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Monster: Pumpkin (Spice) Pudding

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As usual this time of year the pumpkin spice apocalypse has started early. Everywhere you look products that should not even have the flavor are jumping on the pumpkin cart. In response to this craze I decided to create a monster for use in during your Fall game sessions. In the very least this should cause a few chuckles around the table. Well at least until they realize this nasty ooze is more than tongue in cheek.

Ecology 
These custard horrors are formed from the innards of a rotted pumpkin. The latter cannot be any ordinary jack-o’-lantern however. Instead it must be from a pumpkin patch which has been enchanted with foul magic. The origin of the magic is often debated by scholars, but almost always involves malicious fey. Pumpkin delights are popular in the realm when the leaves begin to change color and fall. The fey decided to emulate these treats and punish the humans encroaching on their sacred forests.

A pumpkin pudding appears and smells much like its namesake. Unlike other oozes, a pumpkin pudding is intelligent and very patient. The creature wishes to be consumed so it may create more Pumpkin Zombies for the control of its fey masters. If discovered, the pumpkin pudding will fight to the death if escape is not an option. If the opportunity presents itself, the pudding will attempt to slither into the mouth of any unconscious or disabled foe. There are even tales of these puddings creeping into the mouth, nose, or ears of sleeping victims.

Pumpkin (Spice) Pudding
Small ooze, unaligned
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 10 ft., climb 10 ft.
STR 12 (+1) DEX 6 (-2) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 2 (-4)   
Skills Stealth +2
Damage Resistances acid, cold, fire, bludgeoning, piercing, slashing.
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 2 (450 XP)

SPECIAL TRAITS
Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance: While the ooze remains motionless, it is indistinguishable from a delicious treat.
Pulpy Innards: If consumed, 9 (2d6 + 2) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a Pumpkin Zombie under the control of dark fey. The caveat being the humanoid is restored to life or its body is destroyed.

ACTIONS
Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic damage.

DM Tips
Although it’s a very tough creature because of its resistances, combat is something the pudding prefers to avoid. Instead it will wait patiently to be consumed or for an opportunity to enter a helpless victim. As an agent of evil fey, the pudding is calculating and very careful.

For some added fun, when using this monster be sure to include some real pumpkin pudding to your game session. Although the players may be a tad reluctant to eat it after meeting these creamy nightmares!


Dungeons & Dragons Has Always Been Cool

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This morning I read this article and immediately wanted to follow-up. Dungeons and Dragons has always been cool. Sure there was a time when it was not socially accepted by the mainstream. But that was also during an age when information was shared by only the press and various networks. Today social media has opened the eyes of many people regarding a plethora of subjects. Role-playing games have certainly gained traction because of this phenomenon.

The difference between the gross misinformation of the 70s and 80s, and watching people having fun playing D&D on YouTube is like night and day. Now even the remotely curious can investigate any tabletop game before purchasing it. Since 1974 players have been sitting around a table with friends playing Dungeons & Dragons. I would argue that other forms of entertainment will never be as compelling. Why? Because whether playing a video game, watching a movie, or reading a book, you are using someone else’s imagination.

Figment is exhausted after batting around a D20.
When playing a game such as Dungeons & Dragons you are using your own imagination. In terms of a collaborative story-telling game, it’s just timeless. It does not matter what edition you play, or the genre, role-playing games are a wonderful hobby. If anything I think we are experiencing a renaissance of sorts right now with table-top games.

While social media is wonderful, we are really NOT connected by it. Nothing replaces gathering a few friends and socializing in real time. A role-playing game is often a great catalyst to make this happen. Even if your table-top is virtual, the end result is better than refreshing Twitter or Facebook relentlessly while bored out of your gourd.

So yes Dungeons & Dragons has ALWAYS been cool. For over thirty years dedicated and enthusiastic players have helped to make the pastime infectious. I’m glad some people are finally catching up! And more importantly that a new generation of players is growing into the hobby during this wonderful and open-minded time. So dig out those dice and take a romp through the dungeon this weekend. Who knows what adventures await!

Playing D&D With Kids

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This past weekend I ran a game session for five children. For background it was my son’s tenth birthday and he wanted to invite some friends over from school. The best part was none of these kids had ever played D&D, or any role-playing game for that matter. This was an interesting challenge since the last time I DM’ed a room full of ten year olds was 1983, when I was ten! Admittedly I did not really have much time to prepare since I have been working around the clock. That said, the game lasted around 2.5 hours and the kids had a blast.



A few months ago when Bryce initially asked me to do this I started planning the day. Since I knew the children being invited had never played, I wanted them to leave with the game. I combined the 5E Basic PDFs into a book and had them printed on Lulu. For the cover I used the mock-up by TheBlueKnight found here on EnWorld, and added my son’s name and birthday party date in Photoshop. As pictured below the books turned out fantastic and the children all left with a unique party favor. In addition they all received their very own first set of polyhedral dice.


My initial idea was to run a spooky Halloween themed adventure complete with fun props. But time just was not on my side and I was left scrambling the morning of the party. That is when I found On a Children's Quest, A Starter 5e Adventure. What initially attracted me to the adventure was the illustrated map, which seemed perfect for a bunch of novices. I did not use the adventure completely as presented, but rather as a template to take the kids wherever their imagination wanted. Having actually used this adventure in live play, I will say there is lots of potential here in terms of format with kids.


People (especially kids) are very imaginative and visual so having the illustrated map was a win. Each of them was provided with their own copy they could mark-up or add notes with. At the table I used a combination of miniatures, Chessex play mat, Dwarven Forge, and miscellaneous terrain pieces to create the environment. The kids absolutely loved looking at everything and being involved with these tactile elements. Just holding and rolling their new dice alone was fun, especially when someone rolled a coveted 20!


The pre-generated characters I used were complete but we almost never referenced the sheets during play. Instead I explained the basic concepts and the kids began picking it up quick. For instance, at one point a strength check was needed to move something. This prompted everyone to look at their character sheets and the kids had fun comparing their attribute scores. I’m a big fan of the KISS acronym ("Keep it simple, stupid") and it paid off big when introducing these kids to the game. My reasoning for giving them completed characters was so they have a template for later.

Overall I must say this was equally a fun experience for me as a Dungeon Master. Not only was I sharing this wonderful hobby with new players, but hopefully making some lifelong ones. Although it’s early in the process to see if they caught the D&D bug, there is already talk of starting a club amongst they kids at school. My son has volunteered to be the Dungeon Master which really makes me smile. If anything seeing these children unplugged for a few hours and enjoying a table-top game was worth the price of admission.

Faces blurred for privacy.

During our session they expanded their vocabulary (portcullis…what is that!), did lots of math, and most importantly worked as a team to come up with plans to negotiate the various challenges of the adventure. If you are reading this and considering introducing your children to role-playing games I highly recommend it. Not only does it have the aforementioned benefits, but it also lets them exhibit qualities like leadership and critical thinking. Furthermore they are presented with constant hypothetical situations they must work through as a group.

My final advice when running a game for kids is keeping it short and simple. The mind can only absorb what the seat can endure and this could not ring truer with kids. My group started to get restless around the one hour mark so we took liberal breaks. Some kids have longer attention spans then others so be aware that a D&D session is not an endurance contest. Also be sure to put the spotlight on every child as some have stronger personalities then others. Just like an adult session, it's quite possible for one player to run the table if the DM does not stay on their toes.

We finished our session with a sundae bar and talked about the game. I asked the kids what they liked the most and least about the experience. Universally they enjoyed exploring and finding treasure, and did not like that the adventure was over. Finally I asked them all if they would like to play again to which I received a resounding YES!

The kid's reenactment of a failed Death Save.

So to all the veteran players and DMs out there take some time to share the hobby with the next generation. They will be as wide-eyed and interested as you were when first discovering role-playing games….they just don’t know it yet!

Curse of Strahd: Horror of Strahd's Power

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This past weekend one of our regular groups gathered for our Curse of Strahd campaign. The characters are all level five now and had just finished up with the Wizard of Wines scenario. They had been planning their next moves, which included delivering wine to Krezck and taking on Yester Hill. I will not go into much detail on those places as not to spoil things for those still playing. We gathered for our game session sort of at the last minute, so I was not as prepared as I would like to be.

I decided to spend the night showing how powerful Strahd was to the group. By level five the legendary vampire should now be taking interest in the adventurers. They have interfered with his plans for Ireena, and perhaps even defeated some of his minions by now. Strahd, being ancient does not feel threatened yet, but perhaps is experiencing exhilaration for the first time in ages. He likes these new playthings and will test them to see if they are worthy opponents or maybe even servants.

Because of life and summer conventions this campaign was on hiatus for a bit. So rather then get wrapped up in the story to much this was a good opportunity to shake off the rust. The adventurers found themselves back on the Old Svalich Road when a light rain began to fall. In the distance through the fog they found an old cemetery and church they could use for shelter. The cemetery was completely churned with tombstones and coffins protruding in twisted ways. This description caused some immediate jokes around the table like, “what could go wrong” etcetera. That said, their investigation of the immediate area proved to be rather benign save some howling wolves in the distance.

This is when I decided to have Strahd’s black carriage make its first appearance. The tenebrous transport, pulled by snorting horses pulled right up next to the cemetery. The door swung open and out stepped Strahd to the immediate pale faces of the players (and probably their characters). The vampire lord walked over to the two female characters (one with red hair like Ireena) and immediately tried to charm them. Amazingly the players rolled an 18 and a natural 20 for their Wisdom saves. Even when this failed the sweat on their brows continued to flow. Strahd explained to the group that “Ireena was his and they should remember that.”

Strahd then turned his attention to the group’s cleric, who rolled a 4 and failed his save, thus becoming charmed. Strahd allegedly handed him an object and explained he wanted him to drop it in the cemetery when he left. This was nothing more than the first show of power since Strahd gave nothing to the cleric. Strahd then departed, and the group decided to attack the cleric for fear of what may be in his hand. As he walked toward the cemetery with his placebo item he nearly died from the assault. The characters felt terrible afterward for succumbing to this fear.

When the dust settled Strahd’s laughter could be heard throughout the area as the cemetery began to rumble. Before their very eyes, the PCs watched as the earth congealed with casket and tombstone forming into monstrous creatures which attacked them. These Gravestone Elementals turned out to be quite a challenge for the group. I mixed an Earth Elemental with a Shambling Mound in terms of statistics as follows:

Gravestone Elemental
Large elemental, neutral
Armor Class 17
Hit Points 126 (12d10 + 60)
Speed 30 ft., burrow 30 ft.
STR 20 (+5)
DEX 8 (-1)
CON 20 (+5)
INT 5 (-3)
WIS 10 (+0)
CHA 5 (-3)
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, lightning
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Terran
Challenge 6 (2,300 XP)
Special Traits
  • Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. 
  • Siege Monster: The elemental deals double damage to objects and structures.
  • Lightning Absorption: Whenever the gravestone elemental is subjected to lightning damage, it takes no damage and regains hit points equal to the lightning damage dealt.
Actions
  • Multiattack: The gravestone elemental makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the gravestone elemental uses its Engulf on it.
  • Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  • Engulf: The gravestone elemental engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the elemental's turns or take 13 (2d8 + 4) bludgeoning damage. If the elemental moves, the engulfed target moves with it. The elemental can have only one creature engulfed at a time.
These statistics are just what I whipped up quickly for my game session so feel free to adjust them for your own campaign. I considered also allowing them to pull tombstones from their bodies and use them as missile attacks. This never came up since the battle immediately turned to a vicious melee. A few well-placed Thunderwaves turned out to be a big help by the group’s wizard.

I enjoyed running these encounters to show the group the level of Strahd’s power. The vampire himself never lifted a finger, yet caused so much mayhem. We all want to believe we have agency over our own choices and destiny, yet Strahd almost forced the group to dispatch one of their own. Then with another display of power or perhaps force of will, Strahd commanded these elementals to destroy the group.

I think introducing Strahd into the campaign is perhaps the most difficult thing for any Dungeon Master. Most of these early encounters probably end up being a combat, which I would argue is incredibly boring. A big part of gothic horror is suspense and nerve wracking build-up. Having Strahd working in the background using his servants and various mind compulsion is terrifying. It creates an atmosphere of dread and keeps the players on their toes. Furthermore, it puts the players on notice that this is a villain who is much more than statistics on a page!

Curse of Strahd: Amber Temple Addition

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Greetings adventurers! I have finally awoken from my blogging slumber. The past few months I have been involved in a professional commitment which has gobbled up most of my waking hours. That said, I did etch out some time this past weekend to run our Curse of Strahd campaign. With minimal preparation on my side, I wanted to run a more traditional exploration adventure. If you do NOT want to be spoiled, then stop reading NOW!

The last time our group gathered they had explored most of the Amber Temple, high in the Balinok Mountains. This was a challenging session between the constant Flameskulls and evil vestiges (remnants of dead, malevolent entities) that kept calling to them. The latter were hidden away in the Amber Temple by a group of wizards, who would later turn against each other, driven mad by the evil vestiges. One however remained, who was now a forgetful lich named Exethanter.

The dark vestiges within the Amber Temple are said to have granted Strahd his immortality and powers. They managed to tempt the curiosity of the players in my campaign, and several of them accepted dark gifts. My wife’s character, a fey-pact warlock became chaotic evil after accepting a 22 charisma! Now an NPC, she willingly took a black carriage ride to castle Ravenloft at the beginning of last weekend’s session. Will she return to hamper the PCs...we shall see!

I really liked the idea of Exethanter and wanted to expand upon him. In the published adventure, it clearly states: The lich has no alliance with or animosity toward Strahd, and no interest in challenging Strahd for control of Barovia. So, what we are left with is forgetful lich that just wants to guard the Amber Temple. He will also talk about the powers which are hidden away there if prompted.

This made me think immediately of a favorite old adventure of mine from 1985: Into the Forgotten Realms, by Ed Greenwood. It was published in Dragon magazine #95 and detailed an old wizardry school with a crazy lich named Azimer. To quote part of the adventure text: Azimer will at first greet the characters in a brusque manner, demanding (in a ghastly whisper) to know where the characters have been, why they haven’t been studying their spell books, and scolding them for not seeming to care about how important their work at the school is. He will then get up and become more friendly and patronizing, continuing to treat the characters as favored pupils in his magic school. And calling them by the names of magic-users long dead who lived at the school.

This seemed like a perfect mash-up to use with Exethanter, who still could open a portal to his old magic school. When role-playing Exethanter I switched between a forgetful personality to suddenly back to the headmaster of a wizardry school. This made for some hilarious role-playing opportunities during our game session. In our campaign, the legendary Sunsword was inside Exethanter’s old school of magic. It was left there by another group of adventurers who were seeking other items to defeat Strahd with. Unfortunately for the PCs, one of Exethanter’s old faculty members Khazan was still there.

For background, The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. Khazan appears in other parts of the Curse of Strahd, but I decided to use him inside the school of wizardry. Utilizing my freshly minted Volo’s Guide to Monsters, I decided he would be a Bodak with some spell casting ability.

Into the Forgotten Realms was perfect source material since the setting is an ancient school of magic. It was originally a tournament module for the AD&D game which was used at the GEN CON XVII Game Convention in August 1984. The players had a good time exploring the school and the few combats we had were memorable. I replaced the Grell in the adventure with a ghostly Beholder, and tossed in a few Flameskulls for good measure.

The original adventure, much like the Amber Temple is a trove of magic items. That said, any DMs considering its use may want to modify things a bit. During our session, the PCs recovered the Sunsword and a strange hand (cover of the adventure), which may be the earthly remnant of some deity. Or perhaps it was just the next afternoon snack for Khazan?

In closing remember that when you run any of the published campaign books don’t be afraid to change or add things. Ultimately the story belongs to your group, and whatever direction will lead to a fun time at the table is most important. As with all things the books are just guidelines, so expand and create as much as you wish!

Side Trek: The Winter Garden

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While staring out at the falling snow a week ago, this idea started to brew. I have always been fascinated with faeries, which can be used to great effect as a campaign boogeyman. Especially when you consider the colder months are often associated with death. What if in desperation the PCs were forced to seek refuge at the crossroads of the fey? Or maybe one of the characters has experience with these winter gardens and seeks one out. There are many adventure seed doors which can be opened with this side trek. So enjoy…and dress warmly adventurer, otherwise you may need to find a winter garden!


Winter Garden

Old rangers tell stories of their existence, and secluded druid circles whisper about them. A winter garden is a location where the boundaries of the prime material plane thin. They are a crossroad into the world of the fey that may bring solace or doom. Winter gardens usually occur do to some magical phenomenon or the vile intent of their creator. They are typically an oasis compared to the harsh conditions around them. These small pockets of the fey world normally do not last longer than half a day.

A winter garden is normally idyllic in appearance and may even have certain ethereal qualities to it. Depending on the type of faeries that care for the garden, this may all be an elaborate illusion. As most learned sages would explain, this is the inherent danger of seeking refuge in a winter garden. However, travelers suffering from hyperthermia, or trying to escape some predator are often willing to take that risk.

Rangers and mountaineers often use frozen bodies as landmarks when navigating. That said, new bodies found which appear shriveled and withered are avoided. These unfortunate souls are believed to have fallen victim to a dark winter garden. This visual omen has caused entire villages to pack up and move a great distance away. For these reasons, if planning an expedition to the cold north it’s often wise to hire a skilled guide.

Types of Winter Gardens (1d4)

1. This winter garden is a comfortable pocket of the enchantingly beautiful season. Not only is it picturesque, but also functions as a Ring of Warmth for up to eight medium sized creatures. Those inside can see out of the pocket as if peering through a frosted window. No creatures of evil alignment may enter this winter garden as it’s maintained by good faeries. But the fey are fickle, and use of their garden does come at a price. If not offered some sort of magical restitution, the faeries will attempt to use a Geas spell to gain one.

2. This winter garden is more of lair and contains a large ice cave. Those passing through into this fey pocket will notice tufts of white hair, crumbled bones, and ursine odor will assault their senses. A very used fire pit also completes the area, which includes stacks of chopped wood. A low rumble can be heard from within the ice cave and the temperature here is just hospitable. The inhabitant of the cave is a terrifying fey which appears as a massive polar bear. Good role-playing or high Charisma based rolls should be made to share this garden. Otherwise the PCs will be asked to leave…once!

3. This winter garden is a crumbled ruin, its remnants covered in slick ice. Dead trees with twisted limbs reach for the sky in poses of sadness. Everywhere the snowy ground is punched with hundreds of small footprints and the red stains of blood. The area is oddly steamy, so much that the temperature immediately warms anyone passing into the garden. This is how the Redcaps who maintain this garden like their victims, thawed and easily drained of blood. Anyone fleeing the garden will be pursued for up to a mile by the Redcaps if they are lucky enough to escape.

Note: If playing 5E D&D, statistics for Redcaps are available in Volo’s Guide to Monsters. If you prefer a more system agnostic or OSR approach, Redcaps are detailed in Tales from the Game Tavern issue #3.

4. Perhaps the most coveted of all, this winter garden can show imprints of the past. It usually manifests as an open clearing with a ring of low stones. Within the pocket the harsh conditions of the winter are repelled completely, and it exists as a nice Autumn day. The faeries who maintain the garden will exchange one vision of the past for one sacrifice by the PCs. The latter may include a coveted possession, a lock of hair, or a favor they will owe the fey. The vision can be from anywhere in the surrounding area (2x2 mile radius) within the last 100 years. The visions never last more than one round as the fey voraciously seek new sacrifices.

Stranger Things: Giant Spider

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So, last night the Stranger Things season 2 trailer aired during the Super Bowl and left all sorts of questions. As a D&D player all I have been focusing on is the massive spider creature. I quickly took to Twitter and G+ to see what fan theories everyone had before developing my own this morning. I started to think about the Demogorgon and Thessalhydra from season one. Both creatures arguably have Greek origin and carefully avoided the intellectual property minefields of Dungeons & Dragons.


The creature depicted in the trailer sketch, and inside the Upside Down looks very arachnid to me. I can count eight legs, yet there appears to be a head looking down with a large tuft of hair. This immediately makes any D&D player think of Lolth, the evil spider goddess. Or could it be a variation of Arachne, the Greek goddess turned into a spider? If the Duffer Brothers wanted to use a Lolth like entity for the D&D games played by the kids, Arachne certainly does that nicely.



Obviously, the lore of the Greek Arachne does not totally fit the show, but I don’t think that necessarily matters. If you recall it almost seemed as if there was web like material within the Upside Down in season one. And what about the egg sac that Chief Jim Hopper stops to look at? In the very least it would seem that the appearance of this spider like creature is no coincidence.



What do you think the giant spider creature is? I always find it fun to take what clues we have and theorize together. I cannot believe we must wait until Halloween to find out!

Review: Demon Idol Dice Cup

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Today I received arguably one of the coolest pieces of game swag I own. This is a custom-made leather dice cup by Foster Leathercraft. This cup is an alternative to a dice tower or tray since you can roll the dice into the lid. As you can see the front has an interpretation of the Trampier artwork from the original AD&D Player’s Handbook. The latter just happens to be my favorite Dungeons & Dragons illustration of all time! Then as if it could not get anymore metal, the lid has the infamous Green Devil face from the Tomb of Horrors. This is more then a dice cup, it's a conversation piece full of nostalgia and Dungeons & Dragons history.

On top of all the coolness factor, this is a very well-constructed item. The design features beautiful stitching, vibrant colors, and just screams Dungeons & Dragons. Even the ruby eyes of the Demon Idol are riveted into the leather, as well as the keeper handle. The cup measures approximately 3.5" by 3.5" and the keeper strap is optional. If I could change one thing it would be to make the cup slightly bigger. That being said, it can easily hold several sets of dice as constructed now. Please find below more pictures of this awesome gaming accessory. I can hardly wait to unleash its power on the players during our next session!

A close-up of the Green Devil Face lid.

A close-up of the Demon Idol design work.

Here you can see the stitch work on the leather.

The bottom of the cup complete with Foster Leathercraft rune.

The eye and keeper rivets inside the cup.

An example of a dice set inside the cup.

Comparison of the art with the AD&D PHB.

Size comparison with a D20, D30, D100, & D120.

Example of dice rolled into the lid from the cup.


This is a dice cup any seasoned adventurer should consider adding to their equipment list. Foster Leathercraft offers other leather goods and is more than capable of doing custom work. Please visit their Etsy store to view more fantastic gaming accessories, or perhaps order your own dice cup!

Be Kind, Please Rewind

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Don’t worry as I’m not referring to the Blockbuster VHS tape motto from yesterday. Rather to think back to when some of us started playing Dungeons & Dragons, so long ago. You know, those early years when the game was new, and we were still learning as we played? With that foundation in mind I wanted to talk about something that really irked me this past weekend. At first I wasn’t going to follow-up on the event, but it just keeps gnawing at me. What could it be? How about a very young DM being pushed around by some older players.

For background my 10-year-old son and I decided to visit all the local game stores, and do some shopping together. Now an avid gamer, it’s great quality time together with my son, who admittedly is still wide-eyed when it comes to role-playing games. One of our stops landed us in a store which had several Adventurers League games going in the back room. While browsing the miniature racks, I could not help but overhear the session being played right next to me.

The table was being run by what appeared to be a very young tween (maybe 12-13). The players were in their 40s based on appearance alone. Our young DM is describing what a temple room looks like, to which one of the players obnoxiously makes a sexual reference. The latter is never appropriate in a public game, but that is the subject of another post. Soon thereafter a combat ensues in which the real problems started.

As soon as initiative was rolled, the older players at the table took every opportunity to quote rules and mechanics nuances. It was not done in a helpful way at all, but rather a chiding manner, which quite honestly, I found offensive. Exasperated and literally ganged up on, our young DM caved and went with the crowd at every turn. At one point my son looked to me quizzically and said, “why don’t they just let him DM?” It was that question that hit the nail right on the head in terms of this event unfolding before our eyes.

I could empathize with this young DM, since my time behind the screen started when I was ten years old. Very quickly my player circle exploded, many of which were seniors in high school. Some of those early sessions were rough with the older kids trying to exert control. That said, I learned to establish rule zero if I was going to maintain any semblance of order at the table.

When DMing in a public venue it’s even harder since you never know what sort of personalities may show up to play. A DM already needs thick skin, and the ability to deal with many different idiosyncrasies. Now add to that being potentially decades younger than the players at your table. Why is this important? Because it’s going to start to become more common place around gaming venues everywhere. There is a whole new generation of players growing up in a time where role-playing games enjoy a popularity never seen in the past.

But as always there is a shortage of game masters, regardless of the system. Putting yourself out there, in the public to run a game session, takes a tremendous amount of courage. Some people are just naturals, and others take the role out of necessity. Some players, myself included, prefer to make a world rather than just one single character. Whatever the reason may be, there is a whole cadre of new Dungeon Masters coming up through the ranks now. The older generation of players and DMs alike need to be supportive, and help grow the hobby. Admonishing a young DM for not being a rules encyclopedia, and embarrassing them publicly helps no one.

DMing is arguably a thankless job sometimes. You are the director, production crew, all the supporting characters, and ultimately the organizer. Ironically over the years I have found the players most critical of a DM have spent little to no time behind the screen themselves. It always reminds me of my children’s sporting events. The parents which are barking and being the most obnoxious are usually the ones that never played a sport themselves.

If a young DM has their enthusiasm lessoned by bad public experiences, chances are they will eventually hang up their hat. Or alternatively, they will switch to only home games with friends and family. Either way this is not good for the hobby, and older players need to be mentors when afforded the opportunity. Sure, all the memes like “I have dice older then you kid” are funny, but where does that ultimately get us? I think sharing the love of this awesome hobby, and helping to bring new players and DMs up through the ranks is much more important.

Before leaving the store that day I found that young DM outside opening a tube of dice he had just purchased. I spent a few moments offering some advice and directed him to my blog. But most importantly, I thanked him for being a Dungeon Master, and encouraged him to keep forging ahead. He was very receptive, and seemed genuinely uplifted by our short talk.  Who knows, he could be the next great fantasy writer, a game designer, or perhaps a DIY publisher someday. Or maybe he will just continue being a DM, because another gamer took the time just to say thank you.

Review: RPG Coasters 2, Cthulhu.

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Alexander Ingram has just launched his second RPG Coasters Kickstarter! The theme this time? Cthulhu. For the uninitiated, the name is pronounced in some circles as kuh-THOOL-hoo. Now be careful when saying that to loud, as it may awaken H.P. Lovecraft’s Elder One from its eternal madness. That said, per mythos the human tongue cannot accurately pronounce it anyway.

The Call of Cthulhu was first published in the February, 1928 edition of Weird Tales. The creature was an elder god held inside a sunken city named R’lyeh, which featured bizarre, non-Euclidean architecture. Fast forward to 2017 and this sort of material is a wonderful playground for role-playing games. When beings such as Cthulhu threaten to break free of their cosmic prisons, investigators and adventurers must put a stop to it! Well that is what the GM tells you anyway, before your character becomes a blithering idiot from cosmic madness.

“It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing.”
― H.P. Lovecraft, The Call of Cthulhu

With that background, Lovecraftian novice and veteran alike can appreciate this new RPG Coasters theme. I love to review cool gaming swag, and these gorgeous coasters stand apart. Full disclosure, Alex sent me this set to review ahead of the Kickstarter launch. So, consider this a sneak peek if you are marinating about pledging. These are identical in construction to the fantasy themed coasters which I reviewed here. If you want to see how the coasters match up to different types of drinking vessels, I encourage you to visit that link.

Alex does all the work personally on these coasters in his basement workshop. The coasters are offered in beautiful hardwoods of Cherry, Hard Maple, and Black Walnut. The latter seems to really make Cthulhu pop on my sample Keeper coaster! These same materials were offered and delivered in the first RPG Coasters Kickstarter.

“seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence, and squatted evilly on a rectangular block or pedestal covered with undecipherable characters.”
― H.P. Lovecraft, The Call Of Cthulhu

One of the things that really jumped out at me with this new set was the level of detail. The coasters and all the artwork on them are CNC (computer numerical control) routed by a several machines Alex created in his shop. The Antiquarian coaster may be my favorite since it contains an interpretation of Lovecraft’s own sketch from 1934. For reference, the etching on the coaster is about an inch tall!






If you are fan of Lovecraftian horror, these coasters are the perfect conversation piece for your table. As seen above, available now are the Antiquarian, Criminal, Keeper,Parapsychologist and Private Eye. The full set, not including the stand, is a $40 pledge. The stand is an add-on for $10. Maybe you just want one coaster to fend off a wayward Shoggoth? There is a $10 pledge level for a single coaster! Below you can see some of the artwork waiting to be unlocked from its eldritch prison:


I’ve had RPG Coasters in the Game Tavern for over a year now. Everyone that visits comments on how cool they are, or inquiries about where we got them. Not only are they epic gaming swag, but they are pieces of furniture. The holidays are still far away, and the Kickstarter looks to deliver before then. Why not surprise that relative or friend that has everything? Or just treat yourself to a glass of bubbling madness on a Cthulhu RPG Coaster!

“Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.”
In his house at R'lyeh dead Cthulhu waits dreaming.
― H.P. Lovecraft, The Call of Cthulhu





Surviving the Tomb of Horrors

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While looking through my copy of Tales from the Yawning Portal I felt compelled to blog about the Tomb of Horrors. Well here is the bad news, you probably won’t survive! There are some things you need to consider before sitting down to play the Tomb of Horrors. All those old-school vibes you hear us grognards grumble about? They will help you have a positive experience!

For this adventure, you need to think beyond the four corners of your character sheet. Modern D&D does a good job of trying to portray a character’s abilities and life experiences through game mechanics. However, with the Tomb of Horrors, the players cannot just rely on that fail safe.

Instead you must really take in the environment and use your wits to explore it. Ask questions, lots of them. The Tomb will test the mettle and patience of most players, since you cannot hack-n-slash your way through it. The latter is a consideration you must marinate on as a player before attending a session. This is an adventure of restraint and creativity on the part of the players. Suddenly mundane items modern players like to poke fun at, like a 10’ pole, have immense value.

The Tomb of Horrors always makes me think of the opening scene from Raiders of the Lost Ark. Indiana Jones, using a regular item like bag of sand, switches it for the golden idol. He has arguably made his dexterity save to accomplish this, but alas it does not matter. A whole series of traps are initiated as a result interacting with the idol. This is the sort of experience which can happen in the Tomb of Horrors. Employing the same strategy will not work in every room or passage. You really need to expect the unexpected and prepare for the worst, as it’s around every corner.


Be forewarned, the Tomb of Horrors is like playing a game of dungeon roulette. I would suggest experiencing it as a one-off or “what-if” adventure if you use regular characters. This way if a long standing favorite character is lost, it does not really count in terms of the continuity of your campaign. Even Gary Gygax himself on this EN World posting from 2006 warned against using favorite characters:


So, what does it mean to really survive the Tomb of Horrors? In my opinion, any expedition into the tomb which results in exploration and the characters leaving is a success. We could probably count on two hands the number of players who have legitimately defeated the tomb over the years. I’m sure social media will have some boasting now that Tales from the Yawning Portal has unearthed the Tomb again. A DM wearing kid gloves or heavily home-brewed characters do not count! And quite honestly, if that is what it takes for a group to defeat the tomb, they have entirely missed the point.

The Tomb of Horrors is the final resting place of an incredibly powerful being. It does NOT want anyone or anything robbing its treasures, even in undeath. The tomb can be a deadly meat grinder that to some extent does absolutely rely on your skill as a player. Sure, that style of play may not be for everyone, as it’s a departure from heavy dice rolling to explore the game world. Instead, using your ability to observe, experiment, and think about the environment and the tools available to your character is best. For all you D&D greenhorns out there, trust me, it will make you a better player.

Know you well adventurer, that survival is unlikely, but should you succeed the bards will sing your tale!

Tales from the Yawning Portal excerpt.
 

Need a Dungeon Master?

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So, you want to play D&D but there are no Dungeon Masters in your area. There are plenty of characters all dressed up with nowhere to go? Then it’s time to become the Dungeon Master yourself! For many people, just the idea of taking on this responsibility causes anxiety. I will be honest with you, it takes a tremendous amount of courage to step into that role for the first time. Studies have shown the only thing people fear more than their mortality is public speaking. Sure, you may be DMing for friends and family only, but it still involves putting yourself out there at the head of the table.

I’m here to tell you that none of that should dissuade you. Without a Dungeon Master the game simply cannot be played. Someone must be the organizer and do all the creative work to make the game come together. This is what happened when I was ten-years old, and I had no idea what I was doing. But let me tell you, wow was it fun! Thinking back to those earlier days, one of the reasons for my success was because we played with only a shadow of the rules.

A common theme I see in other blog posts about Dungeon Mastering is, “you must be an expert on the rules”, and I’m here to tell you that is a load of crapola. Please don’t let that stop you from taking up the Dungeon Master mantle. Without getting into edition wars, I recommend using a more rules light system for first time DMs. This will allow you to hand wave things more often. An important skill of a good DM is making rulings, not looking up rules. Furthermore, if you have a rules lawyer at your table, they are effectively disarmed in a rules light RPG.

Systems with complicated combat, or voluminous character options can end any fledgling DM’s career. Trust me, you have enough to keep track of with the adventure being played to worry about that sort of minutia. If those sorts of things appeal to you, they can always be re-visited later when you are more seasoned as a DM. Dungeons & Dragons is foremost a collaborative story-telling game. If you want work on an early skill, that is the one to focus on. Anyone can use charts, measurements, and roll dice. The ability to become any NPC, describe the environment, and shoot from the hip is what sets the great DMs apart from the rest.

Another valuable lesson I learned over the years is different personalities affect the ebb and flow of the game session. The one to be on the lookout for is akin to a jury foreman. They speak the most, are usually veteran gamers, and will play the session for everyone if permitted. As a fledgling DM, this personality may confound or exasperate you and the other players.

The best way to handle this situation is by establishing good DMing habits early. There will also be quiet or timid players at your table, or just less aggressive players then the jury foreman. It’s imperative to get into the habit of going around the table to ask everyone what their characters are doing. Don’t let the jury foreman speak out of turn, or rush other player’s decisions unnecessarily. Everyone deserves the spotlight, and it’s your job as the game referee to make sure that happens.

Foam dice make good stress balls...or objects to toss at players!
The final thing I would like to offer some advice on is criticism. Over the years, I have gotten into the habit of asking everyone what they liked or disliked after a session. It’s a good idea to take the temperature of your group occasionally to make sure everyone is on the same page. For the most part after several decades now I have found this information invaluable. However, occasionally someone will feel the need to offer unproductive DMing advice. Interestingly, the source is usually someone who has never sat behind the DM screen in their life. Or alternatively, you can count on two hands the number of times they have.

Don’t let these experiences frustrate you into giving up Dungeon Mastering. I will tell you now it can be a thankless job, but you are very much needed to keep the hobby alive. Just look at any of the big game conventions for evidence of DM demand. Every year they are scrambling to find people to run games. Why? Because it’s much more work than just sitting down to play the game. As a DM, you are the coordinator, designer, production crew, and ALL the supporting characters.

If story and world building appeals to you, Dungeon Mastering is something you should try. The early stages of your DMing career will have some bumps in the road. But like anything in life, with a little perseverance the experience is very rewarding. Don’t let any of the potential issues I highlighted keep you from running a game session. Rather be on guard for them, have fun, and keep the hobby alive!

If you are a veteran player who reminisces about the days of old, why not take up the DM mantle? I love talking about games sessions from decades ago also. Old characters are like friends and we speak of their adventures with fondness. That said, there is plenty of time for new stories and your player experience make you perfect for Dungeon Mastering. Don’t just read about RPGs on social media, get involved again!

Also, if you are that veteran player attending a session with a new DM, take it easy on them. Don’t be a hindrance or take advantage of their lack of system savvy. If you truly want to have regular sessions to play, then being supportive is very important. This is especially true in the public game arena, where the RPG trolls sometimes crawl out from under their stones. Don’t let a troll sour a fledgling DM into potentially quitting the practice all together.

Dungeon Masters, we salute you! Thank you for running the game on behalf of the countless players out there. Remember relax, and don't sweat the small stuff. You will make make wrong decisions, blunder rulings, and misread your group occasionally. All that matters is that everyone had fun, because that is what this wonderful hobby is all about!


I was a 10-Year-Old Dungeon Master

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It was the summer of 1984, and I sat at the dining room table writing. Ironically in the background, the 1963 film Jason and the Argonauts played on the television. My imagination was on fire since later that day I would be dungeon mastering some neighborhood kids. I was staying at my grandmother’s house in Philadelphia, and these were new players. I had just started reading Ian Livingstone’s Deathtrap Dungeon, so of course that inspired me to make a similar scenario. With some graph paper and a pencil, I toiled away filling rooms with monsters and traps.

My grandmother had an ornate dining table, with metal studs on the legs. The tall chairs that complemented it seemed like something from Hrothgar’s mead hall in Beowulf. One of my cousins walked by and suggested I look at the National Geographic magazine she just finished reading. It had an article about exploring a 140-year-old ship under arctic ice. This was a great stuff. It seemed like all around me there was high octane imagination fuel to inspire my games. Everything about Dungeons & Dragons was new, and there just was not enough hours in the day to play it!

Fast forward several decades, and countless players are trying to recapture those early days. You know the ones where you played all weekend long in a Mountain Dew induced stupor? When there was no internet, and RPG information came from print magazines or the local hobby shop? Most importantly, when YOUR imagination was the primary force behind the game. Sure, there was outside influences, but nothing like the media overload of today. In those early days of the hobby we were less connected to the world, but maybe a tad more connected to our own creative process.

For years now players have tried to re-capture those early days by dusting off older editions, making retro clones, and soaking up any nostalgia they can find. While those things may be helpful, I would suggest it’s only part of the solution. Social media is replete with articles, opinions, and even entire web series dedicated to watching people play Dungeons & Dragons. There is certainly value in all these things, but it may not be the medicine you’re looking for. Instead you really need to go back to basics, to simpler days when your own imagination did the heavy lifting.

So, you’re a busy adult with a family or maybe a career that is demanding, or worse both! It’s hard work trying to make it to scheduled games and even harder to design them. You look to blogs like this one, and other places on social media for inspiration and ideas. Then it becomes easier just to play in someone else's imagination entirely, and soon the game sessions don’t have that “magic” anymore. Hmmm, it must be the edition, or maybe you’re just tired, or perhaps you have just outgrown this silly game?

All of those are wrong! You just need to make time for your 10-year-old self to fire its imagination back up. You cannot allow yourself to become so saturated with outside influences that you can no longer think for yourself. Now I’m not suggesting you stop being inspired by the works of others. Liberally steal ideas from everything and make them part of your sessions or character! But if you want to head down the path of the old days, you absolutely need to re-kindle your own imagination. This could be while you’re driving in your car, enjoying your morning coffee, or just a walk through the park.


Every time an idea pops into your head jot them down! This could be on a 3x5 card or via an email you send yourself. Don’t let that fire burn out! Eventually you will have enough imagination fuel gathered to start your engines. You know, the 10-year-old engine that was full of wonder and approached the game wide-eyed at every turn? Sure, we will probably never get those days back fully, but damn we can try. Like most things, role-playing games benefit from everything in moderation.

Do your best to balance using the material of others with your own. As kids playing the game, we HAD to make stuff up. An allowance alone did not pay for many game books or modules. Now as an adult, you may be bankrolled to purchase anything you want. My game closet is evidence of that alone, but I still use the material as inspiration. I have never allowed myself to be completely pulled away from home brewing RPG material.

In closing, remember that Dungeons & Dragons is about sitting around with some friends and using your imagination. As an adult, I find the creative and playing process just fantastic escapism. I love nostalgia as much as the next player, but the continued experience of the game is much more satisfying. These tips may not work for everyone, but they have kept my RPG engines running for decades. Now that my own son is a 10-year old Dungeon Master, I see the process starting all over again. Wow, what awesome adventures await him and his friends!

 

Throwback Thursday: Gaming Unplugged

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http://www.gamescience.com/?AffId=3UNPLUG definitions.
disconnect (an electrical device) by removing its plug from a socket.
remove an obstacle or blockage from.
relax by disengaging from normal activities.

Looking that those definitions, I can’t help but to think back to simpler times. Back when the phone was attached to the wall, and NEVER in anyone’s hand all the time. In 2014, Android users combined looked at their phones one billion times a day, according to Google I/O’s keynote! Fast forward to 2017, and I’m sure those numbers are even more staggering. So how do we detox from this smartphone addiction? Well, one great way is to unplug for a few hours and play tabletop games!

Smartphones at the game table are a pet peeve of mine, and unless someone needs to be on call, not permitted. How can you possibly be immersing yourself in the tabletop experience if you are surfing social media? It reminds me of a friend who went to Disney with another family. He explained how the oldest daughter spent most of her time posting selfies. It was more important to let everyone know what she was doing, rather than to enjoy the experience herself.

I found all the pictures below at 2warpstoneptune, and thought they were perfect. Do me a favor and look them over for fun and nostalgia. But most importantly, what device is missing?

1978

1981

1982

1984

1985

1986

1987

1988

No smartphones! I’m sure someone might say, “well duh, they were not invented yet.” If that is your retort, then I will suggest you have missed the point of this post entirely. The gamers at these tables are experiencing the session together, role-playing, and having a blast. They are not allowing a voluntary, external source to distract them. Look, no one can accuse me of being some crusty old guy that does not like technology. I use my smartphone liberally, and post on social media platforms all the time. But when I play a tabletop game, I like the escapism, and everyone unplugged.

In my last post, I was a 10-year-Old Dungeon Master, I spoke about recapturing your imagination. Being willing to put down your smartphone for the majority, if not all a game session, will help with that. You must make time for yourself, free of external distractions, as an adult. It’s great that someone posted a picture of their favorite pizza slice on Facebook, or a new meme appeared on Twitter, but how does that pertain to your tabletop experience? The essential point is it can all wait until a break, or after the game session.

In all honesty, I think we are seeing a renaissance of sorts in terms of being unplugged. People really need to interact in a face-to-face social setting. That is why we see so many tabletop related Kickstarters, and even a new convention in Philadelphia this November, Pax Unplugged. By the way, I will be there, and maybe even running a game session. That said, your smartphones may need to make a saving throw!

But it’s just not us that needs to learn how to do this. Everywhere I go tweens and teens have their faces buried in their devices. Pull your kids away from the smartphone abyss occasionally, even if they protest, for some tabletop gaming. The adage of “everything in moderation” could not ring any truer. In my professional career, I see 20-somethings that have virtually no ability to articulate themselves in a face-to-face setting. But they sure can fire off emails all day long! Just a theory, and anecdotal at best, but I bet that has a something to do with not unplugging enough.

So get out there for some fun tabletop when you can. Gaming unplugged need not just be a throwback, it can be all the time!

Review: D&D Character Sheets

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So, this past weekend I decided to pick up new Dungeons & Dragons Character Sheets. Even though I can print character sheets to my heart’s content, it just seemed like a fun thing to do. Part of me was hoping to stir up old nostalgia, back when character sheets were a rite of passage! Unfortunately, I think Wizards of the Coast missed a big opportunity with this product. From a marketing stand point, I would not call this a success by any stretch of the imagination.

So what does it include?

A “lavishly illustrated protective folder.” OK, it’s definitely illustrated, and with a cool ampersand, but I’m not sure what the skulls and roses are there for. Maybe a set of dice would have been a better choice? With Stream of Annihilation, and the announcement of the Tomb of Annihilation, the artwork on these folders should have been the Green Devil Face. The timing was perfect, and it would have helped generate more excitement for those upcoming products.
 
This would have been such a cooler cover.

Inside, the folder flaps contain the following helpful information:
  • Actions you can take in combat.
  • Things you can do in tandem with movement.
  • Things you can do on your turn.
  • A place to write your name and character name. 



    I think all of the above is good reference material to place inside the folder. I see beginners and veteran players alike routinely forget this information. In terms of the character sheets my folder included:

    • Four copies of a new sheet that does not include Personality Traits, Ideals, Bonds, and Flaws.
    • Eight copies of a new, single page introductory character sheet “designed specifically for new players.”


     

       

      OK, so just to recap, three of the five included products you can already download and print for free. The modified new sheet is certainly not worth the price of admission. The thing I’m most disappointed in however the introductory character sheet. I think from a design standpoint the larger boxes were a good idea. The sheet is definitely easier to read, especially for a new player who is learning for the first time. But the back of the sheet is blank! They could have at least included the information contained on the folder flaps.

      So what else would I have done to improve this? Well going along with my Green Devil Face idea I would have included some green colored character sheets. You know like the old school basic sheets? Hell, include the Green Devil Face in the design! That at least would have made the product more unique, and worth its $10 price tag. I would have kept some white versions as well for those who wish to scan the sheets.


      If you don’t have access to a printer, or maybe you’re a collector, then definitely check these out. Overall I think this was a cool idea but poorly executed. Oh well, not every product can be a critical hit. Have fun playing the game, and remember sometimes the best character sheet is just a piece of notebook paper, a 3x5 card, or whatever else you can scribble your hit points on!

      The Great Ziggurat of Draconis

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      I have awakened from my long blogging slumber! This past weekend was Ultracon 6, our friends and family convention. The theme for this year was a sunken city named Draconis, which had risen for various campaign reasons. We had fifteen players, in three groups of five playing the adventure. The player characters were submerged the entire day Saturday, which made for some interesting three-dimensional combat. To make the latter work better we created water stands that would slide up and down a dowel. After some quick measurements from a ruler, you were swimming up and down in no time!

      Our water stands in use for 3D combat!

      Their enemies included Deep Ones, Mind Flayers, Aboleth, and an Elder Brain. But the big battle would be at the Great Ziggurat at the center of the city. There Nethyrmaul the Undying, the ancient dracolich, would be waiting for them. We designed the encounter so Nethyrmaul took turns attacking a different group each round. All the while the PCs had to deal with an army of ghouls, stone guards, paralyzing traps, and caustic water spouts.

      To facilitate this, we decided a piece of custom terrain was needed. My friend Ike Horton, and fellow DM Team member, volunteered for the task. For background Ike is the person who introduced me to the Dungeons and Dragons game all the way back in 1983. He is also a very talented paper craft artist so it was no surprise the Great Ziggurat would be a visual feast when completed. Ike shared various progress pictures along the way to the DM Team, but nothing compared to when it was finally revealed.

      As you can see from the pictures below, Ike made a monstrous piece of terrain. The entire ziggurat is scratch built and measures an eye popping 7’ long, 5’ high, and 3’ wide! We had to use four tables in the hotel just to set the ziggurat up before the big reveal to the players. One fantastic part of the design is all three sides separate from the main ziggurat. This way each of our three tables had a piece as the different groups battled their way to the top.

      Front view of the Great Ziggurat

      Here you can see how the sides connected.

      Another view of the sides.

      A close-up of a Tiamat sigil & caustic water spouts.

      Nethyrmaul waiting for a PC to snack on.

      Example of a detached side at the game table.

      I just want to commend Ike again on his amazing work designing such an unforgettable game prop. You can find Ike on Facebook here. If you have a piece of papercraft art in mind, or maybe even some custom gaming terrain contact him. Ike has a busy schedule, and often multiple commissions, but I’m sure he would love to hear from you!

      We have already started working on Ultracon for next summer. If you have never tried, I highly recommend putting together a family and friends convention. It's very rewarding gathering together old friends and new for a weekend of gaming, camaraderie, and steel on steel! You would be surprised how many crafty people are in your circle, and all the amazing things you can create together.

      Custom terrain and props by another member of the DM Team.


      Twelve Magic Torches

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      A while ago I posted some information on how to add torch creation to your campaign world. With 5th edition, one of the things that seems to have been cast aside is the common torch. In the early days of Dungeons and Dragons they were a staple. Now with the Light spell and Darkvision being so prevalent, hand held light sources are not overly valuable. That being said, I decided to spice torches up a bit!

      Since ancient times, humans have associated magical properties with various types of wood. That theme fits wonderfully into a Dungeons & Dragons campaign world. For this idea let us assume that two versions of trees exist: one mundane, and one enchanted. The latter being rare and guarded jealously by druidic circles, malicious fey, and even xenophobic elves.  Occasionally a sapling from one of these magic variations may appear in the lands of the common folk. Or alternatively, a group of adventurers may be retained to hunt and fell these trees. Imagine their surprise if a treant template was added to one!

      Once prepared, the wood from these arcane trees make valuable torches. Although expensive in coin or trade, magic torches are something interesting to add to a merchant’s shelf. If you would like to add some flavor to your games, and see torches in the dungeon again, these may be a fun addition. Below please find twelve torch variations and their respective magical properties.

      Base Torch:

      A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage.

      Magic Torch Subtype:

      01. Apple Wood: Beware, fey are attracted to the dancing flames it creates. While holding the torch you may cast Faerie Fire one time before it burns out.

      02. Ash Wood: The smoke generated by this torch assists with concentration. Anyone within 10’ of the burning torch gains advantage on one Intelligence based roll before it burns out.

      03. Beech Wood: The greenish flames of this torch have divination properties. While holding the torch you may cast Augury one time before it burns out.

      04. Birch Wood: This magic wood is favored in cleansing rituals. Druids of the deepest wild covet it. While holding the torch you may cast Lesser Restoration one time before it burns out.

      05. Cedar Wood: The smoke from this wood creates a hazy sphere of energy. While holding the torch you may cast Protection from Good and Evil one time before it burns out.

      06. Cherry Wood: Sylvan beings favor this wood as a magical focus. Anyone within 10’ of the burning torch gains advantage on one Wisdom based roll before it burns out.

      07. Elm Wood: According to legend, the fey use this wood in rebirth rituals. While holding the torch over a fallen companion, you may cast Spare the Dying one time before it burns out.

      08. Hickory Wood: Druids have long used the blueish flames of this wood in their influence rituals. Anyone within 10’ of the burning torch gains advantage on one Charisma based roll before it burns out.

      09. Holly Wood: A torch designed from this wood can double as a magic weapon. While holding the torch you may cast Shillelagh on it one time before it burns out. It still gets its +1 flame damage bonuses.

      10. Maple Wood: The soothing warmth generated by this torch has legendary healing properties. Anyone within 10’ of the burning torch gains one extra hit die to spend during a short rest.

      11. Oak Wood: Legend holds visions of great heroes can be seen if you stare into the flames of this wood. Anyone within 10’ of the burning torch is inspired with bravery, gaining +1 to hit one time before it burns out.

      12. Willow Wood: Perhaps the rarest of magical trees, the flames generated from this wood are said to burn away the cold clutches of death. While holding the torch over a fallen companion, you may cast Revivify one time before it burns out.


      As the effects above vary, I encourage each Dungeon Master to develop their own value system. Obviously purchasing these torches should not be prohibitively expensive, but we also don’t need characters with golf bags full of them. I would consider adding them as treasure items, and barter material from merchants. Additionally, the characters could find one of these trees and attempt to make torches themselves. Don’t be afraid to use these torches against the characters also! Finally, do you have ideas for other types of magical torches? Please feel free to share any with a follow-up post.

      Review: DM's Screen Reincarnated/Tomb of Annihilation Dice

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      I have been using a Dungeon Master’s screen since 1983 and have more iterations then I can count. One of the big disappointments with 5E has been the lack of a useful screen offering. Because of this most DMs have just created their own DIY solution, which still really is the best option. That being said, the Dungeon Master's Screen Reincarnated is a step in the right direction.
       
      The outside of the four-panel screen depicts an ancient red dragon by artist Tyler Jacobson. I would not have purchased the product if it were covered in Forgotten Realms locations or NPC heroes. The dragon is iconic and screams Dungeons & Dragons. This was a perfect selection by whoever was responsible for picking the artwork for this product.

      Moving along, the most important part is the information behind the screen. Wizard’s FINALLY has given us a modern screen with useful reference material for the 5E Dungeon Master. Below are pictures of all four interior panels:





      As you can see from above, the designers did a good job of populating these screens. I think the reference material they picked is commonly looked up by most groups. Also of note about this screen is the sturdy construction and landscape design. The latter is particularly nice since the screen does not tower over the table and obscure your view. So, would I recommend this product? Yes. I think this is a useful for tool for Dungeon Masters of all seasons.

      I also purchased the Tomb of Annihilation dice accessory. Just to be clear, I only purchased this for the tin box. The Green Devil face from the Tomb of Horrors is one of my favorite pieces of D&D imagery. The box is cool, but I was a bit disappointed in the product overall. The images of the tin and dice in the marketing material is a bit different. The tin is very green and the dice appear to have sharper edges, like Gamescience dice. Instead the dice are rounded, seem a tad smaller then a normal set, and are a flat green color. Would I recommend this product? Only if you really want the box because the dice are certainly underwhelming.






      Tomb of Annihilation: Cinema Treasure Inspiration

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      Ta Prohm Temples of Angkor
      With Tomb of Annihilation being released, many adventurers will be braving the dangers of Chult. For the uninitiated, Chult is part of the Forgotten Realms setting. It’s a land of savage monsters, poisonous flora and fauna, and trackless jungles. As a setting, jungles have long been a favorite to explore by authors. Just to name a few inspirational ones:

      Arthur Conan Doyle: The Lost World (1912)
      Edgar Rice Burroughs: The Land That Time Forgot (1918)
      Michael Crichton: Congo (1980)

      The jungle is a perfect backdrop for a Dungeons & Dragons adventure. Under the great canopy there is little light, everything is mysterious, the heat and humidity oppressive, danger lurks in the shadows, and the unknown is ubiquitous. In terms of taking the players (and their characters) out of their comfort zone, a jungle setting certainly delivers.

      Over the years there have been plenty of cinema experiences also that used the jungle. Below I have picked three with fun treasure inspiration for your Tomb of Annihilation campaign. After all, what would a jungle based adventure be without ancient ruins, deadly traps, and legendary treasures!

      Raiders of the Lost Ark (1981)

      Can you hear the theme song yet? When you think of jungle adventurers, Indiana Jones is right at the top. The Golden Idol and the resulting consequences of looting it remain one of favorite cinema moments. The idol is a believed to be based on the Aztec goddess, Tlazolteotl. Her domains were interesting and  covered purification, fertility, and filth. That said, this sounds like something perfect for a place such as Chult. Perhaps the idol can cure or minimize disease, but at great cost. Maybe there is a nasty curse associated with the idol? Replicas are available online from many different vendors and makes for a great table prop.

      Romancing the Stone (1984)

      In this story, the adventurers are seeking a massive emerald named El Corazón ("The Heart"). The map and gemstone are perfect examples of easy table props. Players love handouts and a crystal gem such as this can be purchased at your local craft store. Gemstones are usually associated with fantastical treasure hunts, which are perfect for a Dungeons & Dragons game. Something like El Corazón would almost definitely come with curse, but also may be the key to something. In the very least the temptation of unearthing a massive gemstone makes for a wonderful side quest in the jungles of Chult.

      Jumanji (1995)

      How fitting, a movie about a boy who is trapped in a board game! One of the things I always thought was cool were the actual Jumanji game pieces. The four animal shaped tokens include an elephant, crocodile, rhinoceros, and monkey. I think these would make perfect Figurines of Wondrous Power! The characters could find an old copy of Jumanji, or alternatively some other Chultan game during their travels. For added coolness replicas of the figurines are available online to use as game props.

      In closing remember there is inspiration all around you. With a published adventure such as the Tomb of Annihilation, one of the best things you can do is make it your own. Borrow, steal, and use material from other sources liberally. The insertion of favorite moments from cinema and story makes for memorable Easter eggs at the game table. If your group is the type that appreciates inside jokes and nostalgic moments, got for it! Besides what DM does not want to unleash a giant boulder trap on the PCs? Pro Tip: Use a D100 and knock over the miniatures for added effect!

      Three DM Lifehacks You Should Consider

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      After sitting behind the DM screen for many years you learn a few things. As a Dungeon Master, I’m always on the lookout for cheap, but effective ways to improve the tabletop experience. Listed below are three DM Lifehacks I think will benefit you, but obviously every group is different. If you have any hacks of your own please feel free to share them in the comments section.

      Clothespin
      Since the early 1980s I have seen countless attempts at initiative trackers. I personally have used everything from a dry erase board, legal pad, 3x5cards, and even designated a player to do it. There have even been apps developed for it and recent crowd funding projects. But nothing has done a better job than the simple old clothespin. You can buy them in bulk from the dollar store and then all you need is a few sharpies. They can be clipped right to your DM screen and are in plain few of everyone in the room. If you don’t use a DM screen they can be attached to just about anything else on the table. I have seen people use everything from a metal paper towel stand, to a upside down box lid. So, you also want to speed up combat? Think about clothespins for visible initiative tracking.

       

      Pizza Box Stand
      They come with your pizza order to keep the cheese and topping from sticking to the box. Showing elevation from flying or levitation has always been a challenge with miniatures. Most gaming groups order pizza anyway, and you get these free elevation stands! In my current Sword & Planet campaign we are using them to represent hover skiffs. I have seen another DM mentioning the use of narrow straws on the tripod legs to raise them even higher. If you’re using a battle map it’s easy just to write elevations next to the stands as well. They also have various uses for spells such as Spider Climb, or even Floating Disc. The limit really is your imagination when it comes to little hacks such as this. Certainly, as a quick reference they make for an easy table visual that comes with a delicious treat!


      Dark Inspiration Dice
      I first mentioned these in my Death House post last year when originally dreamed up. I have always been in favor of bennies (slang for benefits) in my D&D games. With the introduction of Inspiration as a mechanic in 5E I wanted to take it a step further. With Dark Inspiration, there is a pool of six-sided dice prominently displayed in the middle of the game table. At any time, a player may use this resource to increase an attack roll, skill check, or saving throw. The catch? The player also hands the DM one of the dice, who can use it anyway they see fit as the adventure progresses. For those of you starting Tomb of Annihilation, this is a perfect mechanic to add more danger and suspense to the lands of Chult! In terms of creation, I used some old board game D6s and splattered them with reddish-brown acrylic paint. The blood represents the overall danger of using this power…as it will backfire on you eventually!

       

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