canyonwalker: Roll to hit! (d&d)
After my D&D group fought the harpsichord in the ballroom they headed upstairs in the mansion. But not before they found a secret door behind a drape in the Ballroom that transported them to the Library. Yes, it was all the way on the other wing of the mansion. Yes, I put that in because it's a Clue trope to have secret doors that lead straight across the map. 😂

Then, while trying to leave the library, the group spent a long time cracking up laughing about a trap on the way out. I mean, it was supposed to protect the lord's library from intruders coming in, but this group's trap-finding ability that excelled on finding the secret door failed them when it came to the trap in the narrow corridor. The floor dropped away, plunging two of the characters to the basement level below. Upon that they started coming up with increasingly Rube Goldberg-like ways to try to rescue those down below. Several times I pointed out, "You've been in the basement before. You know where you are. There are stairs less than 50' away from you." 🤣

Only then— well, after that plus investigating the Dining Room because, why not— did they head upstairs. And upstairs they found... spiders!

Adventurers fight a monstrous spider in a castle corridor (Feb 2026)

The main corridors upstairs was full of spider webs. Two of the party members got stuck in the strands. As they struggled to free themselves, the monstrous spider who spun the webs approached and webbed-up the space around the remaining PCs.

It was a tough battle because of the stickiness of the webs. The group kept struggling to get free. Fortunately for them, the spider didn't manage to bite them. I rolled lots of crap attack rolls. 🤷

What I should have done, now that I reflect on it, was have the second Large Monstrous Spider come around at them from behind while they were mostly stuck. That would've made the combat even more challenging. Instead, I had the second spider kind of hiding at the far end of the corridor. By the time the group entered its range they had their plan for "How to fight a Large Monstrous Spider that shoots sticky webs" locked in.

And then they reached the boss. Lord Eito Asano.

To be continued....

canyonwalker: Roll to hit! (d&d)
As my D&D group continued playing through my adventure The Collector's Menagerie, aka Cursed Clue, they entered the mansion's Ballroom.

The Ballroom, from the 1972 edition of Clue (Feb 2026)

They were wary of giant spiders, having seen the empty cage marked Arinerum Magni, so the first thing they did as they entered the huge chamber with a smooth stone tile floor was look up at the ceiling. The second thing they did, since they were also worried about a mimic, aka Versipellis Furtivus, was bang with their fists on all the suits of armor posed along the walls as trophy decorations. Apparently they assumed the mimic would take the form of a warrior to bash them.

Well, they were half right. The mimic was hiding in plain sight, in disguise, in the Ballroom. But it wasn't a suit or armor. Or even a sofa. (There were several bench-like sofas along the walls of the ballroom.) It was... the harpsichord!

I passed a clue note (one of my favorite little techniques, no Clue pun intended) to the player of Ryuu-Han, who was closest to the harpsichord on the musicians' dais at the opposite side of the ballroom.

Something's Off (Spot DC 23)
You’re no bard, but this harpsichord doesn’t look right. Like, it’s a fake? It looks like it’s made of rough materials, with misshapen keys and uneven sides

And then...

Harpsichord WTF? (Spot DC 23)
You could swear that harpsichord looked at you. Like, with eyeballs.


A monster piano or harpsichord (Adobe stock photo)

Okay, it wasn't as obvious as this pic (above). That's just something cute I found from Adobe Stock Photography when I searched for something like "evil harpsichord". Apparently Adobe keeps a library of pictures like that for when musical instruments go bad. 🤣

But this harpsichord didn't just give Ryuu-Han some side-eye. As Ryuu-Han tried to warn Leoghnie, the fierce warrior fighter, that the harpsichord might be about to start something... the harpsichord started something.

mimic-harpsichord-3x5-600px.jpg

The harpsichord reached out 10' across the room with a tongue-like appendage and pummeled Ryuu. It badly wounded him and left him sticky with a glue-like slime. Ryuu found he couldn't move and had to struggle to wrest himself free, unable even to cast a spell.

Ryuu-Han, a character I created for my Durendal D&D game (Jan 2026)

The rest of the group swung into action. But the harpsichord already had Ryuu's number. It pummeled him again, knocking him unconscious. Then turned its... tongue... to Leoghnie. It gave her a wallop and stuck her in place.

Someone in the group remarked on the sticky slime situation, "We're not stuck here with it, it's stuck with us!" Except, I pointed out, the harpsichord just stepped toward the party. To make it harder for them to get away. The harpsichord was on a tear.

Herran, a character I created for my Durendal D&D game (Jan 2026)

Herran, often the boldest one in the group, had stepped back to drink a potion to buff up. There's something to be said for the wisdom of recognizing when you're overmatched. Otonio rushed to help Ryuu, pulling him out of the monster's attack range and trying to see if he could revive him. Kiarana called out, "I'll heal Ryuu, you join the fight!"

Kiarana, a character I created for my Durendal D&D game (Jan 2026)

In the next round the group managed to turn the tide of battle. Scrambling to form a plan and get people in the right places helped.

Leoghnie, a character I created for my Durendal D&D game (Jan 2026)

Leoghnie got herself unstuck and delivered a massive wallop to the mimic. It had been hitting hard... but she could hit harder. Especially when she was pissed and leaned in with Power Attack. Keys went flying.

"Is it looking badly injured?" Leoghnie's player asked.

"It just lost about 3 octaves."

Otonio, a character I created for my Durendal D&D game (Jan 2026)

Herran had stepped up to join the fight, and now, too, did Otonio. He bravely dashed right past the flailing monster to surround it in a flanking attack. The malign harpsichord lashed at him with one of its appendages but couldn't beat the young man's fancy footwork. (Mobility gives a +4 dodge bonus to AC against attacks of opportunity, y'all!) Otonio then skewered it from the side, finding a weak spot where the monster couldn't defend itself on both sides simultaneously. (Sneak Attack FTW!)

At that point it was all over except the crying. And lots more sticky slime. Herran slashed with his wakizashi. Ryuu, now back on his feet, lobbed in attack spells. Leoghnie unloaded another overhand attack with her greatsword— Striking the Spark, her latest tutor called it— and smashed the creature into a puddle. Kiarana finished it off with a Hammer of Light because... y'know... evil harpsichords totally might play 'possum.

canyonwalker: Roll to hit! (d&d)
Today we played D&D again. It was the second full session of my game, The Collector's Menagerie. After an action-packed session 2 weeks ago where the group got through a lot of challenges today they.... Well, it's not so much that they "hit the skids" as that they fell over laughing.

The Collector's Menagerie, a D&D adventure I created (Feb 2026)

The laughs today came from two things. First, I came up with names for the menagerie of monsters they're fighting in the mansion. No, I don't mean names like "Sammy the Stirge". I mean names like... if you saw these monsters at a zoo, what would the placards in front of their cages say? Because part of the story here is that these monsters literally have cages. And they were put there by a collector... who wanted to show them off. Hence they'd have labels!

The group came back upstairs out of the basement and ventured into the Gallery next. The gallery is the large room where the collector literally had most of his exotic monsters displayed in cages. And because the collector was a bit snooty— I mean, if you've got exotic monsters in display cages between your Hall and your Ballroom you're going to want to be snooty about it— I decided the placards would be in an ancient language known only to the most learned scholars. Ergo, for roleplaying props, they're in Latin.

But how do you say "Owlbear" in Latin? I punted... and marked the cage "Ursa Noctua". Bear-owl. 😂

One of the PCs is actually fluent in my game's ancient scholarly language. And the players had fun trying to guess the monsters from their high school Latin lessons before his character translated them. I gave them these 6 monster labels:


  • Ursa Noctua : Bear owl (Owlbear)

  • Versipellis Furtivus : Sneaky Skin-changer (Mimic)

  • Arinerum Magni : Large Spiders

  • Aves Sanguinarii : Blood-drinking Birds (Stirges)

  • Scutigera Cadaverosa : Carrion Crawler

  • Belua Excrementum : Shit Elephant


To preserve an element of mystery there were two cages with missing labels.

The group choked a bit on the Sneaky Skin-changer— which they interpreted (correctly) as a Mimic, a classic D&D monster. They kind of assumed it, anyway, the moment they saw the treasure chest with fangs chasing someone in the cover pic (above).

The group really choked on Large Spiders. Even worse than worrying aloud that every piece of furniture they came across could be a Mimic, they fretted that there might be spiders ready to drop down on them from the shadowy recesses of the high ceilings. 🕷️

The one I thought was funniest, though, was the last one in the list. The Shit Elephant.

The closest I could find in Latin for an Otyugh is Belua Excrementum. Shit Elephant. 🤣 (Feb 2026)

I came up with that monster's Latin in-game ancient language name, Belua Excrementum, by starting with the name we came up with when the group fought it in the last session, Shit Monster. "Shit" translates obviously to excrementum, but "monster".... In Latin, "monster" really refers to a thing of enormous size. Like "jumbo". "I have a monster headache" is like saying, "I have a jumbo headache." And the word for very large thing happens to be the word for elephant. Belua. So the Otyugh got the Latin name Shit Elephant. 💩🐘🤣


canyonwalker: Roll to hit! (d&d)
There's one more encounter to recount from my D&D game last weekend. Yes, it's a week since we gamed and I'm still catching up on writing about it. I said the group was very productive despite a short gaming session!

Recall that the group is going through an adventure I created called The Collector's Menagerie.

The Collector's Menagerie, a D&D adventure I created (Feb 2026)

In a story that turned out to be like a twisted take on the boardgame Clue the group is investigating a mansion where exotic monsters have escaped their cages following the recent, totally-no-reason-to-be-suspicious death of the wealthy owner. Instead of "Colonel Mustard in the Library with the Candlestick" it's "Stirges in the Conservatory try to kill you!"

After choosing to descend to the basement first, a reasonable choice as they were told by the butler other household staffers were trapped down there and they could hear faint cries for help wafting up the stairwell, the group already fought a carrion crawler in the kitchen and a few ghouls in the crypt. (What's that, Clue doesn't have a room named the Crypt? Well, Clue doens't have a basement either! ...Okay, nominally it does, but it's not part of the gameplay. 😂) The voice calling for help could still be heard from the last room in the basement.

Is this a trap? TTRPG players are often suspicious (Feb 2026)

The group, at this point, was wary of a trap. Deadly monsters— deadly to zero-level household servants, anyway— seemed to have the run of the house. Could someone still be alive at the far corner of the basement? Especially when the room at the far corner of the basement was literally the shit-room?

Yes, the shit room. A room with a large grating leading to the sewer. The room where things like food scraps and chamber pots were emptied, then occasionally shoveled into the sewer. And from amid the literal shit-pile next to the floor grate the group could hear "Help me! In here! I'm stuck!" Total trappage. 😅

"It could be an illusion," the group reasoned.

"You think it's fake shit?" I asked.

"Or a mimic," they added. "A mimic impersonating a pile of shit."

"You think it's intelligent fake shit?"

At least this time they decided to find out rather than close the door and nope out of it. Though they sent in the NPC first. 😂

An otyugh is a classic, and disgusting, D&D monster (Feb 2026)

Sure enough, it was a trap. But not a mimic. No, the shit was real. And in the pile of shit was a real monster, an otyugh.

It appeared first with a tentacle-like appendage rising up out of the muck. Then a rough body with greenish-brown skin and a huge mouth. And two more appendages, these covered in spikes at the end. The otyugh reached out with its spiky tentacles and tried to wrap them around Otonio (the NPC).

Otonio dodged the attack and retreated. He regrouped near the door, where the rest of the group was holding. He drew a bow, as did Herran and Leoghnie. It seemed nobody wanted to fight toe-to-shit-covered-toe with the Otyugh. 🤣 But between a volley of arrows and some damage-dealing spells from Ryuu-Han and Kiarana, the group vanquished it without taking further damage. Or getting any shit on their boots.
canyonwalker: Roll to hit! (d&d)
My D&D group playing my adventure story The Collector's Menagerie spent much of the last session doing battle in the basement. After fighting the owlbear in the Hall to rescue the butler and get some sense of the challenge at hand the group decided that they would clean house bottom to top. Especially because they heard faint cries for help wafting up the servants' staircase from the underground level. Though first they checked out the chirping coming from the Conservatory. Finding there were stirges there, they closed the door on them and left. Then it was time to head downstairs and rescue the servants calling for help.

A Little 9-Ball Torture, Anyone?

On their way around to the stairs the PCs peered through a wrecked door (the owlbear had damaged a lot of things in this part of the mansion) into one of the rooms along the front façade of the mansion.

The Billiard Room, from the 1972 edition of Clue (Feb 2026)"The room is sumptuously wood paneled but otherwise Spartan except for a large table sitting slightly askew in the middle of the room," I told them. "The table is quite stout, and about 8 feet by 4 feet across the top. A raised lip surrounds the table top. Below that lip the table is covered with green fabric. Several white, stone balls are scattered across the surface, and two light maces site among them."

"It's probably a torture chamber," one of the players scoffed with a laugh.

Dipshits. Did we not already establish that this mansion is like the one in the game of Clue? It's the Billiard Room! 🤣

(BTW, my description of "light maces" on the table comes from a quick bit of research I did about the history of billiards. I didn't want it to be an anachronism that a wealthy person in this game world owned a billiard table. I'm giving my world a technology level roughly corresponding to 1600. I found that billiards had been around for upwards of 200 years by then. It had been adapted from croquet, though, an outdoors lawn sport that used mallets. Thus the indoor version used small mallets, called maces. The modern version with cue sticks would evolve later.)

As the group descended the narrow stairs a sense of foreboding grew. Occasional cries for help, in a weak but deep man's voice, continued. "Help, help me." The air cooled to a chill as they descended and an awful spell of rot and decay filled everyone's noses.

A wide, plain stone corridor stretch into darkness at the bottom of the stairs. Its end was beyond the reach of the group's lights. The magic lights provided by Ryuu-Han, who had a seemingly endless number of small but useful gadgets in his magical man-bag.

The Crypt 

The group moved in close formation, wary that there might be a trap or a monster crouched in hiding, and not wanting to be split up.

First they peered through an open portal on the left side of the corridor. With their enchanted torchlight they saw a crypt: a chamber with stone pillars and stone coffins, and at the center a bier atop an alabaster dais. There appeared to be a body under a light drape on the bier.

Satisfied that nothing in the crypt seemed to be shaking, the group moved on without checking out its deep shadows.

The Kitchen 

Through a wide door on the other side of the corridor the group found the Kitchen. Prep tables, hearths, and storage barrels were lit at weird angles by enchanted torches knocked to the ground. Here the air reeked of spoiled meat, a different olfactory offense than the stench of trash and waste out in the corridor.

Herran the ranger entered the kitchen first. Herran had taken the brunt of damage from the last two monster encounters, the owlbear and the stirges, so it made sense to send him in first again. 😣

A carrion crawler, a classic D&D monster, looks like an 8-foot long carnivorous centipede (Feb 2026)"Guys, it looks clear in here!" Herran announced just before he turned around and saw... a 8-foot long centipede-like creature with a mount full of sharp teeth crawling down the wall behind him.

The monster, a carrion crawler, swatted at Herran with one of its tentacles. It hit, stinging him with a contact poison that caused paralysis. 😨 Herran was unable to move, unable even to speak, as the monster moved around behind him to start eating him.

Fortunately for Herran he wasn't alone. Leoghnie wasn't about to let some overgrown arthropod make a meal out of her friend, even if it was thematically appropriate for being in the Kitchen. 🤣

Leoghnie stepped up, braving the crawler's waving tentacles herself. Sword already in hand, she lost no time joining the fight. With an mighty overhand blow, still aided by the strength enhancement from Kiarana's divine blessing, she chopped a big chunk out of the crawler's side.

Ryuu-Han acted next. Speaking words of magical conjuration he thrust his hand forward and launched a glob of acid at the monster. The acid sizzled and burned the creature's slimy hide.

Otonio stepped up to fight, as well. The group had been skeptical of him. With his foppish attire and noble lineage they suspected he was just cosplaying as a guard officer for his two-days-a-month duty. But he plunged his rapier deep into the monster's body, killing it.

Kiarana stepped forward to cure Herran's temporary paralysis with one of her spells. But the danger wasn't over.

Swarm of undead (modified web image)

The group's focus on the battle in the kitchen created a perfect opportunity a pair of ghouls hiding in the darkness in the crypt to attack. Yes, there were monsters hiding in the darkness the group didn't detect! And with the group's big warriors fighting the carrion crawler toe-to-... hundred toes in the kitchen, the ghouls attacked from behind against the unarmored Ryuu-Han.

The ghouls were human-like forms dressed in clothing hanging in rags over their mottled, decaying flesh. Bones poked out, mouths were full of sharp teeth, and eyes burned like hot coals in their sunken sockets.

"Zombies!" shouted Ryuu-Han.

Otonio once again rushed forward, defying his typecasting as the idle rich kid. One of the ghouls lunged and bit at him. Its sharp teeth tore through his handsome doublet but— CHUNK! couldn't penetrate the thin layer of mail hidden underneath.

As Ryuu-Han and Otonio started to fight back, the cleric Kiarana— still in the kitchen— spun around in anger at the report of undead. She raised the holy sunburst medallion from her neck and called upon the power of Reema, Goddess of the Sun and its Life-Giving Warmth. Rays of light burst from her medallion, passing between the arms and over the shoulders of Ryuu-Han and Otonio, and striking the ghouls. The power of the sun lit their undead bodies. Their skin glowed and started to crackle. Their eyes flared from smoldering orbs to burning flames. In a split-second flash that seemed to play out in slow motion, their bodies burned to ash.

Kkarana hadn't just invoked her power to Turn Undead, she made it a Greater Turn Undead.

To be continued....

canyonwalker: Roll to hit! (d&d)
I've been writing about a D&D adventure I created and DMed recently, The Collector's Menagerie. I shared in my last blog that a player noted the names/types of rooms in the mansion setting— The Hall, The Library, The Conservatory— and remarked, "This is like a game of Clue!" And how I quipped, "With monsters lurking in the rooms waiting to kill you, it's like Cursed Clue!"

The Collector's Menagerie, a D&D adventure I created (Feb 2026)

You might wonder, given the setting in a dead guy's mansion and the (twisted) murder mystery element to the story if I conceived this adventure as, "It's like Clue, but things in every room are trying to kill you." Frankly it would be awesome if that's how I came up with it. Alas, I did not. Not this time.

I have, in the past, created memorable adventures that started with the simple idea, "What if X, but also Y?" Or to be more specific, "What if something culturally familiar to us players in the modern day were the setting of a swords-and-sorcery fantasy story?" and fill it with in-jokes to see how soon the players figure it out. My greatest hits in that vein have been "The heroes traverse a magical Gate to a Renaissance Faire circa 1995 (pre-cell phones) but think it's actual early Renaissance" and "All the traps in the lich's lair form the lyrics to The Eagles' Hotel California." 😆🤣🤘

Yeah, it could have been epic if I started with "Cursed Clue". But I think it is kind of epic even though I only kind of backed in to the story being Cursed Clue.

My kernel of an idea for this adventure was simply, "Monsters are in a city mansion". I used AI to flesh out the idea. That got me to the point of it being a variety of exotic monsters (read: magical beasts and aberrations) that had escaped their cages after the owner of the house, a reclusive collector, died recently.

For the mansion itself I already had a map of an actual English city mansion I'd used as a setting in a previous game. I grabbed that to use again here. The names of the rooms on the map reminded me of a mansion map I know well from my childhood....

The board game Clue, 1972 edition

Yes, Clue! And it was because of the maps that I made the connection. The real-life mansion floor plan had rooms marked Hall, Ballroom, Conservatory, Drawing Room, etc. Those reminded me of the rooms in Clue. BTW, the Drawing Room is the Lounge. The terms are basically interchangeable in historic wealthy Western homes, indicating room a full of lavish but comfortable furniture for withdrawing to after a meal to impress guests.

Once I made the connection myself I thought about how to lean into the idea of "This is Cursed Clue". I tried to think of a way to stash treasure items, some analogue of the candlestick, rope, knife, etc., in various rooms that the heroes would need to recover to complete the challenge. Ultimately I punted that because it seemed too complex. Simplicity was one of the things I was after with this adventure idea. But I did put in some ridiculous secret doors connecting rooms on opposite sides of the map. Shh, the players haven't found those yet!


canyonwalker: Roll to hit! (d&d)
My D&D group made great progress in our session this past weekend. It was a short session, just a bit over 3.5 hours, but they got through several combat encounters. That's great compared to past groups I've DMed which would spend the same amount of time on just one encounter.

The Collector's Menagerie, a D&D adventure I created (Feb 2026)

After getting the skinny on the situation from the butler, realizing they're in a dead guy's mansion filled with escaped monsters— aka The Collector's Menagerie— they prioritized what they'd do.

Given a choice between "Wand in the Library", "Chirping from Drawing Room", and "Calls for help from the basement", they decided to check out the chirping first. I thought for sure they'd go for the free magic wand first but I'm the DM, I don't make these choices.

As they entered the sitting room the sound of bird calls grew louder. They were coming from an adjoining room with sliding partitions hanging slightly ajar. Light streamed through the cracks. Two PCs, Herran the ranger and Leoghnie the fighter, prepared to continue into the next room while Kiarana the cleric stayed in the Drawing Room. It was at that point they noticed that Ryuu-Han the mage and Otonio the rogue had disappeared. They were back in the Hall scouring the owlbear's makeshift nest for loot!

Herran and Leoghnie slid open the doors and moved forward. They found the Conservatory, a room with various musical instruments such as a harpsichord and a standing harp. Light came from an intricate, glass-paneled ceiling. It was like a greenhouse. And up in the eaves of the glass roof were a number of brightly colored, loud exotic birds. Except not all of them were birds....

Stirges are a classic D&D monster that are like blood-sucking bats (Feb 2026)

Some of the flyers in the Conservatory were stirges, a classic bloodsucking monster from D&D lore. Two flew down and attacked. One bounced off Leoghnie, unable to get a grip; but the other latched its talons onto Herran's shoulder and plunged its needle-like beak into his neck.

"Fuck this shit!" Jersey-girl Leoghnie grumbled as she stepped back through the door and closed it behind her. Herran did the same.

I thought the rest of the party would rally to Conservatory and fight the stirges. Instead they just said "Nope!" and closed the door on the monsters. Well, except for the one stirge that hooked a ride on Herran. Herran pulled it free, and Leoghnie turned it to pulp with a blow from her massive sword.

"The Hall, the Library, the Conservatory, this place is like Clue!" Herran's player, Barbara, exclaimed.

"With an owlbear in the Hall and stirges in the Conservatory it's like cursed Clue," I chuckled.

canyonwalker: Roll to hit! (d&d)
In a comment on one of my recent posts about my Dungeons & Dragons (D&D) game someone remarked, "It's all Greek to me!" I get it, a lot of times when we fans talk about tabletop roleplaying games (TTRPGs), of which D&D is a classic, we use so many specialized words and phrases it can sound like a foreign language. For example, who else remembers THAC0? Not to mention, a lot of what we might be talking about is elaborate rules and calculations.

If you're not careful, games like Dungeons & Dragons can be more about rules and calculation than fantasy storytelling (Feb 2026)

The remark, "It's all Greek to me" kind of stung, though. That's because I strive in how I write about my D&D games here to avoid citing rules and math and esoteric terms and instead write descriptively. I want to tell a story the same way the author of a science-fiction/fantasy novel would, or the way you'd describe a scene in a movie.

My purpose here isn't to complain about the remark (note I'm not naming anyone) but to illustrate the difference between how I like to describe D&D scenes versus how esoteric real "It's all Greek to me" descriptions can be. In the famous words of naval hero John Paul Jones, "I have not yet begun to Greek!" 😂

Let's take what's going on in this scene as an example:

Ryuu-Han, a character I created for my Durendal D&D game (Jan 2026)

This is an initiative card I illustrated with the help of AI. It depicts, roughly, something that happened in one of the scenes in my D&D game recently. Here's how I described it in the journal entry I posted the other day:

Ryuu-Han posted up several paces back from the fray, at the foot of a grand staircase. This is where he could be most effective. He traced a pattern with his fingers in the air as he spoke words in an ancient language, compelling invisible energies of the universe to create fire. A scorching ray shot from his outstretched finger as he complete chanting the words of power, searing through the air and burning the owlbear's hide.


That's not speaking in tongues, is it? That's descriptive. It's cinematic. It's storytelling.

Storytelling is what I strive for TTRPGs. Yes, it's hard with the "crunchy" games; the games like D&D that have a lot of detailed rules and arithmetic to resolve what's happening in a situation.

How bad can crunchy get? How much like Greek can it seem? Consider this abbreviated transcript of how this scene played out at the table:

Ryuu-Han entered the great hall, using up most of his 30' Move Action to reach a square at the bottom of the stairs. It was a safe spot well beyond of the owlbear's Threat Range. Ryuu-Han has weak AC and Hit Points so can't risk Melee combat.

Ryuu-Han checked the stats on Scorching Ray, one of his better spells. It didn't require a Material Component— a good thing, because it  meant he didn't have to spend another Move Action fishing something like powdered sulfur out of his pack.

Ryuu-Han also checked the spell's range. "Range: Close (25 ft. + 5 ft./2 levels)" meant 35 feet. And the owlbear was just 25 feet away. Perfect!

Ryuu-Han cast the spell then made a Ranged Touch Attack roll. That's a d20 roll +3. The +3 bonus includes his +2 Base Attack Bonus and the +1 he gets for his Weapon Focus (Ray) feat. He rolls a 12 on the d20, for a  total of 15.

The owlbear's Touch AC is lower than its normal AC because Touch AC excludes Armor and Natural Armor but includes Dexterity and Dodge bonuses. The owlbear's Touch AC is 10, so Ryuu-Han's 15 is a hit!

Next Ryuu-Han rolls damage. Scorching Ray does 4d6. Throwing 4 dice and adding up the result yields 16 HP damage. And there's no Saving Throw, so the monster takes full damage. Boom

Good lord, that's tedious, isn't it? Was that like trying to read The Odyssey in the original Greek? This is what we sign up to go through at the gaming table when we play rules-heavy games D&D. But even at the gaming table, let alone when I'm retelling the story later, I like to summarize the outcome of all the rules-checking and math with a storytelling narrative like in the first quote above.

canyonwalker: Roll to hit! (d&d)
The title of the D&D adventure I put together most recently is The Collector's Menagerie. This became evident to my D&D players only after the initial combat encounter in the adventure. They'd defeated an owlbear in a wealthy person's mansion. After killing the monster they rescued the man in the tuxedo who'd called for help... and they got to him just in time as he was nearly dead. Kiarana came through with a cure spell just in time to revive him. Then they learned... the rest of the story.

The Collector's Menagerie, a D&D adventure I created (Feb 2026)

The man in the tuxedo was not the lord of the manor. He was Jenkins the Butler. The lord of the manor, Lord Eito Asano, had died recently. In questioning the butler— who was alive but very weak— and adding in some knowledge from two PCs who knew a bit of background about Asano, they determined:

  • Lord Asano died some number of days earlier. According to the butler, he died of old age; not an injury or foul play.

  • Jenkins and the household staff were keeping mum about Asano's death as it had been his wish to summon his sons from the capital city before publicizing his death.

  • Asano was "old money", having inherited wealth 50+ years ago from a now-defunct noble family. (That family was House Sujin, rivals of Ryuu-Han's ancestors, House Hannam.)

  • Asano had a penchant for collecting exotic things— particularly exotic creatures.

  • Asano reputedly had "bangin'" parties when Otonio Tashara was a kid and too young to attend but has been a recluse for the past 10-15 years.

  • Asano employed some kind of magic that fortified the cages his monsters were kept in. The magic seems to have lapsed, or been countered, or something, as the cages all opened at the same time recently.

  • Several household staff are still in the mansion, hiding from the monsters and trying to stay alive.


Especially with other house staff alive and under threat, the group resolved quickly that they needed to conduct a room-to-room search. The butler told them that a few staff were holed up downstairs, in the kitchen. In addition to that bit of info they heard a few noises as clues: a deep male voice begging, "Help! Help me!", coming up from a servants' stairwell as if in the distance; a loud chirping, as if from large birds, coming from the direction of one of the rooms on the main level, and the sound of wood scraping as if something heavy was dragged a short distance on the floor, coming from another room on the main level.

The party let the butler go and lined up to investigate one of the rooms.

Yes, in the mansion of a whodunnit murder mystery, they let the butler escape after the first scene! 🤣
canyonwalker: Roll to hit! (d&d)
The first combat encounter in my latest D&D game was a fight with an owlbear. A hideous magical combination of two apex predators, it combines a grizzly bear's powerful body and huge claws with a sharp, bird-like beak. I left off at a cliff-hanger in my previous journal entry. It's time to finish the story!

Owlbear, from Dungeons & Dragons

The first to the fight was Herran, who felt the beast's wrath. It slashed him with both forearms, trapped him in a bear hug, and bit him. But then Leoghnie returned as much damage and more with a powerful swing from her greatsword.

Those two weren't the only heroes to respond for the cry for help. The guard lieutenant finished giving instructions to his men to guard the street and summon backup, then headed in to join the fray.

Otonio, a character I created for my Durendal D&D game (Jan 2026)

Unlike Herran and Leoghnie, Otonio of House Tashara wasn't built for all-out combat like this. Dressed in foppish clothes with only a gold braid epaulet on one shoulder to indicate his rank, today he's serving his occasional duty as a guard leader. In daily life he's the third son one of the ruling families of the city. But despite being, like, 11th in line as heir, or perhaps because of it, he's under pressure to prove his worth. And he was not going to accomplish that by avoiding a fight.

Avoiding fights, though, is actually one of Otonio's strengths. 🤣 He's good at getting past people, or around them, in fights. He did that here, deftly dodging past the owlbear as it was still grasping Herran and roaring at Leoghnie. He set himself up to make a devastating pincer attack on his next turn.

Next, Ryuu-Han the wizard entered the Great Hall.

Ryuu-Han, a character I created for my Durendal D&D game (Jan 2026)

Ryuu-Han had been in the neighborhood for not the most above-board of reasons. The lord of this mansion was the scion of a family that had all but destroyed his, driving them out of Durendal several generations ago. One thing about the people of Genidia: they have long memories. There's a saying in Genidia, "The past is never dead. It's not even past." But despite skeletons in the closet, or perhaps because of them, Ryuu-Han was not going to let a monster kill this man. At least not without making him answer a few questions first. 😳

Ryuu-Han posted up several paces back from the fray, at the foot of a grand staircase. This is where he could be most effective. He traced a pattern with his fingers in the air as he spoke words in an ancient language, compelling invisible energies of the universe to create fire. A scorching ray shot from his outstretched finger as he complete chanting the words of power, searing through the air and burning the owlbear's hide.

Last to arrive in the Great Hall was Kiarana Dawnseeker.

Kiarana, a character I created for my Durendal D&D game (Jan 2026)

Kiarana saw that the fight was already well underway. Leoghnie and Otonio were surrounding the owlbear, which was already injured, but at the same time Herran was held in its mighty grip and looked injured. Another injured person, possibly dead, was on the ground beneath the monster.

Kiarana judged that her healing magics would be of limited use until the fight was finished, so she cast a fighting spell. With a few words as she grasped the holy sun medallion on a gold chain around her neck, a warhammer of pure light blinked into existence next to her. With a nod of her head, the hammer of light flew through the air and struck the monster.

Herran, badly injured from the owlbear's two massive claws and its bite, struggled to get free of its grip. He was no match for the beast's size and strength.

The monster, though badly outnumbered now, was not giving up the fight. It did choose to drop Herran, though. It had a new #1 target: Leoghnie, who clearly was the most dangerous opponent.

Herran fell to the ground as the monster wrapped its bear claws around Leoghnie and held her tight. Leoghnie struggled to escape. But even with her magically enhanced strength she was no match for this monster's raw muscle.

Ryuu-Han came through with another spell. Commanding the invisible forces of the universe again he conjured a globe of acid and hurled it at the monster. It struck for just a few points of damage, but the owlbear let out a yelp of pain and dropped Leoghnie.

Otonio finally got his moment. It wasn't the sneak attack he'd tried for; just a clean shot on the target. He willed his shaking knees to stay steady as he thrust with his rapier. He connected! The sharp tip of his gentleman's sword pierced the owlbear's tough hide, letting his blade slide in at least 8 inches. He pulled out... and the best crumpled to the ground! ...Atop the man they were trying to save. 😂

Herran and Leoghnie pulled themselves to their feet. They worked together to heave the dying monster off the man in the tuxedo... but not before Kiarana clobbered it another time with her warhammer of light. "Gotta make sure it's dead," she noted wryly. Though by then she was already striding over to bless the man with healing magic.

"What do you think owlbear steaks sell for?" Leoghnie wondered aloud.

To be continued....

canyonwalker: Roll to hit! (d&d)
D&Deeeee! I got to play D&D today. Of course, I had to run the game myself since I'm the forever DM. This is the game I got rolling two weeks ago with an unexpected monster in the city drawing 5 brave adventurers together.

There's a trope in TTRPGs (tabletop role-playing games) of "You're all sitting comfortably in a tavern when..." something happens that brings everyone together. Often it's something on the level of Lassie runs, barking, into the tavern, and someone translates from Dog to English, "What's that, girl? Timmy fell down the well?" And away we go.

I started this game with this prompt, as the players were doing different things in a tony neighborhood near the city center:

The door of a city mansion on Billionaire's Row bursts open. A middle aged man in a tattered tuxedo staggers out, calling hoarsely, "Guards! Guards! Someone call the guards!" A moment later a pair of huge arms covered in brown fur, like a grizzly bear, grab him and drag him back into the darkness behind the door.

Roll initiative.

It wasn't just a grizzly bear, a few of the sharp eyed characters noticed. It was an owlbear.

Owlbear, from Dungeons & Dragons

A dangerous magical creation that put a huge, sharp beak atop the powerful body of a grizzly bear.

Five heroes from different walks of life quickly assembled. One of them was even a patrol leader with the city guard, with 3 men-at-arms assisting him.

While the guard lieutenant gave instructions to his men at the front steps outside the mansion, the other heroes swung into action.

Herran, a character I created for my Durendal D&D game (Jan 2026)

Bounding through the doors first was Herran the Woodsman. No fan of city life, he was in the downtown core to retrieve his prized weapons from a wizard he hired to enchant them. Now armed with not one but two magic wakizashi he felt ready to take on a challenge.

Leoghnie, a character I created for my Durendal D&D game (Jan 2026)

Next on the steps was Leoghnie, a warrior from a foreign land thousands of miles away and across the sea. She drew a massive sword, itself a curiosity in this realm, and she paused to catch her breath before going in.

Kiarana, a character I created for my Durendal D&D game (Jan 2026)

Just before Leoghnie continued, a cleric came up behind her. Kiarana Dawnseeker, a priestess of the Reema, placed her hand on Leoghnie's armored shoulder and said, "The goddess of the sun strengthens your hand."

Leoghnie felt new power coursing through her veins. Her massive sword felt almost lighter in her hands, her heavy armor less weight on her shoulders. She had the benefit of the spell Bull's Strength.

Herran had already sprinted into the mansion, his path guided by the sounds of growling and cries for help and the occasional "Hooo!" 🤣 He dashed through the foyer, past paintings hanging askew on the walls or knocked onto the floor with huge, bear claw-like slashes through them, and rounded the corner into the Great Hall.

There, past a wide staircase leading to the second floor, he saw the owlbear hunched over the body of the man in the tuxedo. With swords quick to hand, Herran engaged.

Fighting an owlbear, by Darlanrea
Artist's conception of fighting an owlbear. Image does not match specifics of this story.


Herran got in one swat before the owlbear struck back. Rearing up to its full 8' height it swung at him with both of its huge, powerful claws. Both penetrated Herran's mail.

Having connected with both claws the owlbear trapped Herran in a bear hug. The best trapped him against its chest and bit him with its sharp beak. Herran was now badly wounded.

But the fight was far from over.

Leoghnie rounded the corner next, and she was fresh to the fight.

Leoghnie saw her newest ally about to be shredded by the owlbear. "Oh, HELL no!" she sputtered and strode forward. She whirled around her massive greatsword, putting all of her strength into the windup, and unloaded on the beast like a coiled spring.

The sword form Leoghnie chose wasn't the most accurate. The exaggerated windup meant she took her eyes off her target for a fraction of a second. But the tradeoff in accuracy was more than made up for in its impact. In D&D terms, her Power Attack maneuver did 27 HP of damage. Her massive blow sent the beast staggering. It roared in pain. But it maintained its grip on Herran. Could she stop the owlbear in time?

To be continued....

UpdateThe adventure continues in part 2!


canyonwalker: Roll to hit! (d&d)
Today I started my latest D&D game. This one's based on some ideas I've been kicking around for a few weeks. At its core is a stupid simple premise: I just want to game! I want to roll dice and work the mechanics. I want to open the door, fight the monster, and discover the treasure. But since I'm a forever DM I'll have to settle for creating the game and running it rather than merely playing it. (Either way, the monster gets killed... but it's my monster!)

A few weeks ago Hawk and I got a quartet of players organized. I mean, it's her plus three others plus me as DM. Finding the right set of players was only medium difficult. Finding a time that works for all of us was the hard part. We figured out that Saturdays 2-6pm would work for everyone, for the most part. Today was our first game.

I always start roleplaying games now with a Session Zero. It's a time for us to get aligned on the broad storyline of the game, the style in which we want to play, some ground rules for the table, and, of course, our characters. In this shorter form game, like the last one I started a few years ago, I offered a set of pre-generated characters. Once again, the players were happy to choose from the pre-gens— I worked on creating them to be balanced, unique, and interesting, not just sheets of stats— and they quickly picked out different characters from one another and each felt they'd gotten one of their top choices.

The fantasy setting of Durendal, a once grand city that is now decaying, drawn by Google Gemini (Jan 2026)

Next I worked on introducing the players to the game setting and helping them describe how their characters fit into it. The game is set in the fantasy setting of Durendal, a once-grand city hundreds of years old that is now only half full and in decay. It's a place where ghosts of the past linger and anything can happen.

The players had a leg up on reading about the setting because I put several documents about it in a Google Drive I shared a week ago. Some of them even read all the docs! 😅 After aligning on the background and answering questions about it I challenged each of the players to tell me why their characters would be on a particular street near the city center and "Billionaires' Row", an area where some people with family wealth dating back 200+ years live.

I thought all this Session Zero stuff would take up the whole 4 hour bloc today. Alas the players aligned quickly on gaming style and on picking characters. There was still an hour and a half left, and they were itching to roll some dice. I decided, Fuck it, let's play!

This D&D game is... rolling! (Jan 2026)

Getting the game rolling felt a bit reckless to me. I didn't have any detailed notes prepared. I didn't have any picture cards for monsters. I barely even had a map drawn out. But I've been DMing so long (remember, Forever DM) I knew I could handle it.

The door of a city mansion on Billionaire's Row bursts open. A middle aged man staggers out, calling hoarsely, "Guards! Guards! Someone call the guards!" A moment later a pair of huge arms covered in brown fur grab him and drag him back into the darkness behind the door.

Roll initiative.


The characters were in various places within about 1/2 block radius. They rallied to the call. Though the stout warrior, who's part Jersey Girl, was over in a public park like, "Heyyy! I'm on my lunch break, here. I'mma finish my sandwich over here then see why youse got a grizzly bear in your house there." 🤣

The group assembled on the steps of the urban mansion, made quick introductions, and took stock of who had what skills. There were two warriors, a cleric, a mage, and a small team of city guards led by a swashbuckling nobleman. The casters cast a few buff spells while the warriors sprinted up the stairs and into the dimly lit foyer beyond the half-open doors.

Some of the group had gotten a better look at the brown, furry creature. It wasn't actually a grizzly bear but an Owlbear.
Owlbear, a classic D&D monster, is a magical beast with the body of a grizzly bear and a beak like a bird of prey (Jan 2026)

For those who don't know, Owlbears are a classic monster dating back to the early days of D&D. They combine the body and strength of a grizzly bear with the head/beak of a giant owl. They also have feathers in odd places. There are a number of different interpretations of what this creature looks like in different games and editions. The picture I'm using here is adapted from the D&D 3.5 Monster Manual published c. 2003. The caption with a roar-hoot is my contribution to the lore. 🤣

The group tracked the monster's trail of destruction— not to mention the distant sounds of ROAR-hoo-hoo-ROAR!!— a short distance to the great hall at the center of the mansion. There the 5 players engaged to rescue the victim, who was lying limply, possibly dead, on the ground at its feet.

Now, I said above we got the game rolling with 90 minutes left in our session. We already went over by 15 minutes, with everyone's agreement, and we only got through the first full combat round of engaging the owlbear directly. (There were several pursuit rounds before the fight became... well, a fight.) We'll begin the next game session at the top of the initiative order in the middle of a pitched battle. GRAAWRhoooWRRR!

canyonwalker: Roll to hit! (d&d)
I've been thinking lately, I'd really like to play D&D (Dungeons & Dragons). It's actually been almost two years since I played last!

The odd thing— odd for me, anyway— is that I don't care a lot right now about making this a campaign. I just want to roll the dice and work the mechanics. Y'know, open the door, kill the monster, find the treasure.

That's odd for me because, as a GM at least, I've always been the one obsessing about how the story has to make sense. For example, who build the dungeon? How do the monsters get breathable air, potable water, and nutritious food down there? 😅

Of course, since I'm the forever GM, wanting to play D&D really means I have to run the game in D&D.

When you want to play D&D... and you're the Forever GM

I have a lot of friends who like to play role-playing games but virtually none willing to GM them.

Well, it's a good thing I kind of like designing adventures!

canyonwalker: wiseguy (Default)
It was a pleasant weekend... which I am only writing about just now, at 8pm on Monday evening, because today has been such a whirlwind of starting a new workweek that a blog I thought I might write at 8am I couldn't even start until now. 😰 But this young week's busy-ness is a topic for another day. Right now I just want to wind down a recount a quietly enjoyable weekend.

Hawk and I had no big plans this weekend. That's partly a consequence of her having limited mobility as she works to recover from foot surgery 3 weeks earlier. She tries to push her boundaries every day. Though every day those boundaries reassert themselves.by pushing back. After a few hours out she needs to nap for a few hours at home.

Saturday we went out for lunch together then visited a friend who was hosting a games day at his house. We gamed until about dinner time, playing a few different games each. [personal profile] some_other_dave was there— it's like he'd come from Hawaii just to play games every day— as was a newcomer to our group. "Ronald" was conspicuously younger than everyone else, an obvious and lone younger Millennial among a crowd of Gen Xers through young Boomers. It reminded me to ponder why our group is so sorted by age when we don't take any action or have any reason to filter people by age. (Other than "Are you mature enough to play a serious or semi-serious tabletop game?" Some parents bring their older teen children, for example.)

Sunday we went out together again. Again we started with lunch out. After that we went shopping. I made a quick run at Total Wine for a few more bottles of wines I'd really enjoyed recently. Then Hawk did a bit of clothes shopping at TJ Maxx for dresses or large skirts that fit with her surgical boot. Finally we shopped at Costco, which had been the impetus for the whole trip. And the specific impetus at Costco was a Lego set... a Lego set of 6 gems on a display stand! I bought it for Hawk as an early Hanukkah gift.

Just the walking around at Costco pushed Hawk's boundaries— according to her step counter it's easy to walk a mile in that store— but she still had energy to suggest we invite friends over to play cards on Sunday evening. We discussed going out for dinner together but then Hawk got the idea to volunteer me to cook dinner for everyone instead. 😅 I don't really mind; I moderately enjoy cooking and hosting, and we had the makings on hand, having just shopped at Costco.

Cards with friends was fun. Hawk's long day caught up with her, though, and she was fading badly after two matches of Spades. She retired upstairs as I wound things down with our friends Jeremy and Aliza. And by "wound down" I mean Jeremy and I split another round of beer before calling it a night.


canyonwalker: wiseguy (Default)
A week ago I wrote Signs Of Life about how I'd been "caving" (hiding in my proverbial cave) the week before and finally got out, a little bit, on the weekend. This past week and weekend the pattern repeated, for better and for worse. For worse, last week was another week of caving. The DFC problem I wrote about with respect to blogging is a struggle with life in general right now. But for better I had a closer-to-the-old-normal weekend.

Yeah, Saturday I took it easy. I already wrote about that. I was dealing with side effects of Covid-19 booster in addition to my (now) usual lethargy. Oh, but I did enjoy a soak in the hot tub and I also did some vacuuming in the house I'd been putting off for two weeks. Then Sunday I put the pantry back together!

We put the pantry back together after clearing it to repair a ceiling leak (Nov 2025)

Recall we'd cleared out the pantry, even removing the shelves from the wall, when we discovered a ceiling leak. That was... back in mid-August! 😳 Repairs took weeks to get scheduled and were only finished about two weeks ago. I procrastinated re-hanging the shelves right after that— which turned out to be a good thing because there was another leak just a few days later. 😡 It took a few days until I was able to deal with that problem— which turned out to be a one-time leak from our clothes washer. Then it was another week until I had energy to deal with the pantry. But finally I did it.

Sunday I cleaned and re-hung the shelves. Seeing it ready to go inspired Hawk to help, and together then we refilled the shelves. No, they're not as full as they were... 11 weeks ago when all this plumbing crud started. We moved some of our pantry contents to storage in the garage. We'll shift it back gradually over the coming week. Or maybe it'll wait until next weekend.

Oh, but this weekend wasn't just about cleaning and putting things back together. We also were social! We met [personal profile] some_other_dave for dinner Friday night then had a couple of friends over Sunday afternoon/evening to play cards and get dinner out together.


canyonwalker: Roll to hit! (d&d)
I saw an interesting article on Gnome Stew, the (roleplaying) gaming blog, last week: Meeting The Villain— And Letting Them Live. It's about the challenge GMs face in a roleplaying game in creating a compelling villain the players don't just mow down in a few rounds of combat. "Well, just make the villain more powerful," is the simplistic solution. But if the villain's too powerful, then what chance do the players have? The story's hard to make compelling if the players can't score any kind of win.

I've made a lot of compelling villains in my D&D games. I know they're compelling because of how the players respond to them. And part of my success has been that my villains have staying power. They remain villains across a story arc, possibly a long story arc; but they're aren't unbeatable. The players always have some way to find victory in the end, even if it takes a lot of time and effort. Here are Five Things I do to make compelling villains with staying power:

1) Do they even know who the villain is? There's a familiar trope from TV and film that the villain appears to taunt the protagonists, twirling an oiled mustache or swirling a black cape while saying something witty. It's definitely okay to play that trope for fun— I often do!— but it doesn't have to come first. I often introduce the villain's story not by showing the villain but by showing the results of one of their plots. The PCs arrive in town just in time to avert an attack by minions, or are called to a scene to help the survivors of a disaster nobody understands the cause of. They investigate and determine that someone is behind it; they just don't know who. Yet.

2) The villain moves fast. One way to block the party from engaging the villain in combat right away and chopping him/her/it/them down in 3 rounds is to give the villain mobility. Think of it from the villain's perspective: a smart villain doesn't loiter at the scene of the crime to be arrested or killed. They're there to see the results of their dastardly planning and escape before facing much risk. Mobility could be as simple as having a fast horse or being a creature, like a dragn, who can fly away. Or it could involve magic or supernatural effects, like teleporting, or turning invisible, or being able to shapeshift and blend into a crowd. In a scifi game, mobility could mean a fast spaceship or transporter technology that's beyond the garden variety bad guy's means. Seeing the villain and seeing them escape really hooks the protagonists' desire for justice.

3) The villain works through minions. Pretty much no self-respecting villain is a solo act. 😅 Even mad egotists who regard no one as being up to their level will still use grunts and patsies to carry out some of their dirty work— and defend them from trouble. The villain's escape á lá #2 is likely enabled by minions keeping the good guys at bay just long enough. The protagonists can still score a partial victory in scenes like this. Defeating minions chips away at the villain's power and is a necessary step toward the ultimate victory (see below); plus maybe they arrived on scene early enough to thwart the villain's dastardly act even though the villain lived to villainize another day.

4) The villain's lair is protected. Going straight at the villain is a simple idea many players will come up with. While as a GM you can't just saying "No" to a player idea, you absolutely can make it clear, through storytelling and action, that this is a tough, uphill battle. The villain's lair, or wherever they hang their hat, is going to be protected. Whether it's magical wards or high tech traps, the front door isn't just open for anyone to come in. There'll be minions here, too, as guard. Oh, and possibly the local law protects the villain! The PCs may well come at the villain this way— and they may well succeed, too— but to do so they're going to have to use a number of different skills and have a plan to whittle down the villain's defenses.

5) The villain is strong— but not insurmountably so. I pretty much always create the villain as being more powerful, even stripped of all their minions, than the PCs can defeat in a fair fight. At least initially. The protagonists have to earn their victory. In addition to finding/identifying the villain, defeating their minions, disarm the traps, etc., they have to decipher what else gives the villain and advantage— and how to neutralize it. That often involves gaining a level or two while pursuing the villain and also figuring out some sort of magical/technological mystery, like how to overcome the villain's weird power armor or antimagic aura. It could also involve convincing reluctant allies to join the fight.

When the group decodes the final pieces of the puzzle, it's time for the big fight— and then, if they're lucky and good, the villain goes down in 3 rounds.

canyonwalker: Roll to hit! (d&d)
A few weeks ago I blogged about strengthening trust between players in role-playing games, "Trust & Promises in Role-Playing Games". It was inspired by a blog I'd seen on Gnome Stew on the same topic. Well, the Gnomes wrote a sequel to their blog, "Earning Their Trust: The Rules" and it has inspired me to write on the topic again.

The focus of the Gnomes' latest article in the series is how game masters (GMs) can use game rules well— or poorly— to make or break the players' enjoyment of the game. The gist is that slavish adherence to "The Rules" generally weakens enjoyment of the game and that good GMs will think about when it's right to loosen up their interpretation/application of the rules to promote everyone having a fun time. That's pretty much in line with an idea I wrote about in a few blogs entries back in January, "What's Your Roleplaying Game About?" and "Taking it Easy with Encumbrance in D&D". What really resonated with me in the Gnomes' latest article, though, was one of their sub-headings, Punitive Parent VS “Cool Mom” GM.

Within that phrase it was the two words Punitive Parent that really resonated. ...And not because I've ever been punitive parent or worried about being one, but because it immediately struck me, "OMG, 'punitive parent' totally describes almost all the GMs I played with in my teen years!"

What's a punitive-parent type GM? It's someone who's actually more than just a stickler for the rules. Getting stuck on rules is a trap that a person with low imagination or low confidence might stumble into. Using the rules so as to be punitive, though, is different. It's more. It's not lack of creativity or courage, it's asserting your will over the players' style of play and using the rules as punishment to enforce compliance. It's being a dick.

How is a dick GM different from a mere rules-stickler GM? A rules stickler can be tedious but ultimately they're likely to be fair. A dick GM goes out of their way to use and abuse the rules, including making up new rules at the table, to punish players for not doing things their way. For example:

  • One GM in high school would enforce trivial rules to slow down the game every time he hadn't prepared actual content for the game session. I remember one full-day session when we players spent the whole day rolling dice to see if our characters could avoid getting lost in the forest, forage food, cook it safely, and survive the effects of dehydration, starvation, and food poisoning. Yes, we were making Fortitude Saves to see if we puked from eating undercooked deer meat! That dick had the gall further to gaslight us into thinking we wasted a whole fucking game session rolling not to puke because we weren't playing intelligently enough.

  • One of my GMs in high school would keep a ledger of black marks against players for actions he deemed to be "not in character". Each black mark was an experience point penalty, meaning it slowed your character's advancement. (Advancing characters is a huge part of RPGs, BTW.) Nominally these were judgments that you weren't playing your character "in character" and thus not eligible to advance. Except in reality the black marks were arbitrary behavior grades. If GM thought you, the player, weren't taking things seriously enough, black mark. Making a joke at the table that he didn't like, black mark. Speaking out of turn too much, black mark.

Yeah, I played with a bunch of dick GMs in my teen years. Partly it was common cultural assumption of how the game was supposed to be played back then. Partly it's because people who are dicks are often ego-driven and thus attracted to GMing because they see it as an opportunity to flex on others. And partly it's because enough of us gamers put up with dick GMs treating us poorly. (Why did I/we put up with it? I reflected on the social dynamics of speaking up about problems players/GMs in another blog after I tried— and quit— several virtual gaming groups during the Pandemic.)

And yeah, players can be dicks, too; it's not just GMs. In addition to fellow players being a big part of the reason I quit or nearly quit multiple new games I tried a few years ago, I still remember games from 20+ years ago when I, as a GM, ended a game or asked a player to leave because the player was being a dick.

It's like how when people ask me at work, "What do you look for in hiring a successful sales candidate?" My concise answer is, "1) ... 2) ... And 3) Don't be a dick." I'll start using the same Rule Number Three for deciding whom to play with in roleplaying games.

canyonwalker: Roll to hit! (d&d)
One of the blogs I read about Role-Playing Games (RPGs) such as Dungeons & Dragons is Gnome Stew. Recently the authors there posted an article that got me thinking, "Earning Their Trust: Keeping Your Promises". The article discusses different types of promises made by the GM in setting up a game, including those which are typically made "Out loud" versus only implied.

Gnome Stew, the Gaming Blog

One thing I like to do in setting up games, especially via a Session Zero, is make implicit assumptions explicit. Thus when there are genre promises, like the expectation players have that there will be swords and sorcery and lots of dice rolling when a GM says, "I've got a great idea for a D&D game!" I like to confirm those up front— or caution the players if things will be different.

I find there are also a number of implicit promises that should be made in a game that the Gnome Stew article didn't cover. These are in the category of the social contract of gaming. Some of them are related to genre conventions, too... and some of those conventions are bad and thus really need to be addressed explicitly!

Here are some of the promises I make to my players at the start of a game. These relate to the trust I want my players to have in me, as the GM, and in the game itself so they're able to have more fun playing it.


  • There are no "gotcha" traps that will result in your character's death with minimal warning or ability to avoid it.

  • If you're at risk of character death because you're doing something stupid, rash, or ill-advised, I will give you warning. I won't stop you when you insist or persist, but I will give you at least one solid opportunity to rethink your actions with only minor harm.

  • When your character would know something important, I won't penalize you not knowing it, too. In fact I'll strive to give you appropriate in-character cues, e.g. via clue notes. For example, a player may not know venturing into the badlands when a storm's coming is dangerous, but a character who grew up next to those badlands or has wilderness travel skill would never wander in unprepared.


With D&D especially all three of these are old genre conventions I am explicitly breaking. D&D from its early days in the 1970s and 1980s (I started playing in the early 80s) frequently devolved into an adversarial game. This came from tactical genre conventions like puzzles and traps with save-or-die mechanics meant to kill a character whose player made a bad die roll or failed to declare an action exactly right. Though the common nature of playing D&D shifted through the 1990s, players who remember those bad old days still worry that maybe the GM is "out to get them". Thus I use these explicit promises to build trust that they can have fun playing the game.


canyonwalker: Roll to hit! (d&d)
Last Sunday we drove from my sister's house to Lake Geneva, Wisconsin to visit the Dungeon Hobby Shop Museum. That was the main item on our agenda, though when we arrived around 11:15am it was closed. We temporized by skipping ahead to everything else on our list: seeing Gary Gygax's home and searching for the Gary Gygax Memorial Bench and Memorial Brick. Oh, and along the way we acted like characters in a horror movie— or would that be foolish adventurers in a D&D adventure— ignoring the peril of a monster swarm around us.

After all that we came back to the Dungeon Hobby Shop Museum. We kind of had to, as our car was parked there. 🤣 Fortunately the museum was open by then.

The Dungeon Hobby Shop Museum in Lake Geneva, Wisconsin (Jun 2024)

The museum inhabits a building, a converted old house, that was the first headquarters of TSR after Gary Gygax moved it out of his house, a few blocks aways. We dropped a ten-spot to cover the $2 admission for the 5 of us and went in.

One of the things we would've done at the museum if we'd been able to visit at the start of the day would've been to buy dice... to bless them by rolling on Gary Gygax's memorial brick!

Dice in gumball machines (Jun 2024)

The museum even has these gumball machines converted to dispense diceright inside the door, apparently to aid diceless travelers in their new quest! Though as my brother-in-law quipped, "For $1 they're not going to be good dice." 🤣

The museum has a lot of D&D memorabilia from back in the day, most of it dating to (in my estimate) the late 1970s and early 1980s. Though a few thngs, like copies of the Chainmail rules book, are older.

A "brown box" rules set for D&D (Jun 2024)

This is a "brown box" printing of the Dungeons & Dragons rules, likely printed in 1978. The dice next to are ostensibly the set that came in the box. I'm a bit skeptical about that detail as those dice look a bit too high quality for what was commonly shipped back then. It's before my time as a D&D player, though, so I can't say with certainty. But I know my boxed set from 1982/1983 came with shitty dice. 🤣

Various printings of the Basic Set rules for D&D... from 40-ish years ago (Jun 2024)

These Basic D&D boxed sets are from around the time I entered the world of D&D. The one on the right is likely the one my cousins owned when they introduced me to D&D in 1982. When I bought my own copy months later it was a "red box" similar to those in the middle— though not in Japanese or German like the two examples here.

Catalog mailer from the Dungeon Hobby Shop with great art - c. 1980? (Jun 2024)

The thing that made me ache the most with nostalgia was this mailer envelope from the Dungeon Hobby Shop (above). The art is amusing... but it's what came inside that made me the most melancholy for having missed it decades ago. This manila envelope with collectable art on it was used to send a catalog from the Dungeon Hobby Shop.

Here's the flip side of that envelope:

Flip side of the catalog mailer shows the dragon after a Charm spell (Jun 2024)

The flip side shows the dragon from the previous scene now under a Charm spell cast by the adventurers.

The Dungeon Hobby Shop Museum we visited is named in honor of this gaming store from decades ago. The museum also has a copy of the catalog that would've come in this, circa 1980. The manager took it out of a glass display case and gently flipped through the many pages to show us. It was beautiful and also painful.

It wasn't seeing the 1980 vintage prices that hurt. The fact that rule books cost, like, $4.95 back then, I'm at peace with. What made me ache was having missed the opportunity to shop such a huge selection. When I was getting into D&D in the early 1980s game books were hard to find in my area. There were none for sale at any store in my suburban town. I know, because my dad in a moment of real empathy, drove me around to, like, a dozen different stores looking for them. We struck out until we went to a hobby store closer in to the big city. And even there was just one shelf of D&D. Oh, what I could have bought with my money saved from delivering a newspaper route starting at age 10!

Sometimes a walk down Memory Lane is not all fond memories. It's not necessarily memories of things that were bad.... It's sadness at being reminded there were amazing things you missed out on.

But hey, enough melancholy.

Old TSR employees sign the "team door" at the Dungeon Hobby Shop Museum (Jun 2024)

As I mentioned above, the museum is in the building where TSR's HQ moved to after it moved out of Gary Gygax's living room. I mean, TSR would've been a garage-shop operation at first... except that Gygax didn't have a garage. And since this building is familiar to old-time TSR employees, those who come to visit sign one of the doors in the place. I only recognized one of the names/signatures on the door, that of Larry Elmore. He drew the drag in the upper right of the main panel.

I'll end on a high note. Behold!

Behold! Miniatures and not-so-minis at the Dungeon Hobby Shop Museum (Jun 2024)

Lots of people who worked at TSR back in the day were artistic. One crafted this 3D beholder. I'm not sure this is something I ever would've bought— not that this one-of was ever for sale. Where would I put it? But I would've bought a huge canvas map like the one on the wall behind the shelves. Alas that's also a one-of, hand crafted by one of the TSR employees years ago for her game.



canyonwalker: Roll to hit! (d&d)
On Sunday we drove out to the bucolic small town of Lake Geneva, Wisconsin, about 45 minutes from my sister's house. Our plan for the day was to see things related to the history of Dungeons & Dragons (D&D) and role-playing games (RPGs) in general.

"What does any of that have to do with a small midwestern town?" you might wonder. Well, if you're a D&D player or RPGer from way back, you know. You know Lake Geneva as the headquarters of TSR, Inc., the pioneering RPG publisher, the first location of Gen Con, the biggest boardgame convention in the US, and the home of Gary Gygax— co-creator of the concept of RPGs, co-author of D&D, founder of Gen Con, and co-founder of TSR, Inc.

The four of us adults in the group are all D&D players from way back. My sister and I first played D&D in 1982, and my spouse and I still play D&D. Visiting some of the D&D related sites in Lake Geneva was like a pilgrimage for us. Plus, it was an opportunity for a pleasant walk on nice summer afternoon in Wisconsin.

Our first stop on the day's itinerary was the Dungeon Hobby Shop Museum. Coincidentally it's in the building where TSR's headquarters was for several years. Unfortunately it wasn't open yet for the day when we arrived. (Its hours changed recently and were not well advertised aside from the small, hand-written sign in the window. 😅) Thus we proceeded to the next stop on our itinerary: visiting the house where Gary Gygax lived when he created D&D.

Home where Gary Gygax created Dungeons & Dragons (Jun 2024)

"OMG, you visited a guy's house," you might wonder, "That he hasn't lived in for decades. Isn't that kind of obsessive/creepy?"

The answer is No/No. It wasn't our main purpose for the trip. The main things for us were to visit the museum and to see the other thing Lake Geneva is known for, the beautiful lake. Gygax's old house is merely something that came up when we were searching for other things to do in town to help fill out a day's activities. And it was pretty much on the route for walking from the museum to the lake shore next to downtown Lake Geneva.

Learning about the Man behind the Game

I always find it insightful to learn about where and how a notable person lived. That's because people are partly the product of their environment. In addition, the things people create are also partly the product of the environment in which they're created. And sometimes the things we assume about a creator from the creation are inaccurate.

For example, when I was an adolescent D&D player in the mid 1980s I imagined Gary Gygax as being in his early 30s at the time. That image came from noting that D&D dated to 1978* and me figuring that Gygax had created it with his buddies from college while they were in their early 20s. I made that assumption based on the types of people I saw playing D&D. Nearly none of them I'd met were older than college/grad student age. Plus, the dedication to this kind of fantasy creation just seemed like something post-college hangers-on would have the interest— and, frankly, the time— to create.

I first learned that my image of Gygax was wrong just a few years later. Friends and I saw a TV interview clip with him in the late 1980s, maybe 1988. "OMG, he's 50?!!?" we all marveled. It was revelatory that a middle-aged man could be so into RPGs. Virtually nobody over 30 in my orbit could even understand RPGs, even when it was patiently explained to them. And it wasn't just Gygax's age. In that brief TV clip we saw he was a jovial, smiling, well-spoken man; not some dweeb with a creepy laugh and poor personal hygiene— things which were dominant stereotypes of RPG players at the time.

Walking a mile in Gygax's hometown further changed my understanding of him and the environment from which he came. Gygax was not some kid dwelling in his parents' basement long after he should have moved out on his own, nor was he a college hanger-on living in a seedy apartment with empty pizza boxes stacked on the floor and posters of hard rock bands dressed in leather, spikes, and face paint to look satanic covering the walls. (More dominant stereotypes of D&D and RPG players for years.)

Instead Gygax lived in his own house, a house he moved into in 1966, in a charming small-town America spot that looks little different today from what it likely did in 1966. He raised 5 kids there with his wife. (Gygax later had a sixth child, after he remarried following his first wife's death.) Oh, and they were all active in their Christian faith in this midwestern small town— quite a contrast with the pervasive stereotype throughout the 1980s that D&D and those who played it were, at best, un-Christian and at worst satan-worshippers.

The ideas of D&D predate its first publication in 1978 as "D&D" by many years. Gygax was a table-top war gamer since the 1960s. The idea for role-playing grew out of wargaming.... It's often credited to Dave Arneson, a friend and colleague of Gygax's, who suggested, "What if instead of simulating the movements of whole armies in a battle we play out the actions of individual heroes?" (Heavily paraphrased.) That, combined with Gygax's early work on extending wargaming to medieval settings via the Chainmail game he published in 1971, led to a dungeon-delving game called Castle Greyhawk he created and ran on his dining room table in 1973. The first players were his wife and older kids.

Something I gained appreciation of Gygax for from this walk through his hometown, aside from how ridiculously middle-American the setting is, is how determined Gygax had to be to maintain all the connections with other creative people. He did not live in a big city. There would've been no local club full of fellow gamers from nearby he could find inspiration at. And with the technology of the 1960s and 70s there was obviously no Internet to stay connected with. He had to travel around to different cities, finding out about conventions and meeting other people, and they stay in touch with all those people via phone— and more likely snailmail letters as well.

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