Thursday, March 26, 2015
Throwback Thursday: Into the Caves
Wednesday, March 18, 2015
Belt Pouch Table
Below I decided to create a random table of belt pouches with interesting contents. While coins and gems are great they can seem lackluster after a while. So next time one of your players reaches inside a pouch or empties one consider using this table. I promise they will be as surprised as you are!
Belt Pouch Table (d8)
1. Stained leather pouch which has a strange floral aroma. When examined it seems pliable and makes squishing sounds if poked or prodded. Inside will be found a shrunken head fetish of what appears to be a goblin. The mouth of the goblin is filled with 1d6+1 flower petals. If a petal is removed the head will animate and answer questions as if an augury spell was cast. When the petals are all depleted the head will crumble to dust.
2. Rusted chainmail pouch which appears to have some sort of magical darkness inside it. All attempts to peer through the links fail unless a light spell is cast and directed at the pouch. Only then will the eyeball encased in resin within be visible. The eyeball belongs to a necromancer in some faraway place. If removed from the pouch the necromancer can see through the eye again. What horrors now await the PCs is up to the Dungeon Master.
3. Common cloth pouch with small nibble marks. It appears at one time the pouch was repaired because newer stitching is visible. The pouch feels cold to touch regardless of the temperature outside. Something appears to be moving inside the pouch at odd intervals. Inside will be found a skeletal mouse covered in arcane ice. All attempts to melt the ice will fail and the undead yet benign mouse will follow whoever the owner of the pouch is.
4. Gold plated dragon leather pouch with dwarven runes that suggest it once belonged to some great slayer. The gold plating has seen better days and is missing in some places. Inside will be found a series of artistic stones crafted from gold. It is obvious that the entire collection is not present. When assembled together the stones actually create a rough map which ultimately shows the location of a dwarven tomb. The missing stones will need to be found to complete the map.
5. A long pouch crafted from strips of beautiful tree leaves and bark. When examined it appears that small fruits are growing both on the outside and inside of the pouch. If watered the growth will be completed in 1d4 days otherwise the fruits grow at the DM’s discretion. Every growth cycle the pouch produces two types of goodberry. This will yield 1d6 inner and outer berries. Outer berries heal 1 point of damage when consumed. Those which grow inside the pouch are larger and heal 2 points of damage when consumed.
6. A black silk pouch which appears completely bloated and filled with something. Upon examination whatever is inside the pouch feels solid and round. If the pouch is poked with a sharp object it is forever destroyed. It cannot be emptied of its contents unless someone reaches inside to pull out what is within. Anyone doing the former will feel something spongy and sticky. Chunks of this object can be removed revealing globs of spider web. If thrown these globs count as a web that affects only half the area of the normal spell. There is 2d6 globs of web available before the pouch is depleted.
7. A regal pouch crafted from deep purple cloth with golden accents. It feels like there may be six small but solid objects resting at the bottom of the pouch. If emptied several strange stones with straight edges and sharp vertices fall out. Upon examination it appears each of the stones has a series of numbers etched upon them. Once per day the owner may roll these royal dice (pick your favorite real set) for a chance of luck being bestowed upon them. If the combined result is greater than 25 the owner gains +1 to all saving throws for the day.
8. This pouch appears to be a miniaturized replica of an adventurer’s backpack. All the buttons work, compartments open and it even has small straps. If the owner attempts to place anything inside the pouch it magically shrinks to one quarter its original size and weight to accommodate. The object can then be retrieved and takes 1 round to return to its normal size. The maximum capacity of the pouch is 7.5lbs of reduced weight.
Monday, March 16, 2015
The Vamprechaun

Do you not catch the tiny clamour,
Busy click of an elfin hammer,
Voice of the Lepracaun singing shrill
As he merrily plies his trade?"
Thursday, March 12, 2015
Throwback Thursday: The 10' Pole
But that mushroom aristocracy of our country... who would not condescend to touch a poor man with a ten foot pole, were their extraction traced, in nine cases out of ten they were nurtured in the squalid huts of poverty.
I have to believe the popular idiom influenced Gygax and Arneson when they developed the equipment list for Men & Magic. One of the most poked-fun-at mundane items from old-school D&D is the 10-foot pole. I can recall, as a young player, wondering how I would get one down into a dungeon, let alone negotiate those nasty 90-degree turns. But playing D&D as a kid was not an endless exercise in logic or trying to make sense of everything. Very often, something as outlandish as a 10-foot pole would just vanish when not being used, but was always there when needed again.
Old-school D&D was also much more narrative and descriptive, as players used creativity to get around traps and obstacles. Something such as a wooden pole was a useful tool for springing a trap, testing for an illusion, or pushing open doors. Then, as the gaming community aged, so did the way we played. Shifts in design philosophy with later editions of D&D minimized player ingenuity by determining success and failure with a simple roll of the d20. Sure, I could get up and change the channels manually, but why bother when I have this handy remote control?
One of the things I was thrilled to see with the release of the 5E D&D Basic Set was the return of the 10-foot pole on the equipment list. And even though there are still mechanics in place for searching and ultimately disarming traps, the 10-foot pole can still be useful. As part of movement or action in 5E, you can do one minor thing to interact with your environment for free. One of the suggestions on the example list is “tap the floor with a 10-foot pole.”This is an important takeaway for any players reading this. Not only does this example harken back to the days of yore, but you are being encouraged to think outside the box. Don’t be a slave to the d20 and live with the results. What if the trap before you on the tiled floor is sprung with a minor amount of pressure, and your roll did not reveal it? Tapping the floor as part of your movement or action is almost like having a second bite at the apple. But really, the former is the first thing you should have done before reaching for that d20!
I believe the 10-foot pole really is just a metaphor for early Dungeons & Dragons, when descriptive play was the thing. Visualize your environment, ask questions, and make good use of mundane tools to help you explore it. In my 5E games, I have blended back in much of that old-school philosophy—or, as I prefer to call it, O5R. The 10-foot pole does not need to be something buried in the tomes of dungeon crawl nostalgia. Rather, it is an invitation for you to be a better player, a better DM, and ultimately a more imaginative gamer.
Monday, March 9, 2015
The Unappreciated Game Master
That being said, I learned long ago not to let a group disintegrate because of this. Instead after some diplomacy if the problem is not resolved that player is no longer invited back. If you spend hours as I do preparing your campaign world and adventures everyone should be at the table to play. A normal session in the Game Tavern always includes some social catch up time before the game commences or during breaks. But at the end of the day there is a group of middle aged adults that set aside time to game together. For many this involves arranging baby sitters, travel or even squeezing the session into a busy schedule. No game master or group should ever suffer in silence because of a disruptive player.
So what are other reasons you feel unappreciated as the game master? Perhaps your players are just not as involved in the story to the extent you would like? I have heard this as a common complaint over the years. The important thing to remember is players come in all different flavors but have one unifying focus which is fun. Everyone wants to have a good time, get together with friends, roll some dice and escape for a few hours.
I think the old adage of know your audience really holds true when it comes to game mastering. If you current group is composed of heavy role players then story may be more important. On the flip side if your group has more war gamers then story may be secondary to them. Game mastering is really a balance in trying to understand what motivates your players to be seated at the table. Is it the politics of the realm, battling monsters, exploring fantastic locations or just finding treasure?

A perfect example is my wife’s current barbarian character. In the past she usually played some sort of shadowy rogue or archer that was careful and sneaky. This campaign she wanted to be a melee machine and see what it was like on the front line. Moreover her character has a split personality with the worse of the two always appearing when she rages. As a game master there are some easy things to target in on here to make the game experience more enjoyable for the player. The barbarian needs plenty of combat challenges and exploration of the split personality when applicable in the story. This is not a character that will flourish in endless game sessions of political subterfuge or murder mysteries.
Again know your audience. As a game master there is something far worse than railroading your players and that is placing them inside the neat little box you have built and closing the lid. If you feel unappreciated it may just be that you need to find a more common ground for your game sessions. If players are not excited and interested then your own enthusiasm will start to dwindle as well. Finally you may just be suffering from game master burnout which is very common. Running a campaign or even just one game session is a daunting task. From the preparation involved to answering the barrage questions posed by a table of players being a game master is a lot of work.
My solution for game master burnout has been to take a break and just schedule a board game night. Or I just switch things up and run a one shot of a no crunch RPG to rekindle my own game master fire. For some it may be as simple as handing over the reins to another game master for a while. The former is usually a limited option since good game masters are hard to find. And remember while everyone is a critic very few if any will put themselves out there. It takes a tremendous amount of courage in any medium to be the one running the show.
So know that you are appreciated my fellow game masters because our hobby needs you! There are still many stories to tell, lost places to find and monsters to defeat. Keep scheduling those game sessions but if you need a break don’t be afraid to take it. Sometimes a little time reflecting on what has worked and what has not will lead you back on the path of adventure quicker than you think!