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Leprechaun Poitín

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There's a neat little still at the foot of the hill,
Where the smoke curls up to the sky,
By a whiff of the smell you can plainly tell
That there's poitin, boys, close by.
For it fills the air with a perfume rare,
And betwixt both me and you,
As home we roll, we can drink a bowl,
Or a bucketful of Mountain Dew


For background before there was whiskey, there was poitín. Pronounced putch-een, it was first brewed by Irish monks sometime around the end of the 5th century. At the time it was known by the name Uisce beatha (pronounced ish-ka-ba-hah, or water of life). Soon the knowledge of this mountain dew found its way beyond the cloistered walls of the monasteries. The alchemy of distilling the potent beverage became common knowledge throughout the land. No longer was it the secret of monks or royalty that could afford it.

Interestingly, in 1661 King Charles outlawed this beverage crafted from barley, potatoes and beets. This of course did not stop commoners from building hidden and quite illicit distilleries. Often a small portable vat known as a poitín (Gaelic for little pot) was used. Chances are if you found a potatoes farmer they knew where to get a bottle of the good stuff. Very often the average poitín packed quite a punch at 95% ABV (alcohol per volume), making it even more legendary. In 2008, Irish poitín finally became a commercially produced spirit.

So how does this tie into game material? Well the leprechaun is probably the most famous of the Irish faerie folk. According to Yeats, they were a solitary faerie generally known for toiling at crafting shoes. From this they most were very rich with many buried treasure crocks. He goes on to say, They are withered, old, and solitary, in every way unlike the sociable spirits of the first sections. They dress with all unfairy homeliness, and are, indeed, most sluttish, slouching, jeering, mischievous phantoms. They are the great practical jokers among the good people.

All that shoe making I imagine makes for a very dry throat! That being said, I decided to create two different types of leprechaun poitín for use in your campaign. The mundane version of this forbidden elixir already is attainable only on the black market. But what if there were magical recipes of poitín crafted by the faerie folk? The lengths that Kings, Queens, powerful wizards, and merchant guilds would go to acquire some would be great. So bring your tankard and try a wee dram, they say the first drop is the best!

Leigheas Poitín 

The etymology of Leigheas is from Old Irish leiges‎, meaning healing or medicine. This strong version is crafted with blackberries for added sweetness. A favorite of the faerie folk, it is renowned for its curative and euphoric powers. Some say that rare fungus from the Sidhe gardens is a secret part of the recipe. Drinking a mouthful of this enchanted beverage will instantly make the imbiber intoxicated. Any pain or discomfort they were feeling is completely numbed by the beverage. In addition any magical charms affecting the drinker are immediately ended. Finally the imbiber heals 1 point of damage a round for 3d6 rounds. Unfortunately, depending on your perspective, the intoxication is also cured after the last round of healing. However, the resulting hangover is as nearly debilitating, but not in a good way.

Amadán Poitín

The etymology of Amadán is from Old Irish ammatán, meaning fool or simpleton. Leprechauns craft this mind-altering tonic simply for entertainment or to beguile humans. It is well known that finding a bottle of non-labeled poitín comes with inherent risk. It is often discovered in abandoned cabins, lying against an old tree, or around a bed of mushrooms. For those commoners thirsty for a drink of poitín, often the risk is not long considered. This is exactly what the leprechauns are often counting upon, and more often than not they are successful. Consuming Amadán is the equivalent of drinking a liquid Charm Person spell. The caveat being, as a willing participant no saving throw is permitted. One task must then be completed for the leprechaun. The task may be simply to dance and sing or may involve something a tad more mischievous.

If you enjoyed this post and plan on running a Celtic, Irish, or Faerie folk themed adventure consider Tales from the Game Tavern issue#3. Available now in print and pdf it includes a complete adventure involving a leprechaun with supporting material throughout the zine. If you are a home-brewer and interested in crafting your own poitín you may want to visit this link. Just be sure you drink from the correct bottle as you never know what pesky leprechauns may be around!


Ravenloft: Vampire Killing Kit

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This box contains the items considered necessary, for the protection of persons who travel into certain little known countries of Eastern Europe, where the populace are plagued with a particular manifestation of evil known as Vampires. Professor Ernst Blomberg respectfully requests that the purchaser of this kit, carefully studies his book in order, should evil manifestations become apparent, he is equipped to deal with them efficiently. Professor Blomberg wishes to announce his grateful thanks to that well known gunmaker of Liege, Nicholas Plomdeur whose help in the compiling of the special items, the silver bullets &c., has been most efficient.

My family and I are members of the Mercer Museum in Doylestown, Pennsylvania. With the Curse of Strahd being released, I thought this would be a good time to discuss my favorite exhibit, the Vampire Killing Kit. These were very popular items purchased as late as the 19th century by superstitious visitors to Europe. Unfortunately, as cool as it may be, the Mercer kit is a fake. So why still display it? According to this article at vamped.org, the Mercer decided to display the kit full time because its curiosity value mesmerizes. This video, posted on the Travel Channel, shows just how they determined the kit was indeed not authentic.

That being said, this is still wonderful inspiration material for a Ravenloft campaign. Professor Blomberg could easily become an NPC that exists in the Domain of Dread. Perhaps Blomberg is just a charlatan, selling fake kits to those desperate to combat the likes of Strahd? In the very least I could see imitators hawking fake kits just like gothic snake oil salesman. Imagine the dread some hapless player character would feel when their kit does absolutely nothing to help them!

For purposes of this post, I will be using the Mercer exhibit as foundation material for a working Ravenloft kit.  As you can see from the pictures, one of the most curious items included are the silver bullets. My immediate reaction as a long time gamer, was to scratch my head since silver is for lycanthropes, right? Well there is apparently some argument against that theory.

Silver bullets as a tool against vampires were first published in 1928. The Vampire, His Kith and Kin by Montague Summers has the following entry: In some Slavonic countries it is thought that a Vampire, if prowling out of his tomb at night may be shot and killed with a silver bullet that has been blessed by a priest. But care must be taken that his body is not laid in the rays of the moon, especially if the moon be at her full, for in this case he will revive with redoubled vigor and malevolence.

Lycanthropes, namely werewolves, may find their alleged vulnerability to silver from the Beast of Gévaudan tale. In 1767 Jean Chastel is recorded as slaying the beast with a blessed silver bullet. Many argue that Chastel's use of a silver bullet is nothing more than a later embellishment on the story. Whatever the facts may be, this does not diminish the possibility of silver being useful against vampires. In terms of the kit I will be presenting in this post, the silver bullets will absolutely be effective. Below please find the kit presented for use with the 5th edition Curse of Strahd materials.

Vampire Killing Kit 
This ornate, walnut box is hinged and latched in iron. Inside are the tools necessary to combat the race known as "vampyr."


Availability: rare
Cost: Usually acquired through barter.
Weight: 15lbs

Contents
  • One pistol and set of black powder accoutrements (DMG page 268).
  • Two blessed silver bullets (these count as magical ammunition when dealing damage to a vampire).
  • One dire boar ivory holy symbol (doubles as a wooden stake).
  • Two vials of holy water.
  • One wooden stake with a silver tip.
  • One vial of powdered garlic clove (4 doses).
  • Professor Blomberg’s Serum (counts as a Potion of Greater Healing)
  • One Magnifying Glass of Corpselight (Grants advantage on investigation rolls associated with undead once per day. Recharges after a long rest)

The Dungeon Master's Screen

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Over the years I have seen plenty of argument for and against them. I have used a DM screen since my earliest game sessions in 1983. Back then when playing AD&D, it was originally so I could easily reference the attack matrices. But as I started to grow as a storyteller the screen began to add a sense of mystery to the table. In those earlier days I often would spend hours drawing NPCs, locations, and treasures. I wanted everyone at the table to have a unified vision of certain things. Being able to spread them out behind my screens before the big reveal was very helpful.

The sense of the unknown that the DM screen provided just became part our table sessions. Fast forward to 2016, and I still use a screen but not in the traditional sense any longer. Now I use it to hold tokens, conceal enemy miniatures, and keep handouts at the ready. Sure we are all adults, but that simple barrier helps to make sure surprises are not spoiled. My screen also serves as a tool to display my initiative tracker, which are simply close-line pins with all the player names on them. Having it elevated and in plain view helps to speed combat along and put players on notice when it’s their turn.

The argument against using a DM screen as I do, or for reference, always involves dice. Some DM’s prefer being completely transparent by rolling everything in the open. My own style is to roll the majority of the time behind the screen. Then for the big moments I roll in plain view to create tension and get everyone on their feet.

Another concern often voiced is not using a screen prevents temptation for a DM to fudge a die roll. At the end of the day, role-playing games are a social activity designed to create a fun experience together. The dice can be cruel masters and the players suffer them every time they roll already. No DM should be ashamed to occasionally fudge if it moves the story forward in a positive way. Sometimes the dice are there just to make noise. If the players don’t trust the DM to play fairly then perhaps they should consider other options.


The other argument is that anything which separates the DM from the players is detrimental for the game. Three decades and thousands of hours at the table later, I cannot agree with that statement. Never once has a player pulled me aside and said, “Hey…umm…that screen makes this experience feel more adversarial and less collaborative.” That being said, I respect the style choices of other Dungeon Masters, even if I don’t agree with them.

Now in terms of gear, I use a Dungeon Master’s Keep, originally purchased from Gale Force 9. I find the visual of a castle at the table adds several levels of badassery to the environment. The dice tower allows the DM to easily roll dice onto the player’s side of the table. I’m not sure of its availability any longer, but Fat Dragon Games currently makes a cool paper cut version. I recently ordered the Curse of Strahd DM screen even though its usefulness may be limited. I will probably use it specifically for those sessions just for unique campaign atmosphere.

For game conventions I usually go full DIY and clip together several three ring binders. The portability and cost effectiveness of this method is excellent. Plus being able to customize the art with your own inserts makes it easy to switch from a fantasy game to a sci-fi game in literally seconds. This 2012 video, by Jeremy Tully, shows exactly how to assemble your own DIY screen. Check it out; every screen using DM should have one in their convention pack.

So what type of screen do you use? Also does anyone have any fun stories involving their DM screen? I had a player once who became a legend for tossing dice when they repeatedly rolled a one. During one particular incident, it ricocheted off the wall and into my screen. Since that day I always tell players my screen is an ablative dice barrier!

Curse of Strahd: Death House

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Last night the Curse of Strahd campaign was kicked off in the Game Tavern. I used the Appendix B: adventure, Death House. For the uninitiated, this is an optional mini-adventure designed to advance new characters to 3rd level. If you intend on playing the adventure some point in the future I caution you to stop reading now. This session report will be riddled with spoiler information so you have been warned!

In attendance for the adventure was six players and their stalwart cadre consisted of the following characters:

Derek, a monk who spent some time in an asylum.
Gunter Gerstadt, a roguish monster hunter.
Sophronia Biddleman, a ranger with an undead vendetta.
Caigre, a paladin with post-apocalyptic visions.
Tawny, a warlock who was raised by faeries.
Odi Volkson, a priest of none other than Loki.

Whenever I start a new campaign I offer a permanent 10% XP bonus if the players write a background. Armed with this information I can customize adventures a tad more. Plus it really gets the players thinking about their characters beyond a page with numbers written upon it. That said, Death House uses a Milestone system where the players are just rewarded a level in lieu of raw experience points. I opted in this one time, with plans to return to traditional XP rewards moving forward.

In terms of housekeeping we are using two house rules for our campaign. The first is the Dark Inspiration Pool, which consists of twelve six-sided dice. These are prominently displayed in a gothic bowl in the middle of the game table. Accepting help from the dark lords is so very tempting but has its consequences. In terms of game mechanics, at any time a player can take one six-sided die from the pool. This may be used to add to any attack roll, skill check, or saving throw. The caveat is they must also hand the Dungeon Master one of the dice, who is able to use it whenever they see fit. More then one character death has been caused by the DM having a Dark Inspiration die in the past!


The second house rule comes from the Adventurer’s League DM packet for the Curse of Strahd. When a character under 5th level dies, the player can choose to have the Dark Powers of Ravenloft resurrect the character for free. If the player chooses resurrection, the character returns to play at the start of the next round with full hit points and spells. However, this dark resurrection leaves the character tainted by shadow. The character gains a Dark Gift, which can be both cosmetic and very detrimental in terms of game mechanics.

The DM packet only provides four examples, so I have begun to create my own which may be the subject of a future blog post. Ravenloft is a deadly place and this option allows the DM to take the kid gloves off immediately. Plus Strahd does not want his play things snuffed out like a candle flame just yet! The role-playing opportunities using the dark gift option are really fantastic. After all, this leaves a heavy burden on your soul, or what is left of it.

Curse of Strahd offers many suggestions on just how characters may find themselves in Barovia. For simplicity I opted for a variation of the Creeping Fog choice. Each of the characters wandered into a strange mist at their original location, and then found themselves in Barovia. All of them met in a dilapidated structure which resembled an old inn on the Svalich road. After realizing they were in the same predicament, the group was forced further down the road by the return of the choking mist.

I used this time to offer Gothic flavor descriptions of the area and begin subtle music in the Game Tavern. I use a Bluetooth speaker, and then loop various atmospheric and creepy tracks together to help set the mood. The PCs found some graffiti inside the inn which warned them about the mists and someone named the Devil Strahd. Additionally they found a map of the area but had no idea where they were exactly.

For this I decided to make a prop with the untagged region map of Barovia. Tactile props are another thing when used sparingly which help to set the mood. To age my printout I simply use Folgers instant crystals, some hot water, and then dry the printout at 350 in the oven for about five minutes. This has the added effect of curling the paper some, leaving you with a great looking (and smelling) piece of parchment.


Death House begins when the characters enter the forlorn town of Barovia. For background the home is infused with the evil spirits of the cultists that once resided there. After meeting the illusions of two children, and learning there is a monster in the house, the characters are forced in by the choking mists. Granted this may seem like a railroad to some, but the dark powers want the characters to enter the house, and usually get their way.

Mike Schley illustrated some really awesome maps of the Death House. I was tempted to use my Dwarven Forge to build the locations but there was just too many. Therefore I resized the maps in Photoshop and printed them out for use with miniatures. I then glued them to some black poster board and used painter’s tape to create my fog of war effect. This worked out well and the players enjoyed peeling back the tape to reveal new areas of the maps. The only downside of this approach was secret areas were also covered in tape, which caused some minor Meta gaming.


Death house is a four story structure which uses exploration and mystery as a suspense builder. I think the authors did a good job of the latter although it may be to slow for some groups. For that reason I think Death House is a good gauge to determine if your group will actually enjoy Gothic horror. Ravenloft, it played correctly, is a very different experience from traditional high fantasy. That being said, I found that it may indeed be a tad to slow if the party decided to explore everything. The seasoned veterans at my table left no stone unturned last night and did a complete exploration.

Soon this caused some table jokes to start as boredom slowly was setting in. In particular many of the room descriptions contain something created from mahogany. This was a regal home after all, but that becomes the focus of jokes at our table as the players entered a new room. “Is it made from mahogany?” That all said, I think the room descriptions help to paint the picture of this pseudo Victorian home and all its aged, yet beautiful furniture and accoutrements.

My advice to any DM running this adventure is pay attention to your table. If they players seem to be losing focus then it’s time for you to make something happen. This could be as benign as their torches blowing out, something tapping them on the shoulder, or make a combat occur. The easiest use of the latter would be to have the animated armor on the 3rd floor walk down the marble stairs and attack them. Just the sound of the clanking metal against the stone steps would be scary as they wait to see what is coming for them.

The third floor also contains one of the nastier encounters for first level characters. As the story goes, the master of the house had an affair with the nursemaid, which led to stillborn child. The cult murdered the nursemaid soon thereafter, and she now haunts the area as a specter. Perhaps most hair-raising of all is a crib, covered in a black shroud, inside of which is a wrapped baby sized bundle. Of course our priest of Loki volunteered to investigate the bundle which incurred the wrath of the specter. The battle lasted three rounds, and the warlock died from the specter’s life drain. She opted to let the Dark Powers of Ravenloft resurrect her character, and now is haunted by permanent nightmares of the experience. In terms of game mechanics, she has disadvantage on all saving throws versus fear now.


Eventually the characters will find their way to the attic of the home and make a grisly discovery. Behind a padlocked door is a room with bricked over windows. Here two children starved to death and their frightened ghosts remain. This encounter is relatively heavy since kids are involved and the manner of their demise. I actually applaud the authors for going to this dark place, as it sets the tone for the unforgiving land which is Barovia. There has been plenty of passive aggressive feedback over the years in regard to this type of published material. But like I said earlier, Ravenloft is not for everyone nor is Gothic horror.

I loved this encounter as I believe it gave the players pause and made them angry that someone would do such a thing. We had some great role-playing at our table with the ghosts who eventually possessed two of the PCs for fear of being abandoned. Without giving away everything, this was eventually resolved by the party and they set out to the basement of the Death House. This is where the adventure turns into a more traditional dungeon crawl type setting. The basement is where the cultists would murder people in sacrifice to the dark powers. The screams of these people were the “monsters in the basement” heard by the children in life.

If the players have been waiting for larger combats the basement will not disappoint. Literally thirty feet apart are corridors and a room with ghouls and shadows. I will mention there are some other encounters sprinkled throughout the house which I opted to skip. These include some animated objects and a grick which I found to be uninteresting. In our adventure the characters completed a long rest in the attic and also become second level. With that in mind, I increased the difficulty of the ghoul encounter by making it six instead of four. This proved to be on scary battle with PCs becoming paralyzed and making death saves left and right. The players literally pulled through by the skin of their teeth and ultimately won the battle.


Now exhausted of abilities they slogged onward and unfortunately were set upon by the five shadows. Admittedly I thought this was going to be a total party wipe-out. But a well-placed Faerie Fire spell by the warlock and several amazing rolls later the shadows were repelled. All of the characters with the exception of the ranger were drained of several points of strength. The sounds of chanting and determined grit pushed them on into the deeper bowels of the Death House. As a side note the encounters with the ghouls and shadows are deadly. There has been plenty of talk about them online from other DMs and reducing the threat. Or you could be like me and increase the threat, especially if you opt to use the Dark Powers house rule. My feelings are this is Ravenloft and people die all the time so push the limits now and again!

The pseudo final encounter of the adventure involves a chamber where the cultists committed their heinous sacrifices. Here the PCs are faced with ghostly apparitions who want them to sacrifice someone as they did routinely so long ago. My group decided this was not the path they would follow and the cultists awakened Lorghoth the Decayer. This is a Shambling Mound with a foul disposition that immediately attacks and will pursue the characters. Considering the bad shape the characters were in this battle went exceedingly well for them. Thematically I personally did not like this choice for a monster. That said, the slow movement of the creature, coupled with some space to avoid it, makes a good choice for lower level characters. If I had to do it again I would probably make a bone and rotted flesh amalgamation come out of the refuse pile. A horrific undead abomination of all the cult’s victims.


My favorite part of the adventure occurs when the battered and emotionally drained adventurers attempt to leave the Death House. The house is not amused with their constant victories and attacks them! Windows brick over, doors are replaced with scything blades, and black poison smoke billows forth from stoves and fireplaces. Again there were characters making death saves during this daring escape from the house. To make it even more difficult I required perception checks to find fallen companions in thick black smoke. Eventually the players were able to breathe the fresh air as their characters escaped the Death House.

Our game session lasted 7.5 hours with every nook and cranny of the Death House explored. Again the only parts skipped were the rather uninteresting combat encounters. That was a game day call by me however, as part of being a DM is managing play time. Overall I found the Death House to be an enjoyable introduction to the world of Ravenloft. Make no mistake, this is a brutal world and putting on kid gloves is doing a disservice to the adventure. Before embarking on Curse of Strahd all players should understand this is a grim campaign world and character death is possible and even expected. Obviously a DM running Death House for a smaller group needs to adjust the adventure encounters or start them at a slightly higher level. Death House makes no apologies and will test the mettle of your players and their characters.


For additional Ravenloft tips and inspiration check these posts:

Vampire Killing Kit

Ravenloft Trinkets

Ravenloft DM Tips

I6 Session Report

Strahd's Fifth Motivation

Contest: Guess the gumballs (D20s)!

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Yesterday I decided to create an Ultanya Publishing Facebook page. In order to get the news out I think it’s time for a fun contest. Pictured below is the Game Tavern gumball machine. Of course it’s filled with D20s and not gumballs. For 25 cents you can get a new D20 during any game night gathering. This has been a nice resource for some of the chronic 1 rollers in our gaming circle.

The contest will be simple as you just need to guess the correct amount of D20s.
 

The first correct guess will win a coupon for a free issue of Tales from the Game Tavern, and a set of these cool Tales from the Game Tavern dice!
 

Contest Rules
  • Guesses on Google+ or Twitter DO NOT count.
  • One entry per person.
  • If you edit your entry it does not count.
The winner will be posted this weekend. Share this with your gaming family & friends!

New Adventure: Gonzo Con

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This project happened completely by accident. What started as a goofy idea to include in the next issue of Tales from the Game Tavern, took on a life of its own. Gonzo Con is a humorous RPG adventure which pokes fun at geek conventions, geek culture, and the 1970-80s. The thirty page module is presented in a non-linear fashion so the players can make their own exploration choices. Players assume the role of modern day people transported to a strange convention. They are then tasked with exploring the entire convention hall before their captor will release them.

Gonzo Con is perfect for a one shot adventure when your group needs a diversion. Additionally it would be great for a game convention slot this summer. The adventure is system neutral and only includes game mechanics as an example when applicable. This way each Game Master can tailor Gonzo Con to their favorite system when running it.

Gonzo Con has plenty of tropes, clichés, weirdness, social awkwardness, and lunacy. DO NOT purchase Gonzo Con if you are looking for a serious adventure. On the other hand if you want to laugh, Meta-game, and not take things very seriously, this adventure is for you!

The layout is a tad refined but maintains its raw edge to give the publication a zine vibe. Finally this adventure includes cartography from the amazing Dyson Logos, and art from Bruno Junges, Denis McCarthy, and Jack Badashski. Please support these artists as their illustrations help to make DIY publications like Gonzo Con visually compelling.

Available NOW in print or PDF at the Ultanya Publishing store.

For those of you attending Legacies Game Day this weekend (April 23rd, 2016) Gonzo Con will be available at the low price of $5!




A Fistful of Weird Dice

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This past weekend my wife and I had the pleasure of attending Legacies Game Day in Havertown, PA. Although most of our day was spent behind our Ultanya Publishing table, we managed to play Black Powder, Black Magic by Stormlord Publishing. Admittedly, even though I own plenty of DCC material this was my first time actually playing it. It was never for lack of interest, but rather time and current RPG commitments. We had a total blast (literally from a TNT explosion in game) playing in a 0-level funnel. We were also finally able to use all our weird dice (D3, D5, D7, D14, D16, and D24).

The genre of the iconic Wild West was the icing on the cake for me. That era of American history is filled with expansion, exploration, heroes, and plenty of villains. Black Powder, Black Magic did not disappoint, and I have enjoyed reading through the first two volumes. I think the mash-up with the DCC rules makes for a fun theme where lethality is constant but so is luck. Suffice to say I have been hooked, which some of you may reply, “It’s about time!”

On the drive home my mind was filled with ideas of stagecoach robbers, rustlers, gamblers, weird shamans, and lawmen. I was imagining desert vistas, ghost towns, abandoned mines, and Conestoga wagon massacre sites. As a former Civil War living historian, this would be a perfect way to combine another passion of mine with RPGs.

A sparsely touched upon area of the American Civil War remains the far western territories of New Mexico and Arizona. The New Mexico Campaign occurred between February and April of 1862. That being said, the 1966 classic The Good, the Bad, and the Ugly features this campaign as foundation material.


I decided to create a quick table of random items for use in your own Black Powder, Black Magic games. This table in particular concerns itself with a haunted bivouac site of the Union Army. It belonged to a company of the 3rd U.S. Cavalry. Plunder lightly, as you may rouse the angry spirits that still camp there.

Haunted Bivouac Curiosities (1d24)

01. Several tin coffee pots.
02. Dominoes (28) in a dovetailed wooden box.
03. 8” long metal scissors. 1d3damage.
04. Angry Ghost of Union soldier who died of Cholera retching nearby.
05. Federal officer uniform buttons (6).
06. Confederate Belt Buckle.
07. 20” long bayonet. 1d5 damage.
08. Angry Ghost of a horse which was eaten by famished soldiers. Will attack humans on sight.
09. Rifle tools (cleaning jag, tumbler, ball screw, and nipple wrench).
10. Cartridge box with sling (1d16 random rounds inside).
11. Picture of a US soldier. The bottom reads, "Jones/East Side Gallery/Philadelphia.”
12.Angry Ghost of a Union Officer who died to cannon fire. Appears as crawling pieces.
13. Federal Officer shoulder boards. Add +1 to Personality when worn.
14. Confederate canteen (filled with strong whisky).
15. Hard Tack Biscuit. Heal 1d4 damage when consumed. (1d3)
16. Angry Ghost of Union Solider who died from dental disease. Will try to remove PCs teeth.
17. Soldier’s diary which will give clues to the whereabouts of buried gold.
18. A worn shaving cup and brush.
19. Brass compass which provides +1D bonus to find true North.
20.Angry Ghost of Confederate prisoner who died from giant lice. Will toss the creatures at PCs.
21. A traveling inkwell which oddly refills itself every dawn.
22. Small gold framed spectacles which turn darkness into dim light.
23. Heavy Cavalry Saber. Damaged, but if repaired does 1D8 damage.
24. Angry Ghost of a Confederate prisoner who died of sepsis. Will poison anyone it scratches.


Curse of Strahd: Macabre Escape

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At the edge of this forlorn place we located an immaculate row home. Once a wealthy family lived there which committed damnable sacrifices. The choking mists forced us inside this sorrowful and malevolent estate. Within we found a life of luxury twisted with unsettling madness. This sentient abode tormented us until we found a way to depart its corrupted halls. The antiquity of the evil in that place seeped into our dreams. After some time we steeled ourselves for those waking night terrors. Unfortunately, the wrathful abode was not done haunting us. As if swallowed by a morbid oubliette, we have returned. I fear our prayers will go unanswered inside the macabre escape tunnel of the Death House…

I decided to test the water at the Dungeon Master's Guild with an adventure used in my own campaign. I really enjoyed the Death House, and thought it had more stories to tell. There is just something wonderfully creepy about a house which is sentient. It could be used as a nemesis all throughout a Curse of Strahd campaign very easily. Be warned, Macabre Escape is very dangerous, yet some encounters can be avoided by careful players.

Macabre Escape returns the PCs to the Death House. It can also be used as an addition to the original Death House adventure. As a living entity, the Death House revels in the torment of both the living and the dead. It has many secrets still yet discovered, one of which is the original escape tunnel built by the Durst family. This scenario has enough material for a complete four to six hour game session. Although designed with level 3-4 characters in mind, the Macabre Escape can be tweaked to accommodate higher level groups.

The door is open … What are you afraid of?

Macabre Escape is available for purchase here.


Curse of Strahd: Reliquary Relics

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Warning: Death House Spoilers Ahead!

In the reliquary of the Death House adventure the PCs find a collection of unpleasant items. The cult was using these “relics” during their rituals. In the published adventure all the items are worthless and stored in thirteen niches along the walls. I decided that maybe that was true at the time, but the power of the Death House has altered them. The presence of the undead has a unique way of seeping into things. So below please find these "relics" presented as unique magic items of varying power level.

Reliquary Relics

01. A small, mummified, yellow hand with sharp claws (a goblin’s hand) on a loop of rope. Once on each of your turns as a bonus action, you can mentally command the hand to crawl up to 15 feet and interact with an object. The hand can perform simple tasks, such as fetching or grasping things. It has AC 15, 7 HP, and Strength of 8, and it can’t attack.

02. A knife carved from a human bone. Crafted from the thigh bone of a murderous Barovian, this vile tool now works as a compass. As an action, lay the knife on a flat surface and it will point to any undead within 30 feet of you. If there is multiple undead in different locations the knife will simply spin.

03. A dagger with a rat’s skull set into the pommel.
This weapon is considered magical but offers no bonus to hit or damage. Once per day the wielder may summon a Rat Swarm into service for one round. While this occurs the rat skull chatters and grinds its teeth constantly.

04. An 8-inch-diameter varnished orb made from a nothic’s eye. As an action target one creature within 15-feet. The target must contest its Charisma (Deception) check against your Wisdom (Insight) check. If you win, the eye allows you to magically learn one fact or secret about the target. The target automatically wins if it is immune to being charmed. There is a 10% cumulative chance per use of this weird insight that the orb crumbles to dust.

05. An aspergillum carved from bone. Any liquid placed inside the aspergillum immediately becomes a shadowy tonic. The living will notice a strange antiseptic smell, while the undead sense sweetness. Any undead within a 20-foot radius will be mildly attracted to liquid sprinkled from the aspergillum. They will casually seek out the euphoric odor so long as they do not see the living or have anything harmful occur.

06. A folded cloak made from stitched ghoul skin. This unholy garment is cold to touch and causes revulsion in those that see it. The wearer of this cloak gains advantage on saving throws against the paralyzing claws of a ghoul. In addition ghouls will regard the wearer with indifference but they must be extremely cautious.

07. A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph).
This bizarre wand can be used a spell focus which has a unique ability. Once per day the wielder may command the desiccated frog to animate and a deliver a melee combat spell. The frog can dash 60-feet per round and uses the wielder’s attack rolls. If the frog takes any damage it’s immediately destroyed and reappears the next day on the wand.

08. A bag full of bat guano. This calcified excrement is magically imbued to explode in a cloud of yellow, nauseating gas when thrown. The bag contains 1d4 congealed balls of bat guano which work as the 3rd level conjuration, Stinking Cloud when striking an object.

09. A hag’s severed finger. This shriveled green digit is warm to touch and covered in perpetual slime and algae. Once per day the finger can change the owner’s appearance for up to one hour. They will appear as a bent old woman with sinewy arms and rotted green teeth. Their charisma will also be halved but they will gain the ability to breathe under water normally.

10. A 6-inch-tall wooden figurine of a mummy, its arms crossed over its chest.
This forbidden item was purchased in a faraway land and brought to Barovia. The owner of this figurine becomes cursed with bad luck and cannot part ways with the figurine. The owner of the figurine cannot gain advantage from any source. A Remove Curse (or DM created quest) is required to remove the bad luck and abandon the figurine.

11. An iron pendant adorned with a devil’s face. Inscribed on the back of this strange pendant is the name Acererak. The devil face has a large gaping mouth inside of which swirls a strange black energy. Anyone sticking their finger inside the mouth will immediately be surrounded by nothingness. The pendant is able to cast Darkness when used this way. There is a cumulative 10% chance per use that the pendant crumbles to dust.

12. The shrunken, shriveled head of a Halfling. This morbid fetish has eyes which dart to and fro when the living are nearby. As a bonus action once per day, the owner of the head can command it to sing songs about heroes of old. This causes all allies within an earshot to gain advantage on saving throws against being frightened.

13. A small wooden coffer containing a dire wolf’s withered tongue. This tongue tapers to a thin tip which is curved into a ladle-like form. When picked up a lapping sound can be heard and the tongue will pull the wielder toward anyone who is wounded. If permitted, the tongue will magically lick away wounds involving blood (DM adjudication required). This ability may be used once per day to heal 5d4 + 4 damage. The amount rolled may be split among multiple targets.

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The Mists are perfect this time of year. Enjoy your stay!

Curse of Strahd: Old Bone Grinder

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Warning: Curse of Strahd Spoilers Ahead!

This past weekend the players in my Curse of Strahd campaign found their way to the Old Bone Grinder. Once a grain mill, it is now the abode of a coven of vicious hags. The hags are trapped in Barovia but are making the most of it with their baking hobby. The dream pastries they create allow Barovians to enter a near euphoric state of happiness when consumed. Practically addictive, when a family can no longer afford them the hags are willing to trade. The item used for these barter sessions are the Barovians’ children, which just happen to be the key ingredient in the dream pastries. The hags use the windmill's grindstone to pulverize their little bones into powder. For background people with souls are rare in Barovia. This causes the hags to prick children with a needle; if the child howls in pain, that’s a key indication that the child as a soul.


This terrible form of corruption is indeed horrid to contemplate. Adults are basically consuming their own children for a chance to escape the dread land for a short time. When the players piece all this information together they will likely be outraged and want to act. The problem with this approach is a coven of hags is not to be trifled with, especially for lower level characters. Our game session had one character death and nearly ended in a nasty TPK. Two of the hags are believed to be defeated and one is known to have escaped the area. Since my players will most likely be reading this post I will not definitively share what that outcome will be.

Hags and crones have been used for ages in stories to scare children, Hansel and Gretel being a tale most are familiar with. I love the inclusion of Morgantha and her wretched daughters, Bella Sunbane and Offalia Wormwiggle in the Curse of Strahd. In our session my friend Ike’s character had the windmill deed found in the Death House adventure. After ousting the hags from the windmill his arcane trickster attempted to use the deed to claim ownership of the Old Bone Grinder. A few arcana checks and makeshift ritual later, I decided it worked thus preventing the coven from entering the windmill for one year. I’m sure the hags will be perfectly fine with this change and won’t mind it at all!

This got me thinking more about the coven and their macabre baking sessions. Night hags enjoy tormenting dreams and sowing sorrow throughout the land. Surely the dream pastries cannot be the extent of their confectionery skills. Therefore please find below a few new delicacies to add to your own Curse of Strahd campaign.

Spiteful Strudels (1d6)

1. These pastries are filled with a rich sweet cheese which will satisfy the most demanding connoisseur. Unfortunately, the cheese is crafted using the powdered fingernails of a ghoul. A creature that eats one in its entirety must succeed on a DC 16 Constitution saving throw or become paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. This doughy pastry is filled with minced tree-ripened apples and has a tart flavor. Each apple was carefully chewed by a Night Hag and infected by their saliva. A creature that eats one in its entirety must succeed on a DC 16 Constitution saving throw or fall unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

3. These flaky and savory puffs are filled with spinach and broccoli. The vegetables are grown using compost created with the rotting flesh of zombies. A creature that eats one in its entirety must succeed on a DC 16 Constitution saving throw or develop Flesh Taut disease. One day after infection, the creature’s flesh starts to become chilled and rigid. The creature takes a −1 penalty to checks that rely on dexterity. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim has developed acute Rigor mortis and has their movement halved. This can only be cured with magic such as lesser restoration or heal.

4. These flavorful delights have a deep appetizing red color. Made with a blend of cherries, their tartness is carefully balanced with a sweet glaze. Unbeknownst to everyone the latter is created with the bones of hapless Vistani travelers. A creature that eats one in its entirety must succeed on a DC 16 Wisdom saving throw or believe they are Vistana. They will dress in bright clothes; laugh often, and drink heartily. This behavior will gain the attention of the true Vistani, and the pastry eater gains disadvantage against their Evil Eye for 1d4 months.

5. These pretzel twists are covered in cinnamon sugar and are a favorite of Barovian children. The hags also sprinkle something far more sinister on top. Small diseased rodents are captured, dried out, and powdered. A creature consuming a pretzel twist in its entirety must succeed on a DC 16 Constitution saving throw or it can’t regain hit points except by magical means. Additionally their hit point maximum decreases by 3 (1d6) every 24 hours. If the hit point maximum drops to 0 as a result of this sickness, they die. This can only be cured with magic such as lesser restoration or heal.

6. These meat pies are lovingly cooked with delicious gravy and mouthwatering bits of venison. Semi-sweet sugar is sprinkled on top of the pies to balance the strong meat flavor. Unfortunately, the meat is not all venison, as the hags also include corpse flesh of those they murdered. A creature that eats one in its entirety must succeed on a DC 16 Wisdom saving throw or become frightened for one minute. For the duration they can see the memories of the dead they have consumed. Every round, before the effect ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, this condition ends.

Remembering Dave Hargrave

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In memoriam, I wanted to talk a bit about Dave Hargrave aka The Dream Weaver. Today would have been his birthday as he was born May 25, 1946. Most grognards know him as the author of the The Arduin Trilogy. They are, in order, TheArduin Grimoire, Welcome to Skull Tower, and The Runes Of Doom. For the uninitiated, Dave was way before his time in terms of contributions to role-playing games. Sure, modern game designers and players alike often criticize what seems like a bunch of house rules cobbled together. But what is important to remember is this was 1977, just a few years after the release of Dungeons & Dragons. This is the same year that Star Wars exploded onto the big screen! Dave was not only writing, but publishing arguably the first gonzo RPG material.

Arduin was the off the hook, kitchen sink of campaign worlds! Between the brutal critical/fumble charts, super-science, and unique fantasy elements, these little books were something special. At the time high fantasy similar to J.R.R. Tolkien’s Middle earth dominated the RPG scene. Hargrave took that foundation and turned it upside down…and then kicked it a few times. The take away from Arduin has and always will be, that mixing genres and being imaginative is a good thing.

Hargrave’s Arduin was the original 0-level funnel where characters would often perish in some gore-laden way. Dave, a Vietnam veteran, actually commented on Arduin mortality in Different Worlds Magazine #31 (1983):

I think that war is the ultimate stupidity, and that the one real drawback to most fantasy role-playing games, and wargames, is that the consequences of combat are never fully understood by the players. To swing a sword or fire an arrow is going to result in blood-letting, pain, and even death-it is all a game to be sure, but the intent of the players is still the same. Thus I have always tried (with my Critical Hit Chart and such) to forcefully bring home to the players that battle and battle results are always ugly and terrible.

Dave also commented in Different Worlds Magazine #2 (1979) that over 700 player characters had perished in his campaign. At first glance that may seem like hyperbole, but make that assumption AFTER you read through the Arduin material!

I first saw the wacky little digest booklets sometime in the mid to late 1980s. One of the older players in our gaming group had them on his book shelf. I remember very distinctly being enamored with them, as the lower production quality had an ancient tome vibe. As a teenage boy artwork like Shardra the Castrator (Google it) was the subject of endless laughing and jokes. It would not be until many years later that I acquired my own set of the trilogy. In terms of gonzo material it remains a wonderful source to mine ideas from.

Just like the Mountain Dew we consumed during all night game sessions, Arduin was the nitrous oxide of early role-playing games. Those of us who enjoy gonzo RPG material owe a big thank you to Dave Hargrave. Furthermore, self-publishers and fans of DIY material should really appreciate Dave’s work. Creating something with an electric typewriter and whiteout is just about as old school as it gets. So later today take out your percentile dice or Zocchihedron and roll a few critical hits for Dave!

Dave Hargrave's 1977 Critical Hit Table

For those interested in adding Arduin to their own collection, Emperor’s Choice has all the volumes compiled in a modern product line. If you are a fan of Arduin or interested in more information here is the link to the Google+ group.




"The ARDUIN TRILOGY contains the most innovative and challenging Adventure Gaming system on the market. The Trilogy is several hundred pages and handsomely illustrated. Each volume is crammed with new spells, monsters, treasures and character types; plus a definitive system of rules to satisfy the most demanding FRP enthusiast. Arduin is an "anything goes" system, whose only limits are the player's imagination!

WARNING!
The Arduin Trilogy is recommended only for those players with some experience in Adventure Gaming and looking for even more challenge and enjoyment. For novice players, we recommend the "Arduin Adventure" to learn the true path to fame, glory and adventure."

Copyright 1977 - David A. Hargrave - Grimoire Games

Road Trip: The Frazetta Art Museum

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This past weekend I completed a quest long in the making with two good friends. For many years the three of wanted to visit the Frazetta Art Museum in East Stroudsburg, PA. Being Pennsylvania residents this seemed like a no-brainer. However, busy family life often has a way of placing road trips like this on the back burner. Fortunately, we were finally able to coordinate our trip and it was well worth the wait. But before I discuss our visit to the museum it may be best to talk about its namesake.


Frank Frazetta (1928 - 2010) is a legend. I can think of no other fantasy artist in recent history that is more iconic and influential. Anyone who is a fantasy paperback reader from the 1960s on should instantly recognize his amazing work. My favorite piece, Princess of Mars from the Edgar rice Burroughs novel, hangs proudly in my office. My buddy Ike tells a great story of how he found two Conan novels in his Easter basket as a child (coolest Mom ever award?). It was that unique imagery that instantly hooked him to the genre.


Frazetta’s work had its own vibe of fantastical beasts, diabolic sorcerers, curvaceous women, savage warriors, and vivid colors. Interestingly Frazetta, both handsome and muscular, almost appeared to be one of his characters. His amazing illustrations would go on to both grace and influence music and cinema projects. When it comes to role-playing games, more often than not, my mind’s eye definitely was influenced by Frazetta. Especially when you are not using a pseudo medieval backdrop for you campaign world. When looking for inspiration for a brutal realm of sword and sorcery, I can think of no better place then Frazetta.

It was for all these reasons my friends and I wanted to visit the Frazetta Art Museum. The museum resides on the original 67 acres of Mr. Frazetta's private estate, in the heart of the Pocono Mountains. Inside is a wonderful gallery of original works and several item collections from Frazetta’s personal life.

My friends and I left early since we had a little less than two hours of driving to get there. The weather was beautiful, we had some old school metal playing, and the trek felt like a teenage road trip of yore. Just finding the museum however was part of the quest, as there were no signs or indicators once we got close. Our GPS ended in the middle of a tree line, so we found a place to turn around and alas, it was actually the driveway entrance to the property! A narrow, winding path lead us under canopy of trees whose tops were lost above us. Then suddenly a red capped building, complete with iron gates and statues came into view. We had arrived at the Frazetta museum!




We were a tad early and needed to stretch our legs so we decided to walk the property a bit. A large pond extended away from the museum, complete with a small dock. All around majestic trees almost seemed to wall the property in. It was obvious that Frank Frazetta was in part a private man, and the estate around us reflected it. Soon someone appeared in the distance and waved us toward the museum. We would later learn this was Frank Frazetta Jr. after he greeted all three of us inside.

I’ll be honest, I was not sure what to expect when I passed through the iron gates and double wooden doors. I originally envisioned a much more cavernous space. That being said, I would categorize the interior as large, and you need a good hour to take it all in. We perused some of the art for a bit and then Lori Frazetta arrived and gave us a fantastic tour of the collection. Not only was she incredibly personable, but Lori really was a wellspring of information. Learning the history of the various pieces displayed really added to the enjoyment factor of our visit.

Below are some pictures that were taken with permission of Frank Frazetta Jr. and Lori Frazetta. I explained to them I was a blogger and wanted to help the museum get more exposure. You will notice all my shots were taken with a wide view. I did this intentionally since I don’t want to ruin the experience of visiting for anyone. Besides, a close up photo of any of the pieces would do them no justice. You really need to visit the museum and see the wonderful work of Frank Frazetta for yourself.










Frank Jr. and Lori Frazetta were gracious hosts and very passionate about the museum. I could definitely sense their joy in telling stories about the life of Frank Frazetta and sharing his fantastic work. They have several plans to hopefully expand the museum in the future which I would love to see come to fruition.

If I could pick one thing to improve it would be the inclusion of description plaques. It would be nice to see the name of the painting and when it was created.  During our visit there were several pieces I had never seen before. While this was exciting, I instantly wanted to know more about them without having to keep asking questions. Obviously this is a minor point, but one that may also help when there are several visitors at once.

If you live in the Tri-state area, or happen to be visiting, I encourage you to explore the Frazetta Art Museum. In terms of bucket list items this should be one any fantasy art fan should include. Places like this are magical and the continued support of fans is very important. Please re-share this post so other Frazetta fans potentially unaware of the museum can learn about it. For additional information about The Frazetta Art Museum please use the following links:

Frazetta Art Museum

Frazetta Art Museum Facebook

Frazetta Fans Facebook

Unhallowed Garrison, a Weird Civil War scenario.

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This past weekend my family and I spent the day at a Civil War reenactment. Many years ago I was involved in Civil War living history in Gettysburg during the summer. I personally love the time period and hope to get back into the hobby now that my children are getting older. Of course while at the reenactment my mind kept wandering to potential gaming scenarios. As a big fan of Black Powder, Black Magic I decided to create one. With the announcement of volume #3 and several articles addressing black powder, I thought it appropriate to post this home-brew scenario I whipped up.

Unhallowed Garrison

This short 0-level funnel for DCC RPG is set during the mid-point of the American Civil War in the year 1863. The players will assume the role of men and women traveling to a remote recruiting garrison. Some are going to volunteer for service and others are delivering supplies. Unfortunately for the PCs all the soldiers in the garrison are now undead. Constructed on top of a vein of demon ore, something was released into the garrison causing this supernatural calamity.

The garrison can be placed anywhere in the States or Dark Territories. For purposes of this adventure the garrison soldiers do not know they are undead. They still perform their daily soldiering duties but with decayed minds. The commander of the garrison is Captain Simon Buckner. The captain is duty bound and was known in life for shooting deserters, something that continues in undeath.

When the PCs arrive at the garrison it will be in the middle of the night. A terrible stench of decay will permeate the area. Although nauseating, odors like this are not uncommon during this time frame. The garrison is small and consists of a palisade surrounding a few buildings. A large sign with an arrow points to the recruiting station. The garrison will appear to be deserted but a flickering light can be seen emanating from the shuttered windows of the recruiting station.

Recruiting Station

Inside the PCs will find Captain Simon Buckner, his back to them, seated at a desk. The reek of death is almost palpable here and flies buzz around the entire room. Once he is addressed the Captain will turn around revealing his emaciated and rotted countenance. The Captain has absorbed the bulk of whatever foul essence was inside the demon ore.  He is now considered a patron level creature, known by his men as The Old Soldier. As such the Captain is immune to mundane attacks, and any attempts by the PCs will be fruitless.


The Captain will demand the PCs sign their recruitment forms and prepare for the company surgeon to perform a medical inspection. At this point the characters should be terrified and running for their lives. When they spill out into the garrison more soldiers in various state of decay will start to appear. The Captain will follow screaming the PCs are deserters and commanding his men to kill them.

On The Run

If the PCs stay and fight it should be a slaughter. The garrison has thirty undead Union soldiers and of course Captain Buckner himself. One takeaway of this adventure is to expose PCs to The Old Soldier so he can be used as a recurring villain in a future games. As most BPBM sessions occur in 1880, legends of The Old Soldier could have been passed down to the next generation. Below please find several encounters to use as the PCs try to escape the garrison soldiers.

1. Undead Infantry Attack. Several of the rotting soldiers pursue the PCs. Although they shamble some and can be outran, their Springfield rifles have a long reach. The undead never tire and will track the PCs all night, able to smell the warm blood coursing through their veins. They will march is close formation; fire volleys when possible, and fix bayonets if melee occurs.

Undead Union Soldier (10). Init -1; Atk Bayonet +1 melee (1d6) or rifle +1 missile (1d12); AC 10; HD 1d6; MV 20’, Act 1d20, SP un-dead; SV Fort +4, Ref -1, Will +2; AL C. Each soldier is armed with a Springfield Model 1861 and 10 minié bullets.


2. Undead Artillery Battery.  This unit is setup on a low ridge with a clear view of the valley leaving the garrison. It will fire the cannon on the PCs if they are being pursued by any infantry from their company. They are using shrapnel rounds with a bursting charge which consists of 75 iron balls. The cannon has a range of 400 yards and will be fired to explode some 15’ overhead of the PCs. Each time the cannon is fired the PCs must make a DC12 Reflex save to avoid the bursting rounds. Those which fail take 1d30 damage. If the PCs cross the valley and charge the artillery position, the crew will defend the cannon. Anyone with the appropriate background (Artilleryman, Gunsmith, etc.) may be able to operate the cannon with some help.

Undead Union Cannoneer (4). Init -1; Atk knife +0 melee (1d4) or light pistol +1 missile (1d8); AC 10; HD 1d6; MV 20’, Act 1d20, SP un-dead; SV Fort +4, Ref -1, Will +2; AL C. Each cannoneer is armed with a knife, Colt Model 1860 Army, and 12 bullets.


3. Sacred Cabin. A storm will enter the valley causing a down pour of rain and lightning strikes. The weather will hamper the PCs greatly and also risk potential death. Every round the PCs stay traveling in the storm there is a cumulative 5% chance of a lightning strike which causes 4d6 damage. Those looking for shelter will notice some nearby ruins. One of the buildings appears to be an old wooden cabin with a serviceable roof. The inside of the cabin is Spartan with a filthy old mattress, broken desk, and ash filled fireplace. Unfortunately, it was built atop a sacred burial site of a local Indian tribe. The combination of the storm and undead activity in the area has awoken a violent spirit. When the storm passes the PCs will find the remnants of a haunted bivouac site outside.

Angry Ghost. Init +1; Atk lifedrain +2 melee (1d6); AC 12; HD 2d12; MV 30’ fly; Act 1d20; SP un-dead, life drain; SV Fort +1, Ref +1, Will +4; AL C. Life drain: This attack withers the target and replenishes the Angry Ghost’s HP total.

4. Powder Mill. Perched nearby a river is the old Croxton Powder Mill. Several accidental explosions in 1861 closed the mill permanently. The orders for powder far exceeded what the little mill could handle and greed cast safety aside. With the garrison soldiers still in hot pursuit, this large building is a perfect place for the PCs to make their last stand. All walls are constructed from stone and still sturdy. The inside is mostly devoid of anything but enterprising PCs will find barrels of powdered charcoal, sulfur, and saltpeter.

Anyone with the appropriate background could lead the group into making some makeshift powder kegs. Since this is the final encounter let the player’s use their lobby GM roll liberally. Allow the PCs to create 2d30+28 damage points of powder kegs before the garrison soldiers siege the powder mill. They can divide the points up into different increments per keg, with a minimum of 10 points. When they explode anyone in a 30’ radius takes the damage, DC12 Reflex save for half.


Undead Union Soldier (10). Init -1; Atk Bayonet +1 melee (1d6) or rifle +1 missile (1d12); AC 10; HD 1d6; MV 20’, Act 1d20, SP un-dead; SV Fort +4, Ref -1, Will +2; AL C. Each soldier is armed with a Springfield Model 1861 and 10 minié bullets.

Undead Union Cavalryman (6). Init -1; Atk Sabre +1 melee (1d6) or light pistol +1 missile (1d8); AC 10; HD 1d6; MV 20’, Act 1d20, SP un-dead; SV Fort +4, Ref -1, Will +2; AL C. Each cavalryman is armed with a sabre, Colt Model 1860 Army, and 12 bullets. These undead are mounted on skeletal horses which have a MV of 40’. The latter will collapse into a pile of bones if its rider is destroyed.

Review: RPG Coasters

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One thing common at every gaming table are a variety of beverages. Coasters keep the surface of the table safe from drips and condensation. If you are a gamer then you need cool coasters, right? Well look no further then! RPG Coasters are designed by Alexander Ingram and first started as a Kickstarter in 2015. I learned about these awesome coasters just after the Kickstarter had ended. I reached out to Alex and asked him to contact me when they became available for general sale.

Last week my set arrived and I spent a few days putting them through some tests. To say the coasters are beautiful table accessories would be an understatement. They are crafted using hard maple, black walnut and cherry wood.  My coasters arrived all individually packaged and ready for instant use in the Game Tavern. I was immediately impressed with the intricate design and craftsmanship. I requested a mixture of the three wood types for this review, although Cherry I thought was the standout. Black walnut remains my least favorite, as the darker color makes the design work a tad harder to see.



Each coaster is padded on the bottom with a ring of felt material to ensure your table is not scratched. This first set focuses on RPG character classes although custom orders are available. I decided to create a few custom pieces such as Game Tavern, Grand DM, and my wife’s favorite character Anjelica the Red. Alex has informed me the next coaster themed Kickstarter will probably be for horror, sci-fi and maybe modern games themed!




Available to order with your coasters is a very useful stand. These coaster stands hold the coasters upright so you can see and display the icons. The stand is sized for how many coasters you purchase. You also get to pick from the three wood types which is a nice added touch. The standard sizes in North America for beer coasters are 3.5 inch and 4 inch. RPG Coasters measure about 3.75 inches and therefore will accommodate most drinks. To provide you with a more a visual guide, I decided to test them with some of the drink ware in the Game Tavern.
The tools of the trade!

Standard Mead Horn

Standard Wine Goblet

Standard Whiskey Glass (sorry whiskey not included)

Standard Beer Bottle

Ceramic Beer Tankard

Pint Tankard (oops...where did the coaster go?)

I also used an RPG coaster most of the week to see how they held up to condensation. They are treated with a clear finish and definitely water resistant. I can report that these coasters have a high Armor Class, as no rings were left behind and they did not stick to my glass. Not only are these thematic coasters, but they are really nice pieces of furniture. Aside from their functionality, RPG Coasters are a wonderful conversation piece to add to your gaming area or home bar.

If you need a gift for that gamer that has everything your quest may be over! RPG Coasters would even be a great gift for the regular players of a gaming group. Who would not love to have a coaster customized with their favorite character’s name? Or maybe you want to get that awesome Dungeon Master in your life something epic for their game room?

Well now is the time to consider it. If you use the code ULTANYA at checkout you will receive 15% off your entire order until 7/20/16.

Level up your gaming table with some RPG Coasters!

Kickstarter: Mutant Crawl Classics

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Just in case you have been laying low in your fallout bunker, I wanted to boost the signal for Mutant Crawl Classics (MCC RPG). The latest Kickstarter from Goodman Games offers a post-apocalyptic version of their core game. Developed by Jim Wampler, MCC RPG should be making old Gamma World fans bask in the sun of irradiated beaches. I personally pledged the Kickstarter as soon as it went live and the offerings are fantastic. For more flavor on MCC RPG here is the project background:

Triumph & Technology Won by Mutants & Magic

You’re no zero. You’re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.

Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it’s 1978 again, with modern rules grounded in the origins of post-apocalyptic role playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you — just activate your artifact... 


Mutant Crawl Classics (MCC RPG) is a stand-alone setting that applies the DCC RPG rules to a post-apocalyptic setting. You'll love MCC if you like Gamma World, Metamorphosis Alpha, or DCC RPG. You don't need to own DCC to play MCC.

Still not convinced? Here are additional resources to marinate on while you sip on that Mutant Cola:

•    A 29-page preview of the complete game, originally published in the Goodman Games 2015 Gen Con Program Guide. Includes information on the setting, character creation, character classes, mutations, artifacts, patron A.I.'s, and more!

•    A complete 13-page level 0 adventure, The Museum At the End of Time, originally published in the 2016 Free RPG Day module.

Here is actual play of the adventure, The Museum At the End of Time:


Still not sure if this game is for you? Maybe you don’t think you have the time to play it, or you are unsure of the genre, or perhaps you have never played DCC RPG. I would not let any of that dissuade you as this is a great opportunity to get in on the ground level. I consider myself a very careful Kickstarter backer as the stories are endless of failed or undelivered campaigns. MCC RPG comes from a respected company that is quite frankly just wonderful to the fans. This is one of those Kickstarters that I think people will regret not participating in if able. There are 8 days left for the Kickstarter and all the stretch goals are attainable!

Just for fun I decided to create a few things a wasteland wanderer may find in MCC RPG:

Oddities of the Wasteland (1d3)

1. You find a strange metallic device with a row of pointy prongs similar to teeth. Upon touch it begins to beep and feels slightly warm. This is a Power Comb which was created by the ancients. Unfortunately, its prior owner was a mutant who was diseased with Rad Lice. Anyone using the comb must make a DC15 Fortitude save or contract Rad Lice. These irradiated little beasties cause the inflicted to lose or gain mutations when making a Radburn check on a roll of 1-2 or 19-20. The Rad Lice have a life cycle of 1d16 days. Tech Level: 4 Complexity Level: 3

2.There is an small statue of a child in this room. As you get closer it appears to be an ancient doll in remarkable condition. Upon close examination you see its torso has a working power source. If the chest is depressed this old Laughter Bot is activated and it cackles immediately. Between shrieking laughter it says, “mama mama”  with outstretched hands. Unbeknownst to the PCs, the laughter bot’s hideous voice causes Croachlings to go berserk. The high frequency will summon all Croachlings in a 200’ radius, and they will attack any living creatures. Tech Level: 4 Complexity Level: 2

3. Digging through the sand you locate a bizarre sphere of pitted metal. Palm sized, it also appears to have an area which may be depressed similar to a button. No other markings or indications of its purpose are available. This five-pound device is a Viscid Grenade which was once used to control crowds. It contains enough material to be used three times before becoming useless. Once activated it will beep and cook-off for 1d3 rounds. Then sticky strands of material will fire in every direction from the device in a 20-foot radius. Anyone in the target area must make a DC15 Reflex save or become stuck in the strands for 1d3 rounds. A DC 20 Strength check is required to break free before the duration end. Tech Level: 4 Complexity Level: 3

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Castles Made of Sand

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As usual my blog went mostly silent in July as I prepared for Ultracon and was on family vacation. I cannot reveal the theme for this year’s Ultracon as some of the players read this blog. Suffice to say, it contains six months of work and a custom 5E adventure. I will follow-up for sure with a post-convention report to share what we did. While on vacation I made a promise to myself that I would read a book. Interestingly, not was I only able to complete the book, but I never turned on my laptop once during vacation. My choice was Empire of Imagination by Michael Witwer.

For the uninitiated, this is the dramatized biography of Gary Gygax, co-founder of Dungeons & Dragons. I had several people asking me on Twitter if I enjoyed the book and my response is a resounding YES! If you have ever been curious about the origin of this wonderful hobby, and D&D specifically, you should read this book. I was pleasantly surprised of how easy of a read it was, and was wishing for more at the end.

The book was a fascinating look into how the game was created, TSR was formed, and the rags to riches – and back to rags element. Working in the legal field, the litigious nature of the gaming industry was saddening to read about. That said the vignettes of Gary’s early life were my favorite part of the book. I think Witwer did a good job of taking us back to the beginning and showing all of Gary’s influences. My only criticism of the book is the length at 300 pages which I think is a tad short. It seems to me a life so well played has many more stories to tell. Maybe the Gygax children will follow-up one day with their own books.

Gary Gygax day actually just passed on July 27th, which celebrates Gary’s birthday each year. One of the items featured in Empire of Imagination is Gary’s legendary sand-topped table. Gary played many wargames on that table in the basement of his home. In the video below gaming historian Jon Peterson visits the old Gygax residence and shows what the sand table would have looked like:


As my own feet were buried in the sand of the beach, reading Empire of Imagination, my mind started to wander. What if player characters found a similar table that was magic? What sort of strange trinkets and objects may be buried in the sand? Please find below the start of fun list of such Gygax themed items. Perhaps you can help expand it by posting an idea?

Mordenkainen’s Marvelous Miniatures (1d4)

1.    A 35mm Tiger tank, complete with working cannon. The tank is able to attack as per a Lightning Bolt spell cast by an 11th level wizard once per day. If left in the sand of a gaming table for 24-hours it will recharge.

2.    70mm Fire Giant, complete with Hellhound sidekick. Upon the command of Ironbelly the figures will animate and attack one chosen target. Even in their diminutive state they have full attacks as per the Monster Manual. After one full round the figures turn to a pile of smoking ash.

3.    25mm Green Devil Face on a small stand. If taken off the stand the face will open its mouth, thus activating the Sphere of Annihilation inside. Any object inserted into the mouth will be subject to the sphere. Once something is so affected the Green Devil Face will dissolve into a cloud of smoke which briefly spells the name Acererak.

4.    54mm thimble which appears to be a suit of Chainmail armor. If placed on a finger it will magically garb the user in chainmail which is virtually weightless. The armor will last until the end of one full combat, at which point it reverts back to its original form. If left in the sand of a gaming table for 24-hours it will recharge.

And so castles made of sand, fall in the sea, eventually.

The Play’s The Thing

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This past weekend marked the fifth year of our friends and family event, Ultracon. A good portion of the year two other DM’s and I work on a collaborative adventure. One which will accommodate up to eighteen players over the course of two days. This year we re-skinned the classic D&D module, S3 Expedition to the Barrier Peaks. I plan to write another blog post with details and pictures, but suffice to say the event was a blast. Crashed spaceship and lasers? Roll initiative!

In the evening we had after hours gaming and I ran DCC RPG using Black Powder, Black Magic by Stormlord Publishing. I used the zero level funnel in volume one, The Devil’s Cauldron and everyone enjoyed it. It was at the very moment I realized just looking around the room how much I enjoy actually PLAYING these games. As an adult with a ridiculous schedule it’s very easy to lose track of how much fun the RPG hobby is.

I can count on two hands the amount of times we gathered for a game session in the past year. Most of the gamers in my circle have kids, crazy work hours, and just family life in general. I’m definitely counted among one of those with the wackiest of schedules. Ultimately this is why our event Ultracon is so important, as it gathers us all for a short period of time. That said, I can see the same sentiment being shared by attendees of Gen Con this past week. Reconnecting with old friends and enjoying the timeless pastime of RPGs is invigorating.

So who else is left with wanting more? I personally have been filling the gaming void with DIY publishing and blogging over the years. It really has scratched that itch to play for me and served as a great creative outlet. But after every Ultracon I realize that it’s really just a band aid, a dice tower to contain that d20 just wishing to roll across the table. I have even purchased more OSR products then I can ever use as my gaming library is massive. Don’t get me wrong, I enjoy all of these publications and admire the work of the amazing OSR community. In the end through, all this reading throughout the year is just another distraction. A good one, but a distraction.

I plan to try and game more often in the future. Because nothing replaces gathering around the table, wooden or virtual, to enjoy an RPG. I often wonder when I read the plethora of blog posts every week if other people are suffering the same fate. Everyone seems to be talking about gaming, but how many are actually playing? If you are counted among those living vicariously through watching other people play, or reading about it, make a change.

Sure everyone’s circumstances are different, and schedules don’t fit neatly in a box. But with a little effort you may be able to help organize more game sessions, whatever your favorite RPG may be. Social media alone is riddled with players looking to connect and gather for a game. Or you may not have to look further then your own friends and family.

I purposefully named this blog post The Play’s The Thing. Shakespeare's plays were created first with performance in mind. For the uninitiated, they first existed on the stage well before ever existing on the page. In my opinion reading Shakespeare is far duller then experiencing it. The same can be said for RPGs, which ultimately are a collaborative story telling performance. Whatever your strategy may be, make it happen and roll more dice, because nothing replaces actually playing the game!

Quest: Hugh's Weird Dice

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Hugh the Valiant...
  • He once won a fist fight, only using his moustache.
  • His bell bottoms never wrinkle.
  • When critically hit, his blood smells like cologne.
  • He once rolled a fumble, just to see how it feels.
  • His friends call him by his name, his enemies don't call him anything because they are all dead.
He is the most Interesting Barbarian in the World.

Hugh is one of the iconic characters of Dungeon Crawl Classics RPG. A few years ago an official tube of weird dice belonging to themed after Hugh were released. The dice are colored the same white and red as Hugh's legendary bell bottoms.They contained D3, D4, D5, D6, D7, D8, D10, D%10, D12, D14, D16, D20, D24, and D30.

Unfortunately, they have been sold out at the Goodman Games website for quite some time. I have been told on several occasions there is no intention for now to make them again.

For the better part of the last year I have been trying to find a set to no avail. If you know anyone with a tube for sale (or trade) and could point me in the right direction it would be greatly appreciated. Please email me at realmofultanya@gmail[dot]com

Thank you in advance for helping complete this quest!





Curse of Strahd: Dark Zodiac

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I have always been fascinated with the zodiac and think it remains really gameable for an RPG campaign.  People have thought for generations that maybe the personalities of newborns were shaped by the Zodiac. Fast forward to 2016 and I still find it fun to poke around modern horoscopes when I see them. The Vistani and their fortune telling seem to align perfectly with the Zodiac. Below is a list I was working on for my own Curse of Strahd campaign. It could be used during character generation or alternatively when travelers cross the mist into the Demiplane of Dread.

The attribute changes are just suggestions based on the feel I was trying to accomplish. Obviously change them as you see fit for your own campaign. The dark powers are strange and affect everyone in ways that are not always the sum total of game mechanics. In the very least the Dark Zodiac opens all sorts of role-playing doors for your group while on vacation in Barovia.

No mater your choice, the Dark Zodiac is a fun way to introduce changes in a character’s personality. The more time they spend in Strahd’s domain the darkness seeps into them. Some of their worst qualities are heightened, while perhaps more redeeming ones are suppressed. Perhaps the characters can explore these changes around a campfire with a Vistani fortune teller? Maybe there is a way to reverse the changes that only the Vistani know about!

Dark Zodiac (1d12)

1. The Despot: March 21 - April 19 (Aries): You begin acting impulsively and demand things more often. You are prone to losing your temper when things don’t go your way. -1 to Wisdom and +1 to Strength

2. The Sinful: April 20- May 20 (Taurus): Your vanity knows no bounds. In addition you have become very materialistic. Self-indulgence is your new guilty pleasure. -1 to Wisdom +1 to Charisma

3. The Doppelganger: May 21 - June 20 (Gemini): You are prone to extreme shifts of being cheerful and then melancholy. You also love to hear yourself talk. -1 to Charisma +1 to Wisdom

4. The Spider: June 21 - July 22 (Cancer): You are very cautious and will not be easily pried away from your perceived safety zone. You have little trust of others. -1 Charisma +1 Intelligence

5. The Radiant: July 23 - August 22 (Leo): You are extremely charming but often to your detriment. You prefer to be the center of attention, regardless of the cost. -1 Wisdom +1 Charisma

6. The Mist: August 23 - September 22 (Virgo): You have become very pessimistic about everything. So much that you question the trust of everyone around you. -1 Wisdom +1 Intelligence

7. The Gargoyle: September 23 - October 22 (Libra): You have become very unsure of things and must weigh every option before making a decision. -1 Dexterity +1 Wisdom

8. The Zealot: October 23 - November 21 (Scorpio): Your mood has become fiery to say the least. What used to be passion is now anger over most things. -1 Wisdom +1 Constitution.

9. The Arcane: November 22 - December 21 (Sagittarius): You have become an insufferable know-it all with little social filter. Blunt would be putting it mildly. -1 Wisdom +1 Intelligence

10. The Monarch: December 22 - January 19 (Capricorn): You have developed a taste for controlling those around you. Everyone else is there for your benefit after all. -1 Constitution +1 Charisma

11. The Crow: January 20 - February 18 (Aquarius): Those around you are suspect and you now feel it’s your duty to judge them all. You often seem cold and aloof to others. -1 Charisma +1 Constitution

12. The Vagabond: February 19 - March 20 (Pisces): You have become gullible in wishing to leave this dark land. Your lack of direction at times is an albatross. -1 Wisdom +1 Dexterity

Adventures in the Upside Down

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*Warning Spoilers* After watching Stranger Things, I spent some time digging through old D&D books. Since I started playing D&D in 1983 the show really resonated with me. It was like Steven Spielberg and Stephen King sat around and created an old school D&D module. Like most viewers I became very interested in the Vale of Shadows as referenced by the kids:

“The Vale of Shadows is a dimension that is a dark reflection, or echo, of our world. It is a place of decay and death, a plane out of phase, a [place] with monsters. It is right next to you and you don’t even see it.”


There has been some postulation that the Vale of Shadows is just the Plane of Shadows or the Shadowfell from the Forgotten Realms. But in the spirit of D&D canon, and looking back to 1983, I found something more compelling to use. In Dragon 73 (May 1983) Gary Gygax explores quasi-elemental planes. One of these places which existed between the Positive and Negative elemental planes was the Plane of Ash.

It was not until 1987 that Jeff Grubb expanded the quasi-elemental Plane of Ash in the Manual of the Planes. As I read through some of the descriptive material in my copy it was hauntingly similar to the Upside Down. Here are a few potentially relevant excerpts:

The plane of Ash exists without light, heat, or flame in the same fashion as Vacuum exists without air. Breathing is difficult as there is no breathable air, similar to the plane of Vacuum. Unlike in Vacuum, the cool, charred remains of this plane can be transformed into a breathable element.

“The atmosphere is toxic” - Chapter Eight: The Upside Down

Art by Matt Ferguson
The plane of quasi-elemental Ash is the depletion of warmth and fire. The transition from the plane of Fire to that of Ash occurs in a region of cooling temperature and the dusty remains of burned materials hanging in the atmosphere. The plane is bone chillingly cold. Finally, the ash thickens to a grey, dusty wall, beyond which is the darkness of the Negative Material plane.

Vision in the plane of Ash is reduced to 30 yards because of the dust-like particles in the air.

Obviously I am not suggesting that the Upside Down is indeed the Plane of Ash. That said I think it would be good starting point to design your own version of the Upside Down. Ash by its very definition is the residue of something destroyed and descriptive of death. Perhaps in this alternate dimension or potential future reality as we understand it is destroyed, reduced to ashes. The membranous material seen in the Upside Down reminds me of something new growing from the decay.

That strange something may indeed also be the weird alien creature, or Demogorgon as referenced by the kids.  Whatever this tenebrous reality may be, it remains a very intriguing place for adventurers to explore in a table-top session. Perhaps the creatures inside the Upside Down are powerless to affect our world until a portal is mistakenly opened? This could be a great adventure hook because of some magical mishap, or ill-advised use of psionic powers.

At first the creature begins to hunt for food in the game world, which consists of hapless animals. Then it grows more daring and takes humanoid victims to incubate with parasitoids. These larvae will eventually consume their victims and grow into offspring. The adventurers are perhaps hired by some remote village to investigate the disappearances. For fans of Stranger Things a session like this could be a fun diversion from a regular slog through the dungeon. And with Halloween around the corner it contains enough mystery and horror elements for a scary evening of D&D.

If you are looking for an example Demogorgon to use for your own Upside Down, Newbie DM released one today.
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