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Tomb of Annihilation: Mundane Dangers of Chult

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With the release of Tomb of Annihilation, I wanted to expand some on the dangers within a jungle setting. So I decided to base a few adventuring challenges off real life. While fantastical flora and fauna is expected in a game such as Dungeons & Dragons, sometimes the mundane is just as deadly. Below I have listed some things that could happen to player characters as they explore the wilds of Chult. As a Dungeon Master, these occurrences will help you bring the environment even more to life.

Biting Midge Swarm

Although their average life span is only a few days, biting midges are not to be ignored. They are most active around dawn and dusk, and congregate in vertical columns, or swarms. They are commonly mistaken for mosquitoes by the unwary traveler. Female midges voraciously bite because they require blood to help form their eggs. The swarms are attracted to both humanoids and animals because of carbon dioxide generated by their breath. They are also very in tune with the smell of natural body odor and sweat when hunting for blood.

For this iteration, the swarm is considered a hazard. A living creature encountering a Biting Midge Swarm must make a DC12 Constitution saving throw or become Prone for one minute. This saving throw may be attempted again at the end of their next turn. For every round a creature is within the biting swarm, there is a 15% chance they contract a disease. Roll 1d4 on the following table to determine the disease:


1.    Shivering Sickness (Page 40, ToA)
2.    Sight Rot (Page 257, DMG)
3.    Cackle Fever (Page 257, DMG)
4.    Sewer Plague (Page 257, DMG)

What preventative measures may be taken?

Aside from using magic, such as a Gust of Wind spell, the following are some mundane tips:
  • Insect Repellent (Page 32, ToA). Caveat: This will not keep the whole swarm away, but reduce Prone time by half on a failed save.
  • Face Net. Advantage on Saving Throw against becoming Prone. Disadvantage on Perception checks.
  • Citrus or Smoke. Good for camps to keep swarms away, but may draw the attention of other things!
  • Yeast in the blood. This may just be a local myth, but some suggest midge hate the flavor. But hey, another reason to enjoy dwarven ale!

Infections

Listed below are two types of common infection within the jungle. In fact, they are so common that a party resource such as Lesser Restoration may be drained quite often.

Fungal (jungle) Rot: This occurs when the character’s feet are exposed to constant moisture and humid conditions. Each day a DC12 Constitution saving throw is required, to avoid bacteria infecting saturated feet. On a failed save, raised ulcers or carbuncles form in one day, causing terrible pain. Characters at this stage gain one level of Exhaustion. Within 1d4 days the feet will swell and gangrene will set in causing another level of Exhaustion. If this is not treated within a reasonable time (DM’s prerogative) with healing magic, amputation will be required. For this reason, it’s common to see foot amputees in Port Nyanzaru, most of which are foreigners.

What preventative measures may be taken?

Dry your feet. This can be done manually, or even with a Prestidigitation cantrip. Characters who do this daily gain advantage on saving throws against fungal rot.

Nyanzaru’s Revenge: This condition comes with a fever, nausea, vomiting, cramps, and the abrupt onset of diarrhea. They won’t be laughing long after their characters are infected with it. With dehydration a constant threat (Page 38, ToA), characters in Chult are drinking all the time. Any ground or river water which is consumed without first being boiled is considered contaminated. In addition, the unsanitary handling of food can also cause this condition.

Any time a character consumes water or foodstuffs which is potentially contaminated, they must succeed on a DC15 Constitution saving throw. On a failure they have Nyanzaru’s Revenge, and gain a level of Exhaustion. The condition will then last 1d4 days, with subsequent saving throws allowed. For each new failure, gain another level of Exhaustion.

What preventative measures may be taken?
  • Avoid food and water from shady street vendors in Port Nyanzaru or neighboring villages.
  • Be certain any drinks were created with boiled water.
  • Be very, very nice to the Dungeon Master.


Twenty Questions with Rose Estes

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In 1983 I was given a few Endless Quest books for my birthday. Already voraciously consuming anything Dungeons & Dragons related I could find, these were a great gift. The idea of a book where you could make story choices and change the outcome was a great concept. After all this was the very spirit of the game, where the players are crafting the story at the table together.

For me the Endless Quest books were just another reason to love D&D in the 1980s. I poured over each of them dozens of times, trying every possible outcome. My young imagination was on fire and these little books were fueling it. Now so many years later I have passed the books onto my own children, who similarly have enjoyed them.

Rose Estes was the creator of the Endless Quest series, and a name that will always be dear to me. I had the distinct pleasure of interviewing Rose recently, and would like to share it below.

Twenty Questions with Rose Estes


Grand DM: What was it like working at TSR Hobbies in the 1980s?

Rose Estes: Working for TSR in the early 1980's was very, very exciting. You knew that you were part of something important and that it was headed nowhere but UP! You never knew what was going to happen from one day to the next, but it was only going to be good in the long (and definitely in the short) run. You had the sense of being on a fast-moving train and all that you could do was hold on tight. It was exhilarating and every morning one wondered and looked forward to: "what will happen today?!"

Grand DM: Did you ever have a chance to interface with Gary Gygax?

Rose Estes: In the early 80's Gary's office was only a few doors down the hall and everyone interacted. Gary was obviously leader of the pack, but he was available to all.

Grand DM: I read my first Endless Quest book in 1983. As a young Dungeons & Dragons player, those stories really resonated with me. Could you tell us how the Endless Quest books came about?

Rose Estes: Well, in 1982 I took a leave of absence to travel with friends who were part of a tent circus, I figured that it would make for interesting newspaper articles. I had been with them for only a few weeks when we set up in Decorah, Iowa and went to town to do some laundry. There was a bookcase and books that one could borrow or buy and I picked up one of R.A. Montgomery's Choose Your Own Adventure books. I realized instantly that the books would be the perfect method of explaining D&D to both adults and kids. It had been my job to try to explain the game to adults, most of whom disapproved of the game without understanding it. So, I cut short my trip and called a friend to come and get me.

When I returned I tried my best to convince the powers that be that TSR should do a Choose Your Own Adventure type of book. But the idea met with little interest despite my many attempts to convince them otherwise. Finally, annoyed that I kept on about the idea I was told that if I thought it was a good idea, I should write it myself.

The thought had never occurred to me. I had worked as a journalist, but had never written or even envisioned writing fiction. But I was so aggravated that I did just that, I went home and wrote the first of what would become the Endless Quest series, "Return to Brookmere." I wrote it longhand on legal pads.

Eventually, the project was introduced at a Random House TSR sales meeting in Puerto Rico in January of 1982. The upshot was that Random House was very familiar with Montgomery's series and agreed that it was a perfect vehicle for introducing D&D to a wider audience. I was tasked with writing three more books in the next three months which I did, all in long hand on legal pads.

Grand DM: Return to Brookmere is a personal favorite of mine. So much that I have often included the “Ruins of Brookmere” in my own D&D campaigns. I was curious what your inspiration for that story may have been?

Rose Estes: "Return to Brookmere" was actually the first book, not "Dungeon of Dread." I had lived in the tiny town (pop. 16) of Brookmere high in the mountains of British Columbia, 400 miles north of Vancouver, B.C. for two years in the late 60's and had always hoped to return. But I never did. So, I suppose subconsciously, it was my way of paying homage to a brief, idyllic time in my life.

Larry Elmore cover for Return to Brookmere

Grand DM: Of all the Endless Quest books you authored, which one are you most proud of?

Rose Estes: Oddly, I have no particular favorite in the series. You have to understand, I had no background in writing, not in journalism or in fiction. I never had any writing classes of any sort and what I wrote came out of my own head, I can't blame anyone else for it. So, being thrust into fiction with no time to think, plan or even worry about it, I just wrote the books as quickly as I could to keep up with the demanding publication schedule. Each of them, I would later realize, was a learning experience and I did my best to adapt to the needs of the stories.

Fortunately, set up as they were, call and response, so to speak, the story-line and choices dictated what needed to be written, as good as an outline or a blueprint and drove the story from beginning to end. I could not have intentionally created a better teaching tool. I learned from each and every book and so, gradually, my skills improved. I had no time to be fearful or to wonder what the heck I thought I was doing pretending to be an author and writing books! Some years I wrote as many as five books, it was a hectic pace and obviously, it changed my life.

Grand DM:  I’ve heard that you were not a D&D player and it surprised me. It certainly did not seem to affect your ability to create very thematic stories. What was your secret?

Rose Estes: I think this is the most important question you've asked. No, I never played the game. I was drawn by the stories but had little to absolutely no interest in all of the dice rolling which seemed tedious and worse, interrupted the flow of the narrative. I realize this is heresy, but so be it.

Few things in my life have had as major an influence on my life and creating the person I am than reading, so, despite my lack of formal training, I am first and foremost, a storyteller and that was always the impetus behind the books. Obviously, the game created the framework and provided both the background and the characters/creatures/action and the E.Q.'s could not have existed without D&D. So, if there's a secret, that's it.

Grand DM: Over the years, there has been some controversy over the Greyhawk: Endless Quest books. I know they were published after Gary’s departure from TSR. Fans complain they were not true to the source material. Could you share with us some background and your thoughts on that?

Rose Estes: I'm not surprised that there has been controversy over the Greyhawks and if I could go back in time, I would apologize to Gary and his fans for what I did to his much loved world of Greyhawk. Writing E.Q.'s was far, far different that writing a serious novel. I had myself, left TSR and was dealing with the financial vagaries that are the due of a writer. When I was offered the Greyhawk series, I was not in a position financially to say no, but unfortunately, I didn't have the skills to do them justice.

The first two Greyhawks that I wrote embarrass me to this day. Frankly, they were awful. And yet, they are the real launching pad for the writer I've become. I cut my teeth on them and left them much the worse for being gnawed upon. I apologize wholeheartedly to anyone I disappointed. But, I think that by the time I got to books 6, 7 and 8, they and I had much improved. Unfortunately, most people had stopped reading them.

Grand DM:  I know you stopped writing for a period of ten years because of a terrible motor vehicle accident. Have you recovered from your injuries?

Rose Estes: It's very strange the way life works. Yes, the accident was a game changer. I sustained a closed head injury that killed the part of the brain that retrieves vocabulary. Isn't that ironically bizarre?  But, because I had a large vocabulary pre-accident, it might have seemed that nothing was wrong, I could still carry on an intelligent conversation, but it completely altered the way that I thought.

Before the accident I used to have to beg friends like Jim Ward for plots. Post-accident, my head overflowed with plots, ideas of all sorts gushing forth 24/7 and the problem became how to manage and live with my chaotic brain and all that it spewed out. Early days it all but overwhelmed me.

I MUST mention that I might not have survived as a writer had it not been for my longtime partner Tom Wham who helped me write and finish books that were in the works and during this period of time, and Bill Fawcett who gave me work and all but supported me at times. I owe them both a huge debt of gratitude. Over the intervening years, my brain and I have reached somewhat of a truce. It grudgingly allows itself to be caged when I have to concentrate on life and in turn, I allow it to run rampant after I'm done working. It's a strange existence being both jailer and prisoner contained in the same body.

So yes, with caveats, I have recovered. I began writing again in 2004 and wrote three books of nonfiction on the evolution and development of various dog breeds. Writing nonfiction is easier than writing fiction.

1982 Endless Quest Ad

Grand DM: Dungeons and Dragons is now enjoying what many consider to be, mainstream popularity. Obviously social media and shows such as Game of Thrones have brought in new fans. Will we see any more writing projects from you that are fantasy related?

Rose Estes: Several years ago, I was contacted by Ryan Schifferin (through Facebook!) who offered me the opportunity to write a story using characters of his creation. It was great fun and I gained a lot of confidence in doing so. Then, this year, I wrote a story for an anthology called Sisterhood of the Blade for Jonathan Thompson and Ed Greenwood, who were kind to invite me to be a part of their project.

I have not contacted any of the main stream publishers whom I wrote for, nor do I have an agent, so I am just feeling my way forward. I'm currently writing a digital E.Q. type book for Randy Price's company 2 Kings.

I do have several plots that are swimming around and demanding loudly that they be written, but I am having trouble constraining them to short formats like E.Q.'s, they all aspire to be novels. Not sure what will happen there.

Grand DM: The Endless Quest books were translated into 28 languages and have sold over 16 million copies. That is really a stunning accomplishment. If you could tell your younger writing self-anything, what would it be, and why?

Rose Estes: Advice to my younger self.....I wish I could have told myself to relax and enjoy the moment more than being so focused on plans for the future. But I probably wouldn't have listened.

Grand DM: At the end of Inside the Actor’s Studio, James Lipton has a list of interview questions. He always credits them to French novelist Marcel Proust (1871–1922). I would like to ask you those questions.

Rose Estes: Sounds good.

Grand DM: What is your favorite word?

Rose Estes:  I've always been fascinated by the fact that in the Chinese language, disaster and opportunity are the same word. Since my life has often been defined by both, I'd have to say that is my favorite word.

Grand DM: What is your least favorite word?

Rose Estes: I have several words that are my least favorites, all equally disliked: Li Berry (instead of library, and I admit to disliking people who can't be bothered to say it correctly. SMIRK (frequently over-used and used incorrectly). Amazing! Awesome! It would me everything to me! All are totally overused words and phrases and have become all but meaningless.

Grand DM: What turns you on creatively, spiritually, or emotionally?

Rose Estes: Creative turn ons: Beauty. New thoughts, generally gained from television or books that explode in my brain and consume me. Emotionally: music and interaction with animals. Spiritually, music, watching the ocean which is at my doorstep and the night sky.

Grand DM: What turns you off?

Rose Estes:  Being told that I can't do something. Intentional meanness of spirit.

Grand DM: What is your favorite curse word?

Rose Estes:  I rarely curse, I'd rather find words that mean what I think.

Grand DM: What sound or noise do you love?

Rose Estes: Music, a cat's purr.

Grand DM: What sound or noise do you hate?

Rose Estes: The sounds of politics for personal gain, greed, destruction of all that is good that so many have strived for, cruelty, ignorance, racial division.

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

Rose Estes: When my late husband Gary Hauser, was diagnosed with cancer in 2006,  I took over running his gallery, thinking it would only be until he recovered and returned. Unfortunately, that never happened. As I'd never even thought of having such a business, I was at a loss. His advice was for me to follow my passions. Which I did with his full support. It has enabled me to explore and collect some of the most interesting objects from around the world, which seem to delight and resonate with large numbers of interesting people. The objects and the people allow me, at this late date in my life, to vicariously travel the world. The sculpting of animals is simply a private passion.

Grand DM: What profession would you not like to do?

Rose Estes: I would hate and be incapable of working with anything mathematical, analytical or rigidly formatted.

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

Rose Estes: “Well done, you made a difference in children's/animal's lives."

Diary of a Lich

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          Vita non est vivere sed valere vita est -
       Life is more than just being alive
One of the things I have pondered over the years is what intelligent undead do with all their spare time. Especially powerful wizards such as a lich. Sure, they continue researching magic, or devise traps to protect their possessions. The latter would be especially true when dealing with their phylactery. What if the lich out of sheer boredom began penning a diary or journal?

This could be something interesting for the PCs to find. The book could be loaded with all sorts of adventure hooks and campaign information. Next to its phylactery, it may be the single most important personal possession of the lich. Surely the PCs would make a life long enemy by taking it or happening upon it.

This could also make for a wonderful table prop by using a real book and hand writing the entries. It may be a tad laborious on the Dungeon Master’s part, but the players will love it. I was just looking at several leather-bound journals at Barnes & Noble and they would be perfect. The pages could easily be aged with some instant coffee staining. Moreover, if you make a mistake while writing just tear out a page. It may look even more authentic and raise all sorts of questions for the PCs.

Below I have created some sample entries to get you started:

-Campaign date-It has been months since I could articulate my fingers to write. Therefore, I’m using the Mage Hand incantation to pen this entry. Undeath is a curious thing indeed. I feel numb most days. Then I have brief episodes of feeling. Or perhaps it’s just deep memories. My research will continue.

Demilich by William Owsley
-Campaign date-I think years have passed. Time has no meaning to me now. My last entry is curious. Did I really think I was feeling anything? Now I know better. Life makes me angry now. I want to snuff it out like a candle flame. Life is short and wasteful. I accomplished little then. My peers made sure to remind me of that. 

-Campaign date-Most of them are gone now. Their end will never be solved. I wanted to experience pleasure. Their deaths bring me none. But my mind still understands revenge. Their spell books have been buried away. Their families will never find them. Only four Shadow Oaks exist in the forests of the world.

-Campaign date-Oh my, that last entry must have been one hundred years ago. Today a company of thieves entered my abode. They begged for their lives, proclaiming to just be adventurers. The elven woman was a talented wizard. I commended her on dispelling one of my enchantments. To bad I had to disintegrate her. I would have enjoyed discussing arcane treatises. They did leave me all these lovely magic items. I will place them in the invisible chest – making a note in case I forget.
  
-Campaign date-I have been experimenting with using a grain of sand as a potential phylactery. In fact, I’ve become quite obsessed with this idea. My last several attempts were unsuccessful. I need to find sand that originates from inside an elemental volcano. I will send servants claim such a place.

-Campaign date-I just found this old tome in my library. I wonder who authored all this nonsense? Is this a trick? Why is everyone always trying to trick me? I will find whoever the interloper is!


The Estoc

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The Estoc, also dubbed the Tuck or Panzerstecher, is a two-handed thrusting sword, from the 14th-17th centuries. To this day the Estoc is often mistaken for a long sword or rapier. This was a weapon made to defeat opponents wearing heavy armor. The blade normally had no edge and was designed to deliver terrible stabbing wounds. The rigidity and durability of its triangular point pierced mail after finding entry through seams or joints.

As a sidearm that specialized in defeating armor-clad opponents, it was not terribly common. Although it was a weapon of war, the Estoc was occasionally used in some tournaments. The combatants sparred with the dull blade without fear of seriously injuring each other. This approach translated to the battlefield as a makeshift club to beat on an opponent in a real confrontation.

The Estoc also found use by some cavalry as a light lance. That said, it was not a replacement for a slashing sword or similar weapon. Instead they were a complement to a warrior’s tool belt of arms and equipment.

I decided to make a 5E D&D version to add to my campaign world. After all, adventurers encounter heavily armored opponents! After a few variations I believe it's unique enough to deserve a spot on the weapons chart:

Estoc & Rapier
Estoc

Damage: 1d8

Damage Type: Piercing*

Item Type: Martial Melee

Properties: Armor Piercing (Advantage against opponents using Heavy Armor).

*Special: The Estoc can be used as a club for 1d6 bludgeoning damage. It does not benefit from its Armor Piercing property when doing so.

Cost: 200 GP (They are hard to find).

Weight: 4


Magic Item: Mind Steel Coif

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This very rare chain coif is created by the Githyanki* in the Astral Plane. Legend holds that over the epochs they found ways to avoid the terrible mind attacks of those whom enslaved them. The coifs are crafted from Mind Steel. This priceless ore is said to be the crystallized blood of a dead celestial being. How the Githyanki are able to work it into wearable armor is the subject of debate among the arcane.

Designed by Vanessa Walilko, @KaliButterfly
Mind Steel Coif

Requires Attunement

You gain the following benefits while wearing it:

  • Resistance to Psychic damage.
  • A Mind Flayer must spend one round removing the Mind Steel Coif before using its Extract Brain ability.
  • The coif also protects the wearer from the dark whispers of things unimaginable. Once per long rest you may gain advantage on a Wisdom Saving throw against an effect caused by an aberration.

You gain the following hindrances while wearing it:

  • The coif does resemble an alien Mind Flayer or a metal octopus from the briny depths. The wearer is viewed with unusual suspicion, which causes disadvantage on all Charisma based checks.
  • Finally, Aberrations will take special interest in destroying a Mind Steel Coif. Their servants may actively try to steal it, or worse be sent to dispatch the wearer. 


*For the uninitiated the Githyanki are astral sea dwellers who were once enslaved by a malevolent and cthulhu-esque race known as the Illithid or Mind Flayers. The Githyanki first appeared in the 1979 issue #12 of White Dwarf, in the "Fiend Factory" column. However, they are most famous for being depicted on the cover of the 1981 AD&D book, Fiend Folio. Interestingly, the name Githyanki was first coined by George R. R. Martin in his 1977 sci-fi novel Dying of the Light.



Adventuring Gear: The Crowbar

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The Crowbar. It’s perfect for prying open doors, removing nails, smashing glass, using the sharpened end as a chisel, or even an improvised weapon. Is there one in your adventuring pack? If not, there should be.

According to the etymology dictionary, it was once simply known as crow; so called from its "beak" or from resemblance to a crow's foot; or possibly it is from crows, from Old French cros, plural of croc"hook."

To get started let’s look at the Crowbar as presented in the current 5E rules:

Using a crowbar grants advantage to Strength Checks where the crowbar's leverage can be applied.

Obviously the use of one in some circumstances requires DM adjudication, but a crowbar is super useful. Advantage to ANY roll is kind of a big deal. Someone in your party should have one of these.

So how can we home-brew the crowbar a tad? Well for one I would house rule they do the same damage as a club, and are not really an improvised weapon. Just ask Gordon Freeman in Half-life. It seems like something most dwarves would be familiar with, especially if they come from a line of miners. A well constructed crowbar would be useful in prying apart seams or just to break rock.

I would imagine the most coveted would be an adamantine crowbar. Which is interesting since the fabled metal was recently featured in Xanathar’s Guide To Everything:

Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons. Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

An automatic critical hit against objects? Sign me up! What if the dwarves took it a step further and crafted a Spearbar? All the benefits of being a lever, chisel and a nasty piercing weapon. This would be a tool/treasure worth coveting for any dungeoneer!

Below Youtuber Chasen Tom did just that minus the adamantine...I think!


I’m a big fan of mundane equipment as it harkens back to old school D&D. Descriptive play was the thing. We made good use of every tool at our disposal as we explored the dungeon. This was more then just consulting skills and rolling dice. Rather an invitation to be a better player, a better DM and ultimately a more imaginative gamer. I invite you to read over the adventuring gear section of the Player’s Handbook, you may be surprised at what you find!

Alternate Win Conditions in D&D

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After playing D&D for nearly four decades I have developed some habits as a Dungeon Master. One of them is using alternate win conditions for battles with boss level monsters and villains. Some while back I really became numb to the concept of hit points, especially in high level play. Far to often the battles felt like the players were just chopping down a tree...with a dull axe. Before going any further, I understand that style of play still appeals to some people. I’m not saying there's anything wrong with it. I just do not prefer it any longer.

I used the chess image to the right on purpose. There are countless possible games which eventually lead to a victory in chess. With that foundation in mind, let's explore how alternate win conditions can be used in D&D.

Hit points are not cinematic. Hit points are something the players can meta game as damage is dealt. Hit points are just a piece of the puzzle for me, not the whole thing. A well placed critical hit could potentially one shot an important story boss. The rest of the players left with dice in hand, bummed how anti-climatic the battle was. Sure, sometimes as a DM you NEED to let that happen. Especially if everyone is cheering and excited at the result. After all, you’re the casino with endless resources to throw against the players. Those are game day calls and only you can decide what is best for your group and story.

So what are alternate win conditions? Well if you’ve ever played a video game you have seen them. They are best defined as a series of tasks which must be completed BEFORE you can defeat the boss. This defeat could be directly or indirectly, the latter being my favorite. I think the best way to show this is by example:

Alternate Win Condition (Direct)

For this scenario I will detail what a boss fight typically looks like versus one updated with alternate win conditions.

Final Room A: When the PCs enter this chamber the Goblin King will be seated on his throne comprised of yellowed bone. To his left and right are two Hobgoblin Guards. He will yell out in the blackened tongue, “Destroy the interlopers!” Note: The Goblin King counts as a hobgoblin with maximum hit points. In addition, he has two attacks per round.

Final Room B: When the PCs enter this chamber the Goblin King will be seated on his throne comprised of yellowed bone. Upon seeing the PCs he will cackle evilly and vanish into wispy smoke. If the PCs advance on the throne they hear a series of clicks. Two pieces of rune covered obsidian rise from the floor on either side of the room.

These stones will summon 1d4+1 Goblin Skeletons every round until disarmed (DC15 Sleight of Hand), disenchanted (DC15 Arcana), or destroyed (DC15 Athletics check). Any summoned goblin skeletons will defend the stones if necessary, using their reaction to impose disadvantage on a PC rolls.

In addition, the Goblin King is considered ethereal while the stones remain active. A DC15 Arcana check will reveal creatures that aren't on the Ethereal Plane can't interact with him, unless they have an ability or magic that allows this. That said, his awful cackle somehow reverberates throughout the chamber. Once the stones are deactivated the cowardly Goblin King will reappear, groveling for his life.

Goblin King - Aradia Miniatures

In the above example the players have to work more as a team to defeat this boss. The Goblin King is not just a bag of Hit Points. Since the stones work as monster generators, there is still a combat aspect to the encounter. This keeps the players who enjoy that style of play happy. Finally, the Goblin King could escape to menace the players another day if you so choose. Either way, the PCs have defeated him this time!

Alternate Win Condition (Indirect)

This style of win condition works better in campaigns that are more story based. It’s usually a gradual thing as the PCs slowly chip away at the villain and foil plans. In one of my current campaigns the main villain doesn't even have stats written to a character sheet. He has carefully worked his machinations throughout the realm causing all sorts of chaos. NO, this villain is far too intelligent to risk direct confrontation! The players have been defeating his plans and lieutenants along the way. With each of their victories his power lessons and his plots and allies are exposed. That said, the constant threat of this villain hangs like a dark cloud over them. He strikes back whenever he can...but may be weakening.

I encourage you to find ways to incorporate alternate win conditions into your sessions when dealing with boss level encounters. Even though D&D finds its foundation in war games not every battle needs to be decided with hit points. I think by mixing it up once in a while you will keep the sessions fresh for your players and have them thinking of new ways to use their character abilities. Even better, occasionally a player will dream up an alternate win condition on the spot. This is the stuff of legends! Embrace it and create a story your group will talk about for years to come.

A Dungeons & Dragons Birthday Party

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This past weekend I took part in amazing party for our friend’s son who was turning 9-years old. It all started last year when my wife and I offered the use of the Game Tavern for his birthday. The family lives 6-hours away, but that did not stop them making sure this epic quest occurred! Our friend Tanya has always been super crafty, with many amazing parties under her belt. Her son Brokk comes from his love of Dungeons & Dragons honestly, as I have been playing the game with his dad for decades.

Most of our friends have kids between the ages of 6 and 13; so many different activities would need planning. Tanya definitely delivered that and then some, which I will detail below. If you are planning a similar party for your own children, I hope this post serves as inspiration. This is the stuff of legends and great memories!

The party started with outside activities. Since there were many younger kids, they were ready to jump right into the fun. In addition, it was important for the older kids to get some energy out also. When it comes to D&D, the mind can only absorb what the seat can endure. This could not ring any truer with children and teens. Below are pictures of the various crafts and activities all put together for the party.
 
The character sheet shirt.

All of the children received these home made dice chests.

Each chest is guarded by a dragon. Their curled tail holds a D20!

Inside the dice chests, complete with Brokk's birthday d6s.

Outside included a bouncy joust with rings.

A refreshment tent.
Bottled Water Weird was on hand!

An area for birthday presents (loot) to be placed.
 
Of course there was alchemy!

The slime recipe was a big favorite with the kids!


A water balloon siege engine!



What monster to attack?

A goblin target!

A Gnoll target!

An of course an Owlbear...I missed it every time!

This station had target dummies and shield making!

Homemade pillory for photo ops!

A home made BEHOLDER Pinata!!! This was amazing.


The poor Beholder did not last many rounds against a dozen kids!

A home made MIMIC Birthday Cake!!!

This is what it looks like after taking critical damage.

A lock picking station for rogues in training.

Home made Kobold Kandy inside!

My own son is 11-years old, and a new Dungeon Master. With about a dozen game sessions under his belt, he was quick to volunteer to DM for the party. Over the past few weeks, we worked on a 3-hour dungeon together. It was linear on purpose, after all this was a party and things needed to keep moving. The star of the show of course was the birthday boy, Brokk. The story being he was attempting to recover his lost family sword from the vile dragon Acidmaw!

The adventure featured many classic monsters such as a Water Weird, Gelatinous Cube and, Piercers. Many times during the adventure, some of the adults stepped in to quietly watch the adventure unfold. It was really cool experiencing the next generation playing a session together. All I could think was, wow...wish I had parents like us when I first learned about the game in 1983!

The players were given pre-made characters complete with custom paper miniatures. They also received a Bag of Holding which contained all sorts of accouterments such as pencils, paper, etc.

The kids had a blast and were thrilled to battle a dragon. Brokk's character found his magic sword, Dragonslayer and it launched to his hand. We ordered a cool foam sword and had it waiting for that very moment. My son handed it to him and the surprise was priceless! The group eventually slayed the evil dragon, with the birthday boy landing the final blow.


The Game Tavern ready for the adventure.

The game session. Faces blurred for privacy.


If if you have any questions about some of crafted items in this post Tanya can be reached on Twitter @Tuneses. Dungeons and Dragons is such a wonderful hobby. I'm really happy that our own children all love playing it. Keep gaming and remember you're never to old to be a kid at heart!

Save Your Game Session: DM Burnout

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It has happened to us all. You scheduled the game weeks ago. It is final here. You just worked a gazillion hours or were up to a million o’clock the night before. You are tired, not in the mood, but don't want to cancel the game. After all, it is super hard to get the gang together!

Everyone arrives. You catch up, since you have not interacted which each other beyond social media. Some time passes and everyone is finally ready to start. You feel a little better now, a tad more relaxed. An hour into the game you have the 1000-mile stare. You start hand waving things you should not. Monster stats become meaningless. Hell, you just want them to die and the game to end.

Someone is building dice towers. Maybe someone else is on his or her phone. There is almost definitely someone doodling. Yikes, can you salvage this? Yes, you can! Remember Dungeons & Dragons is a storytelling game. If you are tired and the game is dragging, it is time to get back to basics. Referencing character sheets and rules minutia is enough to cast a Sleep Spell on anyone.

I have been though the scenario outlined above many times. To escape the mire I developed some tools to get me back on track. The first one is a character card. On it, I have bullet points, which detail the motivations, goals, quirks, and weaknesses of each character. When things start to drag, or the scenario I prepared is not turning out great, I turn to those cards. After all this is their story, and you are just helping to direct it.

Players will immediately perk up when suddenly passed the story ball. I have to tell you, that energy at the game table is very contagious. As Dungeon Master, you should be on the lookout for when the players pass you the story ball also. That cool idea they just came up with? Go with it! Especially if you are feeling session burnout and things are bland.

Nothing is more exciting than when the players take the story in some unexpected direction. It is fun to be surprised as the Dungeon Master occasionally. That is the essence of collaborative story telling. It makes you not have to do all the heavy lifting, especially if you are having an off night.

Another technique I use when tired is intravenous coffee. OK, jokes aside I have yet another set of cards on hand. On them, I have detailed in one paragraph or less, various colorful NPCs and points of interest. These immediately create a “shiny” for the players to latch onto. Some are outlandish, like a kobold selling dyed scarfs in the middle of the dungeon, whoa…what is her story? Others are just fascinating, like the countenance of a man upon the door of a rotted cottage, his eyes almost lifelike.

When dreaming these up I have no idea where they may go. This is by design. I have even run entire game sessions this way, setting aside my original plans. They have created some of the most memorable encounters. However, most importantly they helped to get this tired Dungeon Master back on track. I hope this post inspires you with some of these ideas. In the instances where life has you failing your tired save, the game sessions are salvageable. You just need to jump-start your engine!

If these solutions don’t work for you, it may be best to end your game early and regroup at a later date. It is definitely not worth forging on if everyone is not having a good time. If you are experiencing dungeon master burnout constantly, it may be time for a break. Maybe schedule a board game night. Alternatively, switch things up and run a low crunch one shot to rekindle that game master fire.  For some it may be simple as handing over the reins to another game master for a while.

If you have any tips or tricks to bounce back from a dragging game session, please feel free to share! Just remember the challenge not unique to you. We all have been there!

Sleep Spell - Larry Elmore (1983)



Review: Fiend Folio Dice Cup

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Last year I reviewed the Demon Idol dice cup by Foster Leathercraft. Well I decided to commission a new one and wow it's just epic. This cup is an interpretation of the original wraparound cover for the 1981 Fiend Folio by artist Emmanuel. I will never forget seeing that bright blue book with the awesome skeletal creature the first time. As a young DM the githyanki really resonated with me. They were alien like with withered skin stretched over bone, wielding super awesome swords! For the uninitiated, the githyanki are astral sea dwellers who were once enslaved by a malevolent and cthulhu-esque race known as the illithid or mind flayers.

Just like my last dice cup, this is a very well-constructed item. The design features beautiful stitching, vibrant colors, and just screams old school Dungeons & Dragons. I wanted to add some bling to make it really eye catching so there are multiple gems riveted into the leather. After all, githyanki have to look good in their bejeweled armor. This cup is a tad taller then the last one, which will allow for more dice to fill it.

Close-up view of the front

Close-up view of the back

Close-up view of the lid

The deep interior for dice

The dice cup bottom

The sword and skull

The castle

The infamous githyanki

Size comparison

I'm very happy with this amazing piece of gaming swag and already dreaming up my next one. 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!

Githyanki History

Dungeons and Dragons players were first treated to the githyanki by Charles Stross in the pages of White Dwarf magazine. The artwork of Russ Nicholson really brought them to life. Furthermore, the word githyanki was originally coined by no other then George R. R. Martin himself in his novel Dying of the Light. Now decades later, the githyanki have survived multiple iterations of the D&D game. They symbolize everything that is metal, lethal and off the hook.

Page from the Fiend Factory, White Dwarf #12, 1979

Original wraparound cover for the 1981 Fiend Folio by artist Emmanuel

The Brood Ventricle adventure. Click to download

Review: Hand of the Zombie Dice Tray

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Recently my Hand of the Zombie Dice Tray arrived from Darksilver Forge. I wanted to take some pictures and share them with everyone. This is definitely a very cool piece of gaming swag. At 6” in width and 12” in length, you really have a nice runway to roll dice in. The design also allows for horizontal or vertical use, which is good when table space is at a premium.

I really like how the red interior is in stark contrast to the synthetic black leather. In addition, the zombie hand is just metal as hell. It's almost beckoning you to roll 20s! In a sea of game aids and various table tools this one makes the grade. If you're looking for a gift for that gamer that has everything the Hand of the Zombie Dice Tray is a good choice.


As of this posting, the tray appears to be on sale. For more information, or to purchase your own check the product page here.

The front of the packaging.

The back of the packaging.

The tray was sealed very nicely

View of the 1" depth

The well crafted stitching

The tray fits behind a DM screen just fine

Another view of the tray depth

The tray is a very nice conversation piece


Dragons: Unique Breath Weapons

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Dragons. The most iconic monster ever. Their name is in the title of the D&D game. Over the years, there have been countless iterations. Admittedly, I have never been very keen with how they are represented. In my own campaign world, dragons are separated into two piles. The published versions, which are the younger of their ilk. Then my home-brewed dragons, which are the antediluvian horrors of the realm. These are elder creatures, which have seen kingdoms rise and fall, and cataclysms change the face of the planet.

These dragons have special abilities, which make them nigh impossible to defeat. Even the mightiest of heroes have scars both physical and emotional after crossing their paths. You would be wise to take the advice of that old woman in the tavern. Stay away from them. It’s a fool’s errand. The horror she witnessed so many years ago…it is true.

Below are four types of special breath weapon to use when beefing up your own dragons. These will help keep even the most veteran (or meta gaming) players on their toes. In addition, they will help forge legends at your table, untarnished by time!

Unique Breath Weapons

1. Double Breath (Recharge 3-6): this dragon was born with twin organs, which produce its breath weapon. This causes the creature to regenerate the use of its attack much faster.

Special: If the dragon has legendary actions, it can spend two points to use both organs at once. This produces a super breath weapon, which does double the normal damage. Afterward the recharge becomes to 5-6 for two rounds. This dragon should have terror heaped upon its name.

2. Pinpoint Breath: this dragon is an expert at using its breath weapon to hit small targets. This power disregards whether it normally has a line, cone, or cloud attack. The dragon can choose to use its breath normally or focus it into a singular attack. The target has disadvantage on its saving throw to avoid this damage.

Special: If the dragon has legendary actions, it can spend one point to double the range of its pinpoint breath for the next attack. If two points are spent then the range is tripled. This is a devastating tactic when combined with the dragon’s ability to keep distance with flight.


3. Incendiary Breath: this dragon’s breath weapon also contains a sticky, adhesive goo, which ignites when exposed to air. The terrible smelling jelly burns extremely hot, doing 5d6 fire damage every round. A creature can end this damage by using its action to make a DC 15 Dexterity check to scrape off the burning substance.

Special: If the dragon has legendary actions, it can spend one point to cough up extra incendiary goo on its next breath attack. The damage caused by it will then ignore fire resistance. If two points are spent, also increase the damage to 10d6.

4. Smog Breath: this dragon was born with a second breath organ, which has a congenital defect. Instead of fire, it produces a fog of toxic smoke and ash particles. Every time the dragon uses its normal breath weapon the smog also issues forth. This 30-foot cone causes targets to cough and gag uncontrollably. Each creature in that area must make a DC 15 Constitution saving throw or become unable to breathe. A creature affected in this way is Incapacitated and Suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The Lesser Restoration spell can also end the effect on a creature.

Special: If the dragon has legendary actions, it can spend two points to cause its next smog attack to linger. The radius is 30-feet anywhere within the range of the attack. This area is heavily obscured until a wind of at least 10 miles per hour blows it away, or until the duration ends.

Review: Tome of Holding

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In a hoard of gaming accessories, it is hard to stand out in the crowd. I think Alex Ingram has done just that with the Tome of Holding Kickstarter. I waited to post my review until after I had an opportunity to use this crafty tool during a game session. It did not disappoint, with the consensus this is an amazing product.

First, let us talk aesthetics though, as the Tome is a gorgeous piece. I am personally a big fan of anything crafted from wood at the game table. When playing RPGs, it is another thing to help with immersion.

Crafted from cherry, maple or walnut, this is a just beautiful. The inner pages are lovingly fitted with dice holding slots (LOTS), a rolling tray, and even a small space that could serve as a dice jail! Other options include adding a pencil slot. All of these areas are lined with a nice red or green flocking, with a charcoal version a stretch goal!

The tome is approximately 8” high and 5” wide closed. Perfect for transport to your favorite gaming venue. Even when fully opened, it does not take up a premium amount of table space. 






All the carving is meticulously done with routers designed by Alex during his RPG Coasters campaigns. You can read my review of those here and here. I am a big fan of this style as you see enough from a distance to become intrigued. Then when you pick up the product all the details become apparent. For this reason, I believe everything Alex crafts to be wonderful conversation pieces.

The construction of the Tome is really well done. Everything fits together seamlessly and it looks like a book. The magnets…WOW are they strong! It takes a couple times before you get the gist of opening the Tome. However, rest assured; even if you dropped it from a great height, it is not inadvertently opening!

As I get older, quality is something that is more important to me. I want things that will last, things I may even pass down to someone else. The Tome of Holding definitely fits that category as a beautiful gaming heirloom.

The hinges are very sturdy.

Alex is using magnets +5 on these!

This is a great addition to any gaming space.

The Tome is a perfect conversation piece.

The Tome looks great on any shelf!

The Kickstarter is currently live and funded. With an estimated delivery of July 2019, this may be the perfect present next year for that gamer that has everything. Check it out!


Krampusnacht Curios

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So what does Krampus leave inside the shoes or boots of good little boys and girls? Since the winter months are so harsh and unforgiving, he usually gifts them with minor enchanted items. These items have limited use before becoming mundane keepsakes. Often their magical ability is not even known by the owner and believed to just be good luck. Superstition and mystery surrounds the curios as many run to see what was left for them when the sun rises. These items, however, are not just for children and can be left for adults. Additionally, they can be used for any Krampus scenario you create as fun one shot treasures the players find. So dig out that much maligned d12 and see what was left in your shoe! 

1. Badalisc Trinket. This odd looking toy is wrapped in goat skin and has a visage which includes a big head, two horns, a toothy maw, and gold eyes. According to legend, if the actual Badalisc is captured, it reveals all a town’s gossip to prevent bad things from happening. This particular curio will make a one failed Charisma based check become a natural 20.  

2. Perchten Charm. A strange looking animal foot of no discernible origin which has been shrunken and dyed. The Perchten are the entourage of Perchta, an old god of the wild. These animal fetishes are known for their ability to help lost creatures. The charm will work as a compass to find any animal or beast one time before becoming mundane. 

3. Wassail Apple. Old Norse has a saying which goes ves heill or be in good health. These spicy red apples are enchanted so that one can be used to make an entire bowl of punch. It creates 1d4+4 servings of a magical liquid which will remove a single disease or make the imbiber immune to one disease exposure for up to a year’s time. The apple and subsequent unused punch will vanish after one week.

4. Joulupukki Figure. This small wooden toy resembles a goat with a long beard wearing a fur-trimmed red bag of gifts. Well-behaved children often receive this curio from Krampus and it’s not unusual for some to collect them. The curio allows the owner to wish for one minor item and it will appear nearby. Nothing of more than 1 sp in value can ever be summoned.  

5. Eight-Legged Horse. Modeled after Sleipnir from Norse mythology, this wooden toy is a rare gift to receive from Krampus. As a symbol of great speed, these curios are favored among those on hastened journeys. Legend holds that Sleipnir could travel through land, sea, or air and between worlds. The curio may be invoked just once to instantly travel up to one mile so long as the destination can be visualized.  

6. Pine Golem. A favorite of children, these dolls are crafted from pine cones and usually wear pretty dresses or faux armor. When placed under sunlight, the dolls will animate and walk around imitating anyone nearby. This, of course, creates all sorts of giggles and amusement, based on who is being shadowed. Pine golem antics last an hour before their enchantment diminishes completely.

7. Jól Wand. This piece of oak is decorated with sprigs of fir, holly, or yew and carved with various runes which ask for warmth and protection. It is well known these are gifted by Krampus when the winter will be particularly harsh. When receiving a Jól wand, it is best to be conservative when using it. 1d4 times it may be invoked to start a blazing fire with a simple touch, even with wet wood and kindling. 

8. Solstice Orb: The return of the light after the long bitter winter is something celebrated by many northern villages. This small piece of clear glass is roughly shaped like a ball and fits in the palm of the hand. If tossed against a hard object, it will shatter, illuminating a 40-foot area with soothing light. This radiance will even pierce magical darkness and last for one hour before expiring completely.

9. Hammer Pendant: These T-shaped charms are thought to be ancient depictions of the Norse Mjölnir. Krampus has been known to gift three different types, which vary in value of iron, silver, and gold. These are greatly prized by hunters for another reason, however. The pendant will guide one arrow to unerringly strike before becoming mundane. The ability to return home with food during the winter months is priceless.

10. Tomte Bowl: According to old stories, these wooden dishes were crafted by mischievous sprites. They appear to be the head of a bearded elderly man. A bright red cap serves as a lid to the bowl, and when removed warmth will issue forth. If butter is placed inside the bowl, it will immediately fill with nourishing hot porridge. This ability may be used 2d4 times before the bowl becomes completely mundane. 

11. Draugr Effigy: This wooden sculpture resembles a withered corpse bound in rope. During winter the undead and worse things are known to walk again. The effigy is activated as a ward if it senses undead nearby. This magical protection afforded to the owner lasts only one hour before permanently being diminished. During that time, weaker undead will be oblivious of their presence with stronger undead disinterested and intelligent undead cautiously indifferent. 

12. Holly Ringlet: This magic laurel is crafted with boughs of glossy green foliage and bright red berries. As legend goes, placing this enchanted ringlet over the mantle invites fairy folk into the home. This is not cause for concern as the fairies enjoy the warmth of the fire and the shelter from the cold. 1d4 fairies will be summoned, which equates to how many days the house will be under a Protection from Evil spell.  

 


 This article was originally featured in my 2015 zine, Tales from the Game Tavern

Zine: Lead Beans & Bacon

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Some time ago I purchased Frontier Scum by Den of Druids. It's a wonderful game about wanted outlaws making their mark on the lost frontier. It uses a slightly modified Mork Borg engine and is very rules light. I was so inspired by this game, being a western aficionado, I dipped my toes back into making zines. 

I present to you Lead Beans & Bacon Vol. 1


This independent production features eight rare firearms for your Frontier Scum to either find or purchase with their fistful of silver. It also contains alternate and specialty ammo that follows the same idea. Finally, look over chuckwagon meals your character can cook to become invigorated and the various drinks to throw back at the saloon or on the trail. 

FRONTIER SCUM is © Den of Druids.


Strahd for Shadowdark

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"I am the ancient. My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead, forever."

- Count Strahd von Zarovich

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Are you planning to run I6: Ravenloft with Shadowdark this Halloween? I have taken his classic stats from that module and mixed them with the vampire from Shadowdark. The entry below is directly from the module:

The entire adventure centers around the vampire. Always keep in mind the motives of the vampire, how he moves about, and what his cunning plot is. You must play Strahd in the same way the players play their characters. Study this NPC as carefully as the players study their characters.

I think that advice from 1983 still holds up today. The most fascinating thing about I6 was for the first time ever, the adventure was more about the villain than the dungeon. So keep that mind when using Strahd, as this is an NPC that extends beyond the four corners of a rulebook.

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Count Strahd Von Zarovich (The First Vampyr)

AC 18, HP 65, ATK 3 strike +8 (1d8 + energy drain) or 1 charm, MV near (climb), S +4, D +4, C +4, I +4, W +4, Ch +4, AL C, LV 15

Supreme Undead. Immune to morale checks. Only damaged by magical sources.

Energy Drain. Strahd heals 2d6 HP and target permanently loses 1d4 CON. At 0 CON, target dies and rises as vampire or vampire spawn (Strahd chooses).

Charm. One humanoid target who can see vampire within near, DC 18 CHA or under vampire's control for 1d4 days.

Shapechange. In place of attacks, Strahd can assume Gaseous Form at will or turn into a bat, wolf, or back into regular form.

Spellcaster. Strahd has learned his magic from studies over the centuries. His available spells are:

Tier 1. Hold Portal, Sleep

Tier 2. Invisibility, Mirror Image

Tier 3. Animate Dead, Dispel Magic

Tier 4. Passwall, Polymorph

Tier 5. Create Undead

Vampire. Must sleep in a coffin daily or loses 2d6 HP each day that can't be healed until resting in coffin. Takes 3d8 damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP.

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Looking for more thematic material for Halloween or Ravenloft ? Use those links to find more of my older blog posts that may be helpful. 

“Just House Rule It” Is a Lazy Answer

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Critique a TTRPG mechanic, ask a design question, or point out a flaw in something like D&D, and you’ll see it pop up like clockwork.

“Just house rule it.”

“Fun is different for everyone.”

These responses might sound open-minded, but they rarely are. More often than not, they’re used to shut down conversations, not open them up. They don’t engage with the question. They dodge it.

When someone takes the time to examine how a rule impacts gameplay, how a mechanic drags or how a system unintentionally punishes certain playstyles, they’re inviting a conversation. Saying “just fix it at your table” might sound helpful, but it skips past the real work of understanding and improving the system.

Design isn’t sacred. Design is iterative. It thrives on feedback.

Fun might have personal flavor, but it isn’t unknowable. Most players come to the table for tension, drama, clever decisions, challenge, narrative payoff, or the thrill of pulling something off in the moment. These are recognizable patterns. There are tools and philosophies in game design that can foster those experiences reliably and intentionally. That’s what good design does.

Waving away critique with “fun is different for everyone” avoids responsibility. It puts the burden of fixing problems on the GM or the players instead of acknowledging where the system itself could be stronger.

And look, homebrew is great. House rules can be incredible. But they shouldn’t be used as excuses for why broken or inconsistent design doesn’t matter. If people are regularly tweaking or ignoring a rule, that’s not a defense. That’s a red flag.

When someone points out that a mechanic slows things down or causes friction, or that a spell always dominates play, or that a class feels weaker in practice, the honest response isn’t “well, everyone’s different.” The honest response is to dig in and talk about why it happens, what it means, and how it could be better.

Game design deserves that. Players deserve that. GMs deserve that.

“Fun is subjective” doesn’t mean “all design is valid.”
It means design needs to work for people.
And that only happens when we stop dodging and start engaging.

When the Light Goes Out

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There’s been a lot of noise lately about the one-hour torch timer in Shadowdark, and most of it comes from people who haven’t actually played the game. I keep pointing this out because once you do, it becomes immediately clear that the torch rule is not arbitrary. It is essential to how the game creates tension, risk, and atmosphere.

In Shadowdark, darkness is not just mood lighting. It is danger. When the torches go out, the game enters the Deadly condition. That is a defined mechanical state where the GM begins checking for random encounters every crawling round. You are no longer just exploring. You are in survival mode, and every moment counts. 

What makes this even more powerful is that no one in Shadowdark has darkvision. There is no fallback. No elf cutting through the dark. No wizard spamming a Light cantrip for free. The Light spell does exist, but like a torch, it only lasts one hour of real time and takes a spellcasting check. You carry a torch or a lantern, or you are blind. That is it. Darkness is not an inconvenience. It is a countdown to danger.

This is why the real-time torch timer matters. It is a shared, objective measure that every player can see. You have one hour of light. When it ends, the Deadly condition begins. If torch duration were left up to the GM’s judgment, it would feel inconsistent or punitive. You might get ten minutes one session and twenty the next, all depending on how the GM is feeling. That kind of uncertainty makes the danger feel unfair.

With a set timer, the pressure becomes part of the game. Players make real decisions. Do we press deeper or turn back now? Do we use our last torch or save it for the way out? Time becomes a resource just like hit points or spells, and the looming threat of darkness shapes the entire dungeon experience.

This mechanic is not a gimmick. It is not nostalgia for the sake of it. It is good design. The torch timer gives structure to the danger. It supports the core loop of risk and reward. It turns exploration into a timed challenge without needing any extra mechanics. And most importantly, it makes the dungeon feel alive, hostile, and real. 

If you have only read the rulebook but never played with the torch burning down in real time, then you have not truly experienced what makes Shadowdark different. Let the light fade. Let the dungeon go Deadly. Only then will you understand why the torch timer is not just a rule. It is the heartbeat of the game.

Frazetta Armor

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Heroes wore less when stories were bigger. 

On the covers of pulp paperbacks and the canvases of Frank Frazetta, warriors strode bare-chested through blood-soaked temples, cloaked in smoke, steel, and not much else. Their armor was always minimal, but their presence? Untouchable. 

I’ve been making Frazetta Armor jokes for years. The chainmail bikini. The enchanted loincloth. That ancient pulp rule that the less you wear, the harder you are to hit. But while prepping my Hyborian-themed Shadowdark campaign, I stopped laughing and started designing. Why not make it real?

This isn’t just a funny item. It’s narrative logic, baked into the bones of pulp fantasy. Frazetta’s heroes didn’t survive because of the gear they wore. They survived because they were the story’s center of gravity. The enchantment doesn’t protect your body, it protects your myth.

Mechanically, the armor keys off two things pulp heroes are known for: being hard to hit or too stubborn to die. You get to choose. DEX or CON, whichever suits your build. But either way, it’s powered by style. Always style.

Here’s the item as it’ll appear in my game:

Frazetta Armor
1 slot, does not count as armor

  • This enchanted garment of fur, chain or hide offers no true defense, only undeniable presence.
  • While wearing no armor, your AC becomes 10 + CHA modifier + DEX or CON modifier (your choice).
  • You may use a shield.Wearing any armor suppresses the magic.
  • After a full day, it leaves behind a perfect magical tan line in its exact shape.


It hasn’t shown up yet in my campaign, but it will. Sooner or later, someone’s going to toss their armor aside, grab a torch, and step shirtless into the crypt like they were born for it. This item works just as well in D&D, or whatever hack you’re running. If the game speaks pulp, this armor listens. 

And when they do, they won’t just look unstoppable. They’ll be unstoppable.

Because in pulp fantasy, you don’t survive with AC. You survive because you look too cool to die.

Want to see the real deal? I visited the Frazetta Art Museum years ago, and the atmosphere is pure magic. Highly recommended if you ever want to feel like you’ve stepped into a painting.

Run the Game. Forget the Noise.

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There’s no shortage of advice for new Dungeon Masters. Most of it is fine. Some of it even works. But a lot of what actually matters never shows up in the books. These are the things I learned the hard way. The stuff that actually changed how I run games. 

Not every fight needs to end in death.
The best encounters I have run were not about dealing the most damage. They were about buying time. Breaking a ritual. Escaping the scene. Surviving. Fighting with a goal changes everything. Players start thinking creatively. They stop counting damage and start solving problems. A good objective turns a fight into a story.

Read weird things. Steal it all.
You do not get better by consuming more RPG content. You get better by pulling ideas from outside of it. Read pulp novels and folklore. Watch bad sci-fi and old horror films. Scroll through metal album covers and weird art blogs. Your brain needs off the hook fuel. The best sessions come from mixing strange ingredients and throwing them at your players to see what sticks.

Avoid the DM tool trap.
There is an entire market built around selling DMs stuff they do not need. It is the golf industry all over again. Selling expensive gear to people who think a better driver will fix their swing. It will not. Experience is the only thing that levels you up. Run games. Make mistakes.That is how you get good. Just like the characters in your world, you earn experience.

Learn from other DMs. Do not try to be them.
Watch how other DMs run their tables. Use their good ideas. Drop the rest. Never fall into the trap of thinking you have to run like they do. Their voice is not your voice. Their timing is not your timing. Your presentation will become the style your table remembers. Let it happen. Find your own rhythm.

You will get better. Not by buying. Not by waiting for it to feel perfect. You will get better by running the game.

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