Jan 29, 2025
The Glowing Mushrooms - An Interlude for Dragonbane and Fifth Edition
Nov 29, 2024
Dead Man's Sword - An Interlude for Dragonbane and Fifth Edition
Oct 30, 2024
Classic Creatures: The Axe Beak
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Publication History
The axe beak first appeared in Gary Gygax's original Monster Manual, a supplement for the then-brand-new Advanced Dungeons & Dragons. This book was first printed in 1977, only three years after the release of the very first version of the original Dungeons & Dragons game.
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Advanced Dungeons & Dragons Monster Manual from 1977. |
After this first appearance, it would take 12 years before the axe beak was in print again in a new version for Advanced Dungeons & Dragons 2nd edition (in Monstrous Compendium Volume III - Forgotten Realms Appendix in 1989, and later the Monstrous Compendium Annual Volume Two in 1995).
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Monstrous Compendium Volume III - Forgotten Realms Appendix from 1989 and the Monstrous Compendium Annual Volume II from 1995. |
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Dungeons & Dragons 3rd edition Arms and Equipment Guide from 2003. |
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Advanced Dungeons & Dragons 1st edition Axe Beak. |
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Axe beak in the AD&D 2nd edition Monstrous Compendium Forgotten Realms Appendix from 1989. |
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The new image of the Axe Beak from the Monstrous Compendium Annual Volume Two in 1995. |
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Dungeons & Dragons 3rd edition Axe Beak with its prominent beak in 2003. |
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Axe beak from Icewind Dale: Rime of the Frostmaiden published in 2020. |
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Reconstruction of Titanis walleri (image by Dmitry Bogdanov). |
In later versions the focus shifted somewhat towards the possibility for the axe beaks to be domesticated and used as mounts. The different published versions of the animal have given us several interesting details and behaviours that can be used or ignored as one sees fit.
How to Use the Axe Beak in Practice
The 5th Edition Axe Beak
Another thing that could be considered is to give the axe beak a special rule that it sometimes can be unpredictable and aggressive as a mount. Normally any controlled mount in 5th edition can only use the actions: Dash, Disengage, and Dodge, but an aggressive hunter such as an axe beak could have Attack as a fourth option. To balance this you can add an Unruly trait that is triggered if the creature has recently been injured and a creature that is not the rider or another axe beak comes within 5 feet of it. In such a situation the rider has to make a Wisdom (Animal Handling) check with DC 15 to prevent it from attacking.
If you are interested in seeing a modified version of the axe beak for 5th edition, or a version of this classic creature adapted to Free League's Dragonbane RPG, you should take a look at this earlier post:
Oct 25, 2024
The Axe Beak - A Creature for Fifth Edition and Dragonbane
Sep 26, 2024
The Wild Dogs - A Free RPG Encounter for Dragonbane and Fifth Edition
This is a very short RPG supplement with versions for both Dragonbane and Fifth Edition. It can be downloaded for free and used by a GM/DM as a quick encounter for just about any fantasy campaign.
The support files can be downloaded as a separate zip file and include five circular tokens for use in VTTs (Virtual Table Tops) as well as a sheet with the same tokens sized for printing (each token being 25 mm in diameter) and five 28 mm-scale standees that can be cut out, folded and used instead of miniatures.
This is a test of how the format and practical things work and there will likely be more of these small downloadable supplements for Dragonbane and Fifth Edition (and maybe for other RPG systems as well) in the future.
(Click the images to download the zip files.)
Aug 27, 2024
The Importance of Stakes in TTRPGs
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The Duel |
What's so Special with Roleplaying Games Anyway?
Personally, I like, and play, most types of games in one form or another.
Computer games, board games, miniature games and card games have all given me countless hours of joy over the years, but tabletop roleplaying games have a special place in my heart. Those are the ones I long for, and always come back to play.
When done right they are for me the most immersive, emotional and engaging games, but why is that?
There are of course many answers to this question.
One is that tabletop roleplaying games employ a human game master that allows for almost any action imaginable to be attempted and, at least in an ideal situation, creates unique and unpredictable stories. With a good GM you will never hit any invisible walls in your game.
Another answer is that roleplaying games to a large degree employ "theatre of the mind" and therefore make use of the full power of the players' imaginations to create worlds with unparalleled "realism" and depth.
But there is another aspect of TTRPGs that makes them stand out from most if not all, other games, and that is the unusually high stakes. In a computer game, the player can attempt even the most insane things, well aware that a new attempt is only a loading action away. Even games that do not have a save system, such as board and miniature games can still be replayed with relatively small consequences. This encourages exploration and experimentation, but it also creates a carefree, almost disposable attitude towards the games.
In most tabletop roleplaying games this is not at all the case. The characters only have one life and if it is lost, they are gone forever. This can be bad enough in a one-shot adventure, but in a campaign, it is often devastating, especially if it has been going on for a long time. Many games try to mitigate these high stakes by giving players fate points, death save mechanics or magical/technological abilities to resurrect the dead, but despite this, the risk of irreversible death is always there. Even generous resurrection magic often requires parts or the body to be preserved, and usually some extraordinary sacrifices to at all work, and in any case there is always the risk of a "total party kill" where there will be no one left to save the day.
Such stakes are scary, but they are also part of the thrill! A battle in a roleplaying game is rarely without risk, and therefore the players will always feel a bit uneasy when the dice start rolling. Everyone knows that a couple of mistakes or a string of bad luck can be the end of a beloved character.
There are of course other possible stakes than death. Some unfortunate players have seen NPCs and animal companions they had a strong connection to die, and characters have permanently lost arms, legs and eyes in battle. Such stakes all work in similar ways as the threat of the character dying, and provide gravitas to the game.
Stakes are so important that many computer games actively try to raise them. They either punish the player with lost progression (this is true for roguelikes and games with limited saving mechanics such as Dark Soul) or by permanently taking your gear away when you die (such as Escape from Tarkov), but even then the main character is still there after a fatal mistake or an unlucky firefight.
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Gone forever… |
It is true that if you lose a character in a roleplaying game, you are allowed to create a new one, but it will not be the same exact person. All progression is lost, but even worse are all the stories, background lore and emotional investment, especially if the character has been part of a campaign for months or years. The game does not have to stop, but the character is no longer part of it.
The Necessity of Risk
While I as a GM never enjoy killing off player characters, and of course really hate it as a player when my own character dies, it is a part of the game that I think is important. In truth, the death of a well-established character can often be a monumental event worthy of songs. In other cases, it might be stupid, but even then it is probably still memorable.
Only a handful of characters with long campaigns behind them have actually died while I was the GM, and I remember every single one of them. A few of them were truly heroic, one was stupid, another one strange and yet another quite tragic, but they all enhanced the story in their own ways and made the players appreciate the risks and consequences of their actions.
There are of course games and campaigns where the threat of death or injury is not relevant, but in those cases, the stakes take other forms that can be just as devastating for the player. In a political drama, the disgrace of a character can end in retirement or banishment, but the practical consequences of this in the game would be virtually the same as death.
So to summarise, most roleplaying games have higher stakes than any other games and even if you dislike when player characters are maimed or killed, this very real threat provides weight and a hint of realism that other games usually lack.
Oct 30, 2020
Modell Making: Creating realistic tarp
I recently came across a couple of older historical wargaming tutorials about modelling tarp using tissues and PVA-glue and since the results looked quite realistic I decided to give it a try. The technique is certainly not new, but I could only find a couple of places where the process was described, and those were not very detailed.
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Test pieces. |
Mar 28, 2019
Creating fantasy RPG maps in a hand-drawn style
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The different stages of the map. |
As can be seen, this is definitely not a world built with originality as the main priority, but convenience of play. I wanted it to be a world where a new player quickly could feel at home and where I could use premade adventures without having to spent days adapting them.
This does not mean that the world is totally void of anything interesting. The cultural and technological level is rather late for a D&D-world, more early Renaissance than High Middle Ages, and when the world "starts" the great war to defeat the evil overlord has recently been fought and won by the good alliance, but at a high price. The world is now in a post-war era where people are happy for the victory, but also mourns the terrible losses and destruction they have suffered. Player characters can be old war veterans scared by their memories, or young ambitious people eager to reconquer the devastated lands and stamp out the remaining evil presence once and for all. Always however a question lingers in peoples' minds, "Was this it, is the dark lord really gone forever?".
Anyway, at the beginning of the specific campaign, I have in mind the player characters will make a sea voyage from the old world to the new continent. It is a long passage and I thought that some interesting things could happen on the ship, but for that, I need a map of the ship. Since the world is set in the early Renaissance a carrack-like ship made sense. These ships ruled the waves in our world during the 15th century and the most famous example is probably Columbus' flagship La Santa María.
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Woodcut of La Santa María from Columbus' letter (1493) |
My preferred method is to avoid trying to create a totally finished map on paper, but instead draw the basic outlines, as well as all the elements I think I need for the map.
First I sketch everything lightly with a hard pencil (2H - 4H) and then ink over the lines with a Pilot G-TEC pen or a Staedtler pigment liner (with the finest point I can find). I try to draw everything in roughly the same scale, but small variations are not a problem (if the variations are big the final lines will, however, vary in width and look strange when I scale them correctly in the computer).
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Almost fully inked drawing. |
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Cut and paste in Photoshop. |
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Final ink drawing on paper texture. |
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Colouring on the computer. |
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Finished coloured map. |
The final step is to add some text and numbers for the room descriptions. I also add a square grid at the very top of the layer stack (I make the grid lines thin and lower the opacity of the layer to make it less obtrusive).
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Map with grid, text and numbers. |
Mar 19, 2019
Flesh out your NPCs with memorable quirks
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Long John Silver, illustration by N. C. Wyeth from the 1911 edition of Treasure Island. |
As with most similar tips it should not be over done, but if used in moderation it can make NPCs both more interesting for the players, and easier for the game master to portrait. Just beware of anything too annoying, or at least save such traits for NPCs that you know will not play a large part in the story.
I once created an NPC for an AD&D-campaign, a knight (fighter) that suffered from an old head injury. The injury had damaged his brain and made him delusional enough to believe that he was the greatest and noblest knight in the whole realm. He was also generally quite confused, had problems remembering names, and could be distracted by the smallest things. He was however still a capable fighter, loyal to his friends (as long as he remembered them) and extremely brave. It was certainly not the most original idea, but for an NPC in a role-playing campaign it worked well. The brave knight caused the player group all kinds of headaches, but also saved their hides more than once and is fondly remembered for it.
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Boo, possibly a miniature Giant Space Hamster. |
Minsc talks to Boo during the game, and even urges him to help the group in battles (all the while Boo of course sits idly in the inventory, taking up a valuable quick item slot).
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Minsc's inventory with Boo in the first quick item slot. |
Mar 11, 2019
Who needs worldbuilding anyway?
One answer to this question could be anyone who likes to dream up fictional places and worlds. I personally find it very entertaining to create a complex world with logical geography, an interesting history, and interdependent cultures.
Another answer could be that worldbuilding is relevant for anyone who needs a fictional place for a creative project, be it a book, comic or role-playing campaign. I think that a lot of creative people engage in worldbuilding without even thinking about it.
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Family tree from Tolkien's early work. |
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Map of Lilliput and Blefuscu from the 1726 edition of Jonathan Swift's Gulliver's Travels. |
At this point we come close to what most people think of when they hear the word worldbuilding. Even if the country is supposed to exists in an otherwise familiar world, or in some cases in the near future, it still needs a logical history, culture and political structure to be convincing to the reader.
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Cover of the first English edition of Stanisław Lem's Solaris. |