at a price, as the corset halves constitution scores when worn.

11. A cameo pin which includes a woman’s skeletal visage in relief. This objet d'art is actually a talisman which grants resistance to damage caused by the undead. The ablative properties of the talisman work once and then must be recharged by soaking in holy water for a full day.

12.    A large iron key which appears to have come from a jailer’s ring. Once per day, when placed near a locked door it becomes ghostly in appearance and alters to fit. The key then works as a Knock spell but takes a potential toll on its owner. Succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.

13.    A beautiful set of gold filigree Tarokka cards inside a velum lined box. This deck once belonged to a Vistani gypsy who fell afoul of darkness. Using the deck will summon their ghost which is combative (1-50%) or helpful (51-00%). If combative it will attack for one round and vanish. If helpful it will answer one question as an Augury spell and vanish. Ghost appears once per week.

14.    Trapped inside a small glass bottle is an undead faerie.  The creature snarls and scratches at the glass as its bat-like wings flap. If released for any reason it will fly away immediately. Otherwise the owner of the bottle may call upon the faerie to cast Light or Darkness as spell, once per day.

15.    An ornate wooden box containing two weathered dueling pistols. These single shot, flintlock weapons will animate and attack anything the owner commands. Fired by the ghosts of two men who died dueling, the haunted pistols critical on a 17-20, and may be used once a week.

16.    A leather satchel of 2d6 ancient grave rose seeds. If planted in soil they immediately sprout ash colored perennials. These have the unique ability of attracting undead with a 50’ radius. They must make a DC 10 Wisdom saving throw or spend one round attacking the grave rose.

17.    A miniature Ouija Board which is very detailed and perhaps was full size at one time. Tormented spirits will seek the owner out anywhere a traumatic death took place. Not realizing they are dead, the spirits are confused and ask for help. The Ouija Board also has the ability to cast Speak with Dead once per week.

18.   The shrunken head of a zombie which still occasionally snaps its teeth together and moans. While in possession of this morbid fetish the owner gains Undead Fortitude. If damage reduces the PC to 0 hit points, make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the PC drops to 1 hit point instead. This benefit may be attempted once per week.

19.   A human skull which has been magically altered into a mortar and pestle. If used in conjunction with a Healer’s Kit to crush ingredients they will become enchanted. The resulting paste will heal 2d4 + 2 hit points and requires an action to administer. There is a cumulative 10% chance per use that the skull will crumble to dust forever.

20.    A small hourglass necklace which has been crafted from pure silver. These rare trinkets were developed as wards against lycanthropy. If bitten by a lycanthrope the hourglass will crack spilling out its time altering sands. Gain advantage on all saving throws versus lycanthropy for one hour.



Curse Day: Strahd Saw His Shadow

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Strahd is a legendary vampire in Barovia, Ravenloft. On February 2 (Curse day) of each year, the town of Barovia celebrates with a festival of closed windows and feebly burning fires. During the ceremony, which begins just before the winter sunrise, Strahd emerges from Castle Ravenloft to contemplate his machinations. According to folklore, if Strahd sees his shadow and returns to the castle, he has predicted six more weeks until a terrible curse fills the land. If Strahd does not see his shadow, he has predicted an early end to winter. This prognostication is heavily relied upon by the people of Barovia who learned of the portents from the Vistani.

With today being Groundhog Day, and the Curse of Strahd being released in six weeks, I thought some tongue & cheek was in order. This year Punxsutawney Phil emerged and did not see his shadow predicting an early spring. If he had seen his shadow then according to lore we would be in for six more weeks of winter.

The actual Groundhog Day may find its roots in the Gaelic holiday of Imbolc ("IM-bulk"), also called (Saint) Brigid's Day. Many animals were observed to see if they would emerge from hibernation and herald the coming of spring. This certainly would be a good gauge even in a Dungeons & Dragons campaign. The waning of winter would be observed by most communities as a time of celebration in the realm.

Surviving the cold months, and all the dark creatures that take advantage of it is great campaign material. What if anything have you done over the years to emulate this? With entire communities holed up inside their cottages it seems like a perfect area for opportunistic monsters. A great example is Grendel bursting into the Heorot during the epic poem Beowulf. Even though Grendel had different motivations the horror of some unspeakable thing haunting an isolated community is great stuff.

The undead are particularly unnerving when used with a winter backdrop. One of the entries in Tales from the Game Tavern #2, the Frozen Man, provides a good example. Anyone who has read or is a fan of the HBO series Game of Thrones is familiar with the White Walkers. The utter horror they add to the ongoing story is just fantastic. Having a recurring winter boogeyman that finally vanishes with the coming of spring can help bring your campaign to life. Do you have any traditions in your campaign world similar to this? If so what are they and do the players love to hate them?


D&D Public Perception, Then & Now

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This morning while taking my normal train into the city I overheard something that made me smile. A few seats ahead of me were three young college students, probably freshman, discussing Dungeons & Dragons. Two female students and one male to be exact. How did I know they were students? Well it was not hard to see all the spiritwear proclaiming so. Their conversation involved how they recently took a chance playing the game and had a blast. They were very enthusiastic and looking forward to their next session.

At one point the conversation shifted to the origin of the game and one of the students brought up her uncle. She went on to explain how when he played D&D it was considered occultism and witchcraft. Of course the cerebral students all laughed at this and considered such thinking not only backwards but ridiculous. This immediately made me think back to the early 1980s and living through the hysteria generated by D&D.

I started playing the game in 1983, and my family was very well aware of the claims that D&D involved devil worship. Luckily for me, my clan is a forward thinking bunch, and I was never asked to stop playing D&D. That being said, the social stigma of the game was almost palpable in some circles, especially school. In 1984, Patricia Pulling founded B.A.D.D. (Bothered about Dungeons and Dragons), after her son allegedly committed suicide because of D&D. This of course made the teen pastime of D&D an even bigger target to curious onlookers and doomsayers.


Between B.A.D.D. and the 1982 Tom Hanks movie Mazes & Monsters D&D was seriously under fire. Then it all came to a boiling point in 1985 when 60 Minutes aired its notorious segment on Dungeons & Dragons. Co-creator Gary Gygax defended the game which was contrasted by interviews with Patricia Pulling. This all of course fanned the flames of nervousness parents had over their children playing role playing games. But as with most manufactured hysteria the years rolled on, and the flames were extinguished as people like Pulling were discredited.


Fast forward to 2016 and D&D has touched every major form of media from cinema to PC games. References to the game are everywhere, some of which people do not even realize. Table top gaming is actually having a big renaissance now as social media has finally become mundane. People want to re-connect and actually socialize around a table and real tactile gaming helps to facilitate this. Things like superheroes, comic books, role-playing games and science fiction are now mainstream. Being imaginative and creative is rewarded instead of ridiculed by the status quo. All these wonderful changes could not have happened if those of us who played D&D in the 70s and 80s did not weather the storm. For those interested in reading some of the panic induced articles of the 80s here is a small collection:






As I sat on the train this morning I silently mused over all these things. My day dreaming was interrupted when I heard the conductor announce my stop over the loud speaker. As I walked past that cluster of young gamers I paused and turned to greet them. I suggested that they check out Ultanya.com as they may find a post later in the day interesting. I hope they see this but if not maybe someone else new to role playing games will stumble across it. As the old adage goes history repeats itself. Let’s not let that ring true with everything we do not understand. Think big, think aloud, and most importantly think for yourself!

Forever Inspiring: Wayne England

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I just learned about the passing of Wayne England. For those that are unaware, Wayne was a prolific fantasy artist. His amazing illustrations have graced Dungeons & Dragons, Magic the Gathering and Warhammer for well over a decade.

Some time ago I contacted Wayne after seeing his atmosphere art in the pages of the 5th edition Players Handbook. It was beautiful work in my opinion, and really helped to give the book a unique feel. In my interactions with Wayne he was always incredibly humble, and a genuine pleasure to correspond with. Not only was he very enthusiastic, but excited I was so interested in his art. He would end every conversation with, “have a top day”, which I will never forget. Several of those atmosphere pieces now hang proudly on the Game Tavern wall. So tonight please spin a d20 in honor of Wayne, as his art has been inspiring us for years, and will continue to do so.

Wayne is survived by his wife Victoria and children Millie and Harry.




That Old School Torch

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The pines were roaring on the height,
The wind was moaning in the night.
The fire was red, it flaming spread;
The trees like torches blazed with light.

― J.R.R. Tolkien, The Hobbit 

So what’s really involved in making a torch? With it being a quintessential piece of adventuring equipment I thought it may be worth looking into. I‘m sure some of you know how to make a torch in a game such as Minecraft, but what about for real? That is information that may be helpful someday in a natural disaster, zombie apocalypse or even a fantasy RPG. In the latter a torch is always something that seems to be available when shopping for your next dungeon delves.

But what if your character was lost in some ancient dark forest? You desperately needed to find a light source and some warmth. Sure the Dungeon Master may allow some sort of wilderness or nature check, but let’s face it, that seems incredibly boring. What if instead you were able to describe what your ranger or druid was doing to create a torch? This may even turn into an opportunity for a cool game event to happen. The Dungeon Master, inspired by this role playing, decides the tree you are harvesting has a magical property!

Old world craftsmanship and survival skills seem to be something modern society has all but cast aside. How many people reading this actually know how to start a fire without benefit of modern tools and fuels? I’m willing to bet that number can be counted on two hands. Playing adventurers in a fantasy role playing game should pique your interest in these sorts of things.

Six torches in the original D&D Basic set had a price of one gold piece. That seems like a lot for a few pieces of wood that just burn, right? Well they are not ordinary pieces of wood. Instead they have a coating of resin that not only burns more brightly, but with less smoke. Often the resin is so potent that rain water will not even extinguish the torch. The Art of Manliness blog did a great illustration a while back showing natural versus modern torch making:


If making camp for the night, your adventurers may use split logs to create a cooking torch. More commonly known as a Swedish torch or Canadian Candle, it can be created with just one log. In this video Eagle Scout Creek Stewart, host of Fat Guys in the Woods on The Weather Channel, explains how to build a Swedish torch.

That same split technique can be used in a pine wood knot to make a great torch. The Rocky Mountain Bushcraft blog gives us a step by step guide here. These historical skills are something that would not be lost on adventurers in a fantasy world. Sure the party wizard may be able to create fire with the snap of their fingers. That does not change the fact that knowledge such as this is, would not only useful in the real world, but helps with immersion at the game table.

Next time your character needs a torch put aside those dice to add some flavor to the session. Describe for the players assembled the type of tree you are looking for and how you will craft the torches. Newer players have asked me a few times to describe old school style of play. The torch, as presented in this post, is almost like a metaphor for old school style. Not only is it an important resource early in an adventurer’s career, but gathering and crafting your own is gaming outside the box. That is the essence of old school style, less roll play and more role play!

Of course I will leave your adventurers with one cautionary statement: If while harvesting wood for torches you notice the tree has a face or appendages you may want to run!

Review: If I had a Gryphon

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Last week I got a hamster.
My first and only pet.
He mostly eats and sleeps and hides.
And gets his shavings wet.

If only I could have a pet
With strange, exotic powers,
I know that I’d find lots to do
To while away the hours.


While walking around the book store last week "If I had a Gryphon" caught my eye. It’s not very often you see a children’s book with a creature of mythology in the title. Having a few little ones of my own I was interested in the book immediately. After flipping through the pages I decided I would marinate a bit on the purchase. Later that day I checked and Amazon had a good deal so I ordered.

The book arrived this afternoon and my children all quickly took turns digesting it. They enjoyed the story of Sam who just got a pet hamster, but wished it was something else. Sam thinks the hamster is boring and her imagination takes a hold of her, dreaming the hamster was a series of magical beasts instead. As a long time gamer I was genuinely impressed with the cadre of monsters represented in this book. Everything from a hippogriff to a manticore is mentioned.

In typical fashion for a book targeting children ages 3-7, the verses in the story rhyme. The illustrations are not scary and have fun vibe to them. The entire work is 32 pages, which honestly seems like some sort of artificial target number. The second half of the book crams multiple creatures into a few short pages. Unlike earlier on, where monsters are given a full page or more, this was a disappointment. The last creature touched upon is a mermaid and the verse does not even rhyme. This almost corroborates the idea that the writer was pressed for space.

Overall I think this is a good pickup for any gamers that have young children. It’s like a miniature Monster Manual with well over a dozen mythical creatures. The actual book is constructed very well and with young children the images are almost more important than the words. My five year old poured over it much longer then her older siblings. If I had to assign a rating I would give it three stars out of five. What seems like a great premise is almost hastily completed toward the end.

Should you purchase it? Again, if your kids enjoy fantasy then yes. Or if you are looking for a gift for a young reader it would be a good choice. Adding to a child’s vocabulary and learning about magical beasts of mythology is a good thing. After all, how often do they get to say words like chimera or harpy?

Product Details
Author: Vikki VanSickle
Artist: Cale Atkinson
Age Range: 3 - 7 years
Grade Level: Preschool - 2
Hardcover: 32 pages
Publisher: Tundra Books (February 9, 2016)
Language: English

Tales from the Game Tavern: Issue #3

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Spring is finally here and the faeries have started to awaken after the long winter. The tales involving the wee folk are very popular around St. Patrick’s Day. Whimsical, and often very dangerous, faeries are perfect for gaming inspiration. In this third issue you will find a complete adventure and supporting material. What you won’t find is any gold at the end of the rainbow. Unless of course you catch a leprechaun! As always, the entire issue is RPG system agnostic. So whether you play BCMI, a retro clone, or 5E, it does not matter.




Contents

  •     Ecology of the Redcap: Murderous wee folk that haunt ruined places.
  •     Sídhe Fungus Gardens: Strange fungi and bacteria of the faerie mounds.
  •     Crock of Gold: A drop die table for use in your campaign.
  •     Mr. Tweed’s Spectacles: A mid-level adventure involving a leprechaun.
  •     Beer Bread: They will be begging for it every game session.


Thematic material is always fun to use at the game table. As you can see from above, this is a complete game night package. Furthermore, there is enough supporting material to use this issue as the kickoff for a small sandbox or additional game sessions. Are you looking for something with Celtic or Irish overtones for your March gatherings? Then your quest is completed!

Part of the included adventure, Mr. Tweed’s Spectacles, involves magical glasses. These need to be printed, cut out, and assembled for players to wear during the game session. Alternatively, if you are having a St. Patrick’s Day party and need fun glasses, look no further! These are perfect for kids and adults alike. The template for the glasses are offered here free to download:

Treasure Cheaters

Finally, we will be doing a giveaway for one new set of Gamescience Emerald Gem Dice. How do you win them? Well besides the luck of the Irish, you need to wear a pair of Treasure Cheaters and post a picture of yourself. Then of course tag me in the picture (On Google with +GrandDM or on Twitter @Grand_Dm) and you are entered in the giveaway. You do not need to purchase a copy of the zine to enter the contest, but your continued patronage is greatly appreciated. The deadline to submit your pictures is April 5th, 2016. I will then randomly select a winner with the roll of a trusty die.


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