• Xabal’s Workshop

    Xabal’s Workshop

    In our Age of Myths campaign the party acquired a keep. Though the party is many days travel by airship away from the keep, their former leader Artok (originally played by John) now runs the keep.

    Each of us gets a Special Feature for what is now our group Bastion. At this time Artok has a Sanctuary. We’ll want to get him a Barracks and Armory soon, because we aren’t around to defend the Bastion very often.

    Xabal Gaitee Quarter-Flagged Optigraph Balaneer nox Free Tink and non-Commissioned Officer of the Sadijh (on leave in absence), my goblin artillerist artificer, established a Workshop. He’s also interested in the Arcane Study, but first a workshop.

    Xabal and Crag took over the two store rooms in the keep. Xabal’s is on the left.

    The image depicts a hand-drawn map on graph paper. It outlines a fortified area, possibly a castle or fort, surrounded by a flowing body of water indicated by blue wavy lines, and red hatching marks representing elevation or terrain. The map includes labeled structures such as a "Keep" located centrally and surrounded by various buildings including "Stone barracks," "Stables wooden," and "Stores." There is an "Archery range" and a circular "Melee Practice" area. Paths and roads are sketched in black, with dotted lines representing different routes. Additional topographical features include a "Waterfall from mtns above into valley" on the right side of the map and a path labeled "Cart Path to main road." The map is oriented vertically, with features labeled throughout in a combination of print and cursive handwriting.
    Xabal took over the left most of the stores.

    What I like about the concept of Bastions/Strongholds/etc is that it gives players the opportunity for some ‘lonely fun.’ With a chill weekend at home I spent time thinking about D&D, but not actually playing the game.

    The image is a top-down view of a rectangular room layout with beige and brown tones, resembling a floor plan. The main space is labeled "Workshop," situated at the top center. Below it, the space is divided by a thick line and labeled "Xabal's hall." The flooring appears to be composed of rectangular tiles laid in a brick pattern. The room is surrounded by a darker brown border, representing walls, with protruding sections at the corners, suggesting architectural features. On the left side, a small protruding area features parallel lines indicating steps leading up, with an arrow pointing to the right.
    Xabal’s workshop interior floorplan created using watabou’s Dwellings Generator

    Using watabou’s Dwellings creator I found something as close as possible to the space on the DM’s map of the keep. Then I added a bit of lore around the minor change (there’s an aviary so it isn’t a pure rectangle).

    And then I discovered the steps and main door should be on the right rather than left. That error will go down as a function of Xabal’s quite-distracted memory and the difficulty of communicating over long distances

    One thing that Xabal trusted Artok to do was hire three artisans to help in the workshop. He hasn’t yet met them, but Flasfur and Chofs started working already.

    Hirelings

    Below the three current hirelings are described including their “stats” for social encounters and their short-form personalities.

    Flasfur Wreltor with Blackbirds

    Photo by Siegfried Poepperl on Pexels.com

    A goliath with a flock of blackbirds that stay in the newly added aviary. He’s a cobbler and leather worker. The blackbirds help Flasfur with fine work required of those professions.

    Nearly eight feet tall, Flasfur was the one said he wouldn’t join the workshop without a small improvement, the aviary for his small flock of blackbirds.

    He’s from a small town in the hills between Mihrstone, Sheljar and Artok’s Keep.

    Strength, constitutionGoliath (2014)
    Negative dexterityCobbler, leatherworker
    Investigative
    Heavy leather apronSheljar
    Small awl (dagger)large aviary for the birds
    Modest lifestyleOpen, respectful, fatalistic, absent minded

    Chofs Chupmolea badged al-Chems

    The image depicts a minimalist, stylized drawing of a small castle-like building with a light brown background. The structure is rectangular with a crenellated parapet along the top. It features two arched windows on either side of a central arched door. The roof is angular and tiled, with a warm tan color. Two lantern-style lamps flank the door. The building is surrounded by sparse grass, adding to the scene's simplicity and rustic charm.
    Exterior drawing of Xabal’s Workshop in Artok’s Keep created using watabou’s Dwellings Generator.

    A goblin who is insistent in studying the corruption. She’s a jeweler and glassblower.

    Chofs recently travelled through the area scouting out a new source of gems not from her hometown. From Bel’an’faire in the south of Sheljar lands, she works with jewels and glass to create art and rarely implements of war.

    She also does etching and some other things that border on chemistry or alchemy.

    Dexterity, IntelligenceGoblin
    Negative charisma, strength, constitutionJeweler and fine arts, perceptive
    Lightweight, close fitting dressesBel’an’faire
    Caltrops to aid her escapeUse the corruption to power art
    Modest lifestyleBrilliant, excitable, religious

    Bolnis Abica nox Qawaha

    Where Chofs is a common goblin in their structured society Bolnis is a wanderer similar to Xabal. She’s potter and tinker who travelled through the land with simple coffee gear.

    Bolnis doesn’t like tea, but has some with her. Most of her time is in the hills and coast between Sheljar and Mira, if people insist on discovering where she’s from it’s Ooshar. She considers her hometown a backwater.

    There’s a chance that Bolnis invents fancy coffee gear, but right now it’s simple. Her passion is to discover new ways to use tek to create new foods, tisanes, poultices, and more.

    Intelligence, CharismaGoblin
    Negative strength, constitutionPotter, tinker, coffee gear
    Insight
    Lightweight travelling pantsOoshar
    Mug (club)An espresso machine
    Comfortable lifestyle, though paid at modestGenerous, meticulous, sensual

    I’m already thinking about how Xabal will interact with these hirelings and what knives they give the DM. Chofs offers someone that could be corrupted through those who study it. Bolnis clearly has twice the income of the others. How is she getting that money? Flasfur’s blackbirds could distract him from running the shop.

  • The Ferments: A campaign one sheet

    The Ferments: A campaign one sheet

    The Ferments are a rough land of geysers, lava flows, fast glaciers, waterfalls, hot springs, tornadoes, earthquakes — the raw power of the world. From this land the best alcohols of the Six Kingdoms come. The peoples of the Ferments are dispersed, spread over the many miles with four main towns. They generally live in defensible homesteads interacting when they need goods or during festivals.

    Campaign Premise

    Our eventual heroes start out as the primary defender of a homestead. They know how to contact other homesteads for help when needed, but mostly they are on their own hoping to remain safe from a world where dragons came real, magic became powerful and kaiju returned.

    Grand Conflicts

    Elementals burst from the land, stronger than before and with a hungry intelligence that threatens the land. Outsiders fleeing the wars of Six Kingdoms come for safe harbor. Dragons and their Ken continue to search for more scholars.

    Photo of a hot spring and geyser with a foreground of rough reds, the pool of water and a cliff in the background
    Photo by Laura Paredis on Pexels.com

    Each homestead has a book, collection of scrolls or other devices that helps them control an element (earth, air, fire, water) or paraelemental (smoke, magma, dust, ice, steam, mud, etc). These start out with each PC knowing Elementalism, limited by their choice of element. Each was passed down since the time of Gallinor, before the time of dragons.

    Factions

    Every player will create either an ally or adversary family besides their own. They may also have a connection to one of the families (not all families share blood-ties) of other characters.

    Adversaries

    Allies

    Rumors

    This section will fill over time.

    Animated gif of a blue-green wyvern overlooking a river
    • Kaiju roam as in the time of Gallinor — some even are ridden. Word is they come from the Kirtin-in-the-Sky and the Cliffs of Gallinor.

    Facets

    • Exploring the zero-to-hero tropes, friendship with animals, and who gets to control knowledge.
    • Defending your people.
    • Inverted West Marches.
      • Enemy generally comes to you. Though you may sallly in order to obtain resources.
      • Episodic – attend when you can.
    • Sessions are 3 hours, with each story completed in one session.
      • Characters will level up every 3 sessions.
    • Recaps will be posted to Full Moon Storytelling.

    Variant Rules

    • Wizards of the Coast’s 2024 D&D is the baseline
      • Monsters may come from Black Flag, A5E, 5.1 and 5.2 products.
      • Player options must be consistent within the ruleset (i.e. if you play a Mechanist all options should be from Tales of the Valiant for that character).
      • There is a campaign set up on DnD Beyond. Email me to get an invite.
      • Start at 1st level.
      • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point-buy-valid stats.
    • Playable races are Human, Hin(what they call themselves)/Halfling, or Goliath.
    • There are several custom backgrounds and tools available. We will use cultures, not languages. Common is the Western Wildes. Other cultures are;
    • Heroic Inspiration will exist as a shared dice pool that is a maximum of 2+ the number of PCs that day.
      • In addition to the normal ways to award Heroic Inspiration it will be awarded for playing to Short Form Personality.
    • Each PC manages a Homestead (Bastion from 5e 2024) that starts with no Special Buildings.
    • Each session will offer the opportunity for a short rest. Long rests are between sessions.

    Practicum

    Sessions are on Sundays from 1-4 when my main campaign isn’t being played. We’ll meet at Logan Brewing, usually. I’m willing to do duet play outside of that timeline as well.

    Each character should be built in a session zero discussing their personality, homestead, allies/adversaries and key abilities.

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  • Shire United, brought to you by Full Moon Storytelling

    Shire United, brought to you by Full Moon Storytelling

    My personal Shire United jersey is Kellamon 131. Kell is my favorite halfling character. Over many years of play Kell has existed in many classes and campaign settings. He’s always loyal, always friendly and always underestimated. The 131 well, that’s a special birthday that had to be honored.

    Kellamon Sqoques felt like the perfect character to represent while sponsoring Shire United in ECS Pub League. Because my friends are always underestimated and always loyal.

    They play soccer horribly.

    Soccer isn’t the point of Pub League — bonding together over a ball and the struggle to play is. That’s why I’m a proud multi-year sponsor going back to my time running Sounder at Heart (they still sponsor).

    My friends at Pub League continue to make wild jerseys that we’ll never sell. As long as they need a few dollars I’ll toss them their way.

    I love sports. I love D&D. You probably figured that out by now.

  • Militia actions for 5e systems

    Militia actions for 5e systems

    Sometimes in D&D and similar games you need to empower the players to manage groups of allies supporting the narrative, without precise actions by individuals. When running a rebellion, skirmish or base defense you can use militia actions representing the training a character conducted with a group of commoners.

    1. On every PC’s turn they now have a Militia Action. This is independent of their character’s actions and reflect the training that the character put into the small unit (think squad sized) during downtime.
    2. In initiative the Militia Action happens after all player actions and the actions of that character’s companions (familiars, pets, constructs, etc)
    3. A militia is a Swarm of Commoners (AC: 10, HD: 6, PB: 0, all abilities are 10, a Swarm may have a tool proficiency or skill for flavor). Every time it is attacked it makes a Wisdom ability check against the damage dealt. It gains a bonus from the controlling character’s Charisma (Persuasion). Each failure removes a Hit Die. When it drops below 3 HD it loses one of its damage dice. Do not track damage.
      Suggestion: Use a d6 to track the HD of a Swarm of Commoners.
    4. Pick one of the following actions
      • Ranged attack – this attack is rolled with an Attack Bonus of + controlling character’s Charisma+PB (and whichever ability they use to command). Range is 30/60 to represent inaccurate and improvised weapons. Damage is 2d4.
      • Melee attack – this attack is rolled with an Attack Bonus of + controlling character’s Charisma+PB (and whichever ability they use to command). Reach is 10′ to represent pitchforks, spears, and other implements. Damage is 2d6.
      • Funnel – the swarm moves 20′ and creates an 10×10 area of difficult terrain. If the terrain is already difficult it now costs twice that movement. After that the terrain becomes impassable except through magical means.
      • Rally – the militia energizes an ally, enabling it to expand an Hit Die. If the ally is another militia it regains a Hit Die.
      • Pester – if an opponent is in reach of the militia the unit can distract it so that the next attack against the opponent is at Advantage.
      • Move and/or Hide – the militia unit can move 20′ and then if cover is available it can make its defensive check at advantage.
      • Activate terrain, traps, spell craft or siege weapons – If a siege weapon is nearby a Swarm of Commoners has as many Utilize Actions as it does damage dice. It can also activate Magic Items, Rituals or Terrain as allowed by the scenario and dungeon master.
    5. A player may choose to use a second Bonus Action (if they have one) to make another Militia Action.

    A character may only command one Swarm of Commoners unless they are a Propagandist or Inspiring Leader (PB number of Swarms).

    This is a refined approach on the earlier Introducing Militia Actions to support base defense in urban rebellion play.

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  • How players should prepare before their next TTRPG session

    How players should prepare before their next TTRPG session

    There’s a lot of guidance on how to be a better DM. There’s some guidance on the player-side of the table. The most prolific of the player-side guidance is about character builds.

    Instead of focusing on the character or DM, we’re going to focus on the player. What can a player do to prep for their next session? How can they help their group move at a pace that matches the genre of the game?

    While the examples provided relate to Dungeons & Dragons, the fundamentals apply to most roleplaying games. You should be able to prepare in less than 30 minutes. These tips may be basic, but they’re steps I take every time I’m a player in my current era and come from my experiences in my bifurcated RPG time (early 80s to mid-90s, 2014 to present).

    Review your character’s motivations

    Others may push you to look at your powers first, but to me what makes a pen-and-paper RPG (even if it is D&D played on a VTT) special is that you get to act as the character would act. You aren’t constrained by anything but the willingness to be a coherent character.

    To do so you should spend a few minutes thinking about your character. That could mean checking what their alignment is, what their personality is, what their goals are, how their family motivates them, etc. Don’t have them act slovenly if they’ve been cleanly in the past. Don’t have them be a chaos agent if they are orderly.

    Do talk about how their brother inspired their quest. Do put forth that they are searching for their best friend. Do have them be motivated by riches and treasure.

    Reviewing motivations means putting on that character’s face for a couple of minutes.

    Review your character’s abilities

    Character sheets can be complex. D&D PC sheets can be two-plus pages with spells and feats and features and weapons and masteries and riders — this list can go on. But for most characters you have a primary attack, a secondary attack, a way to interact in social encounters and a way to explore (or other pillars for other games).

    Focus your attention on the main things your character does because they are good at them. At the table that’s what you’ll do. Spending a minute or two reviewing the rules for the things you do should speed up play as you won’t be looking up the rules live. This is especially important if the character has recently leveled up, acquired a magic item, or added a new feature.

    Also remember what your character shouldn’t do because they are bad at it. You may want to hint at that during play. Maybe you are a Barbarian who shouldn’t be doing ranged attacks, bring that up when the group wants to snipe at distance.

    Plan to use an ability or feature you haven’t in several sessions

    When you’re looking at your sheet maybe you’ll notice something that your character hasn’t done in a few sessions. Find a way to do that in the session you are prepping for!

    Xabal, my goblin Artificer, started using a spell called Caustic Brew regularly. They hadn’t used it in enough sessions that I forgot I had it. This week I committed to bringing it back to the forefront. Xabal blasted an automaton with it and later used it to break open a gate.

    Review the party’s names, excellences and weaknesses

    In real life most of us don’t forget our friends and coworkers. In a game like D&D, where some of us only play once a month, it’s easy to do so. As a player that’s understandable. It’s not for the characters.

    Our recent session continued an invasion of a mob warehouse. Xabal wouldn’t forget the other character’s in the party, what they are good at and what they’d need help with.

    The only way to ensure that you, the player, don’t forget the other characters in the group is to take a moment to review their names, their skills, and what they are doing adventuring with your character.

    Remember the adventure and campaign goals

    You don’t have to be a deep notetaker for this one.

    Take the time to think about why the group is on this quest. What does success look like? What does failure look like?

    Why is Xabal’s group invading a mob warehouse? Because they were sent there by an organization of mages from the ruling powers who think this mob may be connected with cultish activities that are attempting to overthrow the order in the world.

    By knowing what the group’s goals are you may avoid going on that weird side quest or shopping trip or winding up with a 4-hour session in a tavern — you might not avoid it though! That’s the power of playing as real people. Sometimes we don’t do the smart thing or the right thing. We still should be ready to do the proper thing and know why we aren’t


    These are my four steps to getting ready to be a player in a D&D session. What do you do to prepare to play?

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  • Your players aren’t supposed to die

    Your players aren’t supposed to die

    A couple weeks ago one of my players passed away. Not his character, the actual player. This isn’t supposed to happen. My group is GenX with a couple of Millennials.

    John White left us too early. His D&D experiences were strongly in 3rd edition, though like myself had played for as long as he could remember. And even though he mostly played in an edition that encouraged optimization, it was his adoption of the story-centric campaign that we’ll all remember.

    I remember playing with a friend who was never waiting for his turn to do something, but was engrossed in the act of telling a story together. I remember a collaborator who expanded the world that we played in by fully being in it. I remember characters whose backstories and internal lives were fully fleshed out, who incorporated elements of the world that even its creator hadn’t thought of and who interwove the stories of other players’ characters into their own with a generosity and care that is rare in any circumstance.
    — another player at our table

    He’s played with this group since it was founded during the pandemic, playing on the patio of a brewery that was roughly a midpoint for a group that is spread through King and Pierce County — Logan Brewing.

    We’re going to celebrate John by playing D&D together in public — we’d like you to join us. Or you can watch. The event is March 16 from 1-4 pm PT at Logan Brewing.

    Please fill out this form so we can be prepared with characters and the necessary number of DMs

    John’s characters were:

    • Habergeon, the world’s first, and possibly only, warforged, Habergeon was crafted during the fall of a previous age back when magic was plentiful and those who are now gods walked the world as mortals.
    • Gardar, a Mehmdoan, this one-time cooper and weaponsmith lost his first animal companion to tragedy, fled his former master and now seeks to rid the influence of the Dragons and their allies.
    • Tsirdan, an elven Scribe Wizard who worked with the Dragons to control the spread of magic in Douad.
    • And Artok, our commander Dragonborn Paladin in his final campaign. Artok, like John, was noble and heroic, short on words but those few words were always potent.

    John was unlike anyone I’ve ever met, his way of thinking and explaining things was in such detail that I could tell his mind was always working in overdrive
    — another of our players.

    The first time I met John was when I was co-hosting a Sounders podcast at our local German pub.

    The first time I played D&D with John was when I was featured in the Renton History Museum exhibit on Creating Community with D&D. A letter to the editor at the time shouted that the museum shouldn’t support Satan, as if it was the 80s again.

    John’s response was to suggest to me that we should play in public so that people could see this game for what it is. He and I were joined by his wife and sister-in-law. We played in a public park.

    Though my modern D&D games had frequently been in public it was mostly at geeky places like game cafes.

    It was perfect that our post-pandemic campaigns were in a very public brewery. Many times we played a stranger would ask us what we were doing while current and former players would always recognize the game and ask about the campaign.

    Playing in public exposed more people to the game John loved.

    John enjoyed porters and though he was short on words he was always present.

    And that’s why we’re doing one session of a 4th level one-shot on Sunday March 16, from 1-4 pm. People who know John and those who want to experience the game are welcome. Again, please fill out this form so we can get an idea for how many DMs we need.

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  • Honor Among Thieves coming to Netflix USA

    Honor Among Thieves coming to Netflix USA

    Dungeons & Dragons: Honor Among Thieves didn’t make its expected money in the box office. It barely topped $200 million with Hasbro taking an impairment charge of $25 million (that’s not necessarily a loss, but a lack of hitting the expected revenue) in Q2 2023. That was the release quarter of the film.

    But, it’s highly rated, exploded the interest in D&D and has been a streaming stalwart on Paramount+ and Netflix in international markets. In fact, last year it was top 15 for Paramount’s now-profitable streaming service and top 25 for Netflix, while not being available in the United States — until later this month.

    D&D: Honor Among Thieves will be available in the USA on Netflix starting Feb. 26.

    If, like me, you want another film or even a series, Honor Among Thieves doing well on Netflix is vital. The D&D documentary and various series projects are stuck — the doc was originally announced for a 50th anniversary release while the only pre-production series was dumped by Paramount. The supposed Baldur’s Gate 3 x Netflix project hasn’t gone from rumor to announcement yet.

    There’s a chance that Netflix wants to see if Honor Among Thieves does well in the US as a kind of trial balloon to see if they should pick up the pre-production Rawson Marshall Thurber D&D series that’s currently being shopped.

    Netflix has a Magic: The Gathering series coming, which is different from the just announced Legendary MtG movie and series. Hasbro’s current movie/series rights philosophy is to not bond with a single production company nor a single a platform, but to spread their various properties to the highest bidder — they are also reducing their own investments, withdrawing from the costs of production nearly totally.

    There is one concern to have about Honor Among Thieves being able to succeed on Netflix. Currently the most similar series and movies aren’t good.

    That should change rapidly once the algorithm starts seeing who is watching the movie. And yes, these suggestions are individual, but as someone who has rewatched several D&D adjacent projects on Netflix I would expect to see Shadow & Bone, Merlin, BBC’s Robin Hood and several other witchy series. Instead, there’s these selections.

    Top photo is from the Thieves Gallery, the NPC stat blocks for the main characters in the film, which all include damage boosts similar to the 2025 Monster Manual.

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  • Review: Sanguine by Found Familiar Coffee

    Review: Sanguine by Found Familiar Coffee

    Found Familiar is third wave roasting style coffees in bags with geeky art. Their Sanguine Vampire Blend is inspired by, well, vampires.

    As a former professional coffee taster my first, and most important note, is that if you like your coffee you are doing it right. Also, as a former taster, I decided that in 2025 I’m going to do a cupping of each new coffee I taste, because I don’t want to lose the skill.
    This will also help me maintain my sense of taste for wine, beer, food, etc.

    Sanguine Vampire Blend tasting notes

    This coffee was cupped at home, using a Baratza grinder, my kettle, a cup and one of my spoons from back in the day. It was tasted across a few temps. Additionally I’ve enjoyed espresso and cortados with Sanguine from a Breville Barista Touch and pour overs using a Chemex with paper filters with cream and without.

    On the break: Aroma of dark fruit, cherry or blackberries. Medium to strong roast.

    First slurp: Light, medium body without acid. Notes closer to dark cherry, mild acid, cocoa.

    Third slurp: Picks up roast better as cools. Stronger dark chocolate rather than cocoa. Bright cherry rather than dark?

    Lightly drying after spitting — think like eating a walnut

    Who should buy Sanguine?

    This is a great coffee for espresso, macchiato and cortado drinkers. There’s complexity to it, and it does pair well with the heavy chocolate and berry desserts as Found Familiar mentions.

    As a straight black cup of coffee it’s not as dark as I’d want — the vast majority of my 15 years of coffee experience were in second wave places (though I did stints in 3rd too).

    If you enjoy a lot of cream the roast may not get through like you want, unless you mostly go for 3rd wave profiles. Those that don’t use a lot of cream will enjoy it, especially with a bit of sugar, which I’ve found brings out the fruit notes.

    What makes Found Familiar different?

    There are several geek-roasters. What I like about Found Familiar is their support of artists and one of my preferred mapmakers. I’ve also purchased the Run D&D t-shirt twice because like many middle aged people I grew.

    Note: The coffee was purchased by myself and there was no expectation from the company that I would do a review.

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  • My best of 2024

    My best of 2024

    I didn’t do quite as much writing for public consumption as I have in most years since I started blogging regularly in 2008. Some of that reduction was due to me taking a step back at Sounder at Heart, focusing my work content on video briefings and emails, and Full Moon Storytelling being a “when inspired” project rather than an income generator.

    Here at Full Moon Storytelling my most popular writings over the past year were older materials.

    My custom backgrounds and my take on Sports in D&D remain popular as well.

    In fact, that’s where my biggest D&D related project ever came from, and one of my favorites of 2024. I helped out with Worlds To-Go: The Elysians.

    My contributions were five custom backgrounds, most completely new, plus formalization of sports rules including inventing two new sports — The Pentiad and Constellations (a team juggling sport that creates constellations).

    Here on FMS my favorite of the year was Goodbye Alignment. Hello short-form personality. In that article I encourage people to continue to use personality traits in their games, but make them as short as alignment! Then the DM and other players can grant Inspiration based off of something small enough to remember as opposed to the original 5e personality system that was six long sentences that no one remembered.

    There was also a quick review of the 2024 Player’s Handbook.

    If you ever need a quick 5-room dungeon and associated adventure, pick a pop song and convert it into one. That article may not have been well read, but I’ll refer to it when I’m back behind the DM screen.

    I stutter. Sometimes a little. Sometimes a lot. A personal essay I felt compelled to write after a re-watch of Agents of SHIELD, it also falls into the not-well-read column, but it meant a lot for me to share this about myself. It was not the only personal essay of the year. The other was about how the fragmented storytelling technique of D&D may fit me better than novels or short fiction.

    Soccer stories

    For the most part at Sounder at Heart I’m now the weekly columnist, sending out a large newsletter that covers one important topic, plus everything else you need to know for the week.

    Choosing the best of these was easy, because one of them helped change the approach from the organization towards the US Open Cup — Ship’s Log, May 7: Let’s win trophies again.

    My second favorite was about using the Club World Cup to sell the world’s best players on the region that I’ve chosen as home for all of my adult life — Ship’s Log, Dec. 6: Selling Seattle.

    I still dipped into journalism, covering Defiance’s new coach and the new practice facility. Walking through history is one of my favorite pieces of soccer writing ever (and there’s about 5000 of those).

    Factal

    Most of my writing at Factal is in emails. Some additional material is in the various Global Security Briefings I hosted this year, covering news like the Key Bridge collapse, bomb cyclones, DANA storms, mpox, Olympics security and more. On the blog I supplemented editors’ writings on Olympics security and for our year in review.

    Finding me on social

    • Mastodon or a bridge if you are on Bluesky (where I prefer to have most of my RPG and soccer thoughts)
    • Threads (a wider mix of who I am)
    • Instagram (mostly pics of my dog, the moon and soccer stuff)
    • LinkedIn (almost all safety news, intelligence and marketing)

    P.S. That jersey on the header was for the soccer team I sponsored this fall. I’ll be sponsoring again in the spring, because supporting my friends is fun.

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  • Integrating pop songs into the five-room dungeon system

    Integrating pop songs into the five-room dungeon system

    You have limited time for gaming. Pulled in so many directions, you need to find ways to reduce prep time and focus the game on action.

    Two innovations help those efforts quite a bit when playing a D&D style game.

    But, you’re still left trying to be creative within those techniques.

    Take the five-room dungeon, the short essay of dungeons. It’s an introduction/guardian, puzzle/social encounter, trick/setback, climax/big bad, and the resolution or plot twist.

    This generally follows the basic plot graph in literature. It’s familiar, fast and can be done in one sitting if you time things well.

    How do you fill that out? What’s the source of creativity?

    Use pop songs!

    No, really, they often follow a similar arc, but have a chorus that echoes the main theme of the song. This idea first sprung to mind with Apollo, by SYML.

    Rather than five-rooms, we’re going to go with seven events because of the chorus. The song provides the creative prompts to fill these out.

    Introduction/Entry — on the steps of a temple the party sees a golden altar being shined, hears talks of other wonders when a dark cloud blots the sky. A raven and a wolf rush to the altar, tossing it aside, fleeing to the countryside.

    Note: after the intro the PCs determine the order of approach.

    Social encounter — Interview the group talking of other wonders and the goals for the faith. Secrets and clues include a song that is unsung and a build up of a military force by the faith.

    Choral echo — Tracking the raven and wolf leads to a moonlit glade with an empty space framed by 7 monoliths.

    Setback — The huntress on wolf back, she rides with bow drawn, ready to fight. If the party sings the unsung song there is an attack. She only appears at night, under a full moon.

    Choral echo — If the party rights the altar themselves and shines it to bright gold they discover a medallion that prevents the poison on the arrows from taking effect on the group (immunity from the poison condition in an emanation of 10′ from the one wearing the medallion).

    Climax — The songmaker arrives when one of the party bends their knee (falling unconscious qualifies, as does voluntary submission)

    Resolution (always last) — When the songmaker and huntress are both defeated a flock of ravens blots out the full moon. The wonders fall and a song echoes at their altars “I am. I was. I will be.”

    Yes, that’s quick and dirty. Tuning that to a party shouldn’t be too difficult. Maps and expanding on the secrets can turn it into a decent short adventure facing off against avatars of gods in any D&D world.

    Sure, that works for Apollo, but what about other songs?

    Quicker and dirtier with Last Great American Dynasty by Taylor Swift.

    Intro — In history there was a party with many attendees scheduled at any outsider’s home. Celebrations are held in town honoring the host and diminishing the current leaders

    Chorus — One of the hosts dies, their partner is blamed in efforts by the current leadership to reduce influence

    Puzzle — How did the person die? Clues include a neighbor’s dog, poor health, a nearby sea, a long drink together prior to the party

    Chorus — The commoners in the community ignore the other surviving families, focusing instead on the surviving partner as both suspect and hero

    Setback — Both partner-hosts haunt the house, interfering with ideas at solutions, causing the group to collect extra clues that may or may not be relevant.

    Climax — PCs discover that the old money in the area is the reason for the death, as they didn’t want the new money to interfere. If the PCs share this with the commoners there is an uprising.

    Resolution — The house remains haunted, after the PCs solve the mystery of the death, though the group can live there undisturbed.

    Did you just use a Taylor Swift song?

    Yes, I did.

    Not every pop song will work

    Just like not every TV show, movie or book is a good inspiration for a D&D adventure or campaign, not every song is.

    But, if you find out at 9 in the morning that you’re DMing in the afternoon you can adapt the five-room dungeon using the chorus to help with theme and secrets.

    Playing the song that inspires you on repeat can help you focus your energy. Sketch out the quick map including notable fantastic elements, make certain your secrets and clues work in a multi-nodal fashion.

    Fill the monsters or opponents that fit the song (ravens, wolves, ghosts). The NPCs are in the song as well (commoners from LGAD or clergy in Apollo).

    Connect a couple events to the characters and/or past adventures.

    The chorus can either be tucked into various other scenes, can be dream sequences, portents, or speeches from various NPCs rather than specific events.

    Have fun gaming

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