Posted in: Dungeons and Dragons, Role Playing Games

Better Plus One Sword: Heltath’s Revenge

Photo by Anis Rahman on Unsplash

Better Plus One Sword: Heltath’s Revenge

For my first official entry into the new Better Plus One Sword series, I’m writing up the backstory of Heltath’s Revenge. A collection of magic swords that come with a price. This write up is (mostly) system neutral for D20 based games. Feel free to adjust it for your own campaign.

Magic Item: “Heltath’s Revenge” Long Sword +1 plus special abilities

Special Abilities: For each charge used, add 1d4 damage to a successful strike in addition to the standard damage die (2 max charge increase). If a charge is used, damage vs any orcs are 1d6 in addition to the standard weapon damage. Charge activated by stating “For Westbarrow” with a successful strike. The sword will vibrate within 50 feet of orcs when held or sheathed. 

Special Notes: If fighting mixed opponents, the sword will guide the wielder to attack the closest orc-like target first if within 50 feet. The wielder must make a WILL save to attack other opponents of their choosing. Due to the sword’s reputation, orcs automatically distrust any wielder of this weapon if they can see it, even if sheathed. Sword bears the touchmark of the blacksmith Cardius the Giant.

Rarity: Common- found in some magic shops, by traveling merchants or other adventurers. May be found in some dungeon locations, but not in deep confines. (see Lore)

Starting Charges: 3d6 (Max 18)

Add Charge: One vial of orc blood covering the sword for one hour restores one charge. Cannot exceed maximum number of charges.

Identification/Lore Check: Low Success- Weapon is magical that assists the user in attacking and damage.  It may have other abilities.  Medium Success- Higher functions are activated by using a charge. Number of current charges revealed. Ability to detect orcs revealed. High Success- History and manufacturer revealed. Reputation and knowledge of animosity towards orcs revealed. Charge restoration revealed.

Additional: If the sword is found and not purchased, characters may find (GMs discretion) 1d4 vials of unknown (orc) blood with the magical sword on first discovery.

Lore:

Fifteen years ago, the ranger Heltath and her hunting party had returned to her village of Westbarrow after a successful expedition. Upon arrival they discovered that most of the population had been slaughtered by members of the Iron Tusk orc tribe. Enraged, Heltath and her party tracked the raiders down and slaughtered them in a surprise night raid. However, instead of her vengeance being quenched, she discovered that she loved killing orcs. 

Her hunting party had moved on trying to rebuild their village, but Heltath took it upon herself to continue hunting orcs of any tribe. This became an obsession for her over the years. She had joined up with other like-minded adventurers to track down orcs before they could raid any other settlements.

Needing more tools to help her in her quest, she sought out the magical blacksmith known as Cardius the Giant who was known for quickly making magical weapons. He was willing to make a magical sword that would aid her if she could provide orc blood as a component in the creation of the sword. Heltath brought him so much blood, that he discovered he could make many swords with the same capability.  This only pleased Heltath more as she believed it could aid her in her quest to rid the world of orcs. She made plans to get these swords out into the lands where adventurers could obtain them. The total number of swords is unknown but believed to be more than 100.

This caused some riffs with her latest party as they believed her obsession didn’t line up with their long-term goals. These swords became so well known within the orc communities, that they could recognize them on sight. 

Adventure Hooks:

Heltath is still seeking help in hunting down orcs and obtaining more blood and funds for Cardius.  She hooks up with the party and tries to discreetly collect the blood after battles so that she won’t lose her latest adventuring group. She is travelling under an assumed identity. What will happen if the party discovers her true nature? Perhaps a local kingdom, wanting to make peace with the orcs, is trying to stop Heltath on her personal quest.

Some orc tribes are trying to counter the threat of these weapons. They believe that if they can find the magical anvil that was used by Cardius the Giant and destroy it, it may neutralize the blades. (true? false?)  The orcs may follow the party if they believe that they can lead them to Heltath or Cardius.  Or the party may be searching for Caridius’ services when the orcs attack his lair.

Brother Ramos, cleric of a lawful/good deity, was a party member that assisted Heltath in her initial quest against the orcs believing their cause to be just. The amount of slaughter performed by Heltath’s actions has caused this deity to punish Ramos for his overzealous participation. Brother Ramos, now stripped of is clerical powers, hires the party to assist him in his quest for redemption. Does his deity require him to make peace with the orcs? Find as many of these swords and destroy them? Stop Heltath from continuing her war against the orcs? Track down Cardius and try to convince him to stop making the swords?  Cardius doesn’t care, he just makes what his clients want, what happens with the items after he makes them is not his concern.

The son/daughter/relative of a nobleman/royal house is traveling through orc infested lands. Perhaps to make peace/trade agreements with the orc tribes. Unbeknownst to this individual, they were given one of these swords as a gift.  The nature of the gift was discovered by an ally.  This ally has hired the party to reach the sword bearer in time before they create an incident which may erupt into violence.

Author’s Notes: Talking about how many vials of blood a character could ‘harvest’ from a dead orc and how many ounces a potion vial holds became an interesting topic on the TardisCaptain dot Com Discord server. Thanks to Chantel and MoonHunter for the insightful comments they provided. I had also recieved feedback on other gaming Discord servers, than you. Also a tip-of-the-hat to my long time D&D friend Jeff S for looking over my initial draft. The feedback helped polish the article up.

Not all entries in the Better Plus One Sword series will be about weapons. There will be other magical items of different varieties. However for the first entry, I had this weapon pop into my head one morning. By the end of the day I had most of the article drafted up.

Also on the TardisCaptain dot Com Discord server I had a few readers submit their own magic item ideas. These will be included as ‘reader entries’ on a future blog post. If you have any feedback or suggestions for BPOS entries, feel free to tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Dungeons and Dragons, Role Playing Games, Star Trek

Kudos to Modiphius for Star Trek Adventures

When a company screws up, I complain about it. I want other people to know how badly that company handled a situation. Because I don’t want to be someone who complains all the time, I also want to point out when a company excels at what they do. And my latest good example of this is the team behind the Star Trek Adventures roleplaying game by Modiphius.

Like any successful roleplaying game, as time progresses the designers get feedback from players. They also make changes when the same RPG system is used in other games adding and removing portions of the game. Look at the latest version of Dungeons and Dragons. While it still has the D20 aspect, there are a lot of changes to the game if you compare it to Dungeons and Dragons version 3.5 or the older BECMI that I started out with. There are differences that are good and bad. After the publisher had released the first edition of Star Trek Adventures, they took the feedback to heart and made some changes that were reflected in the Klingon Core Rulebook and the STA Rules Digest. Later, they took more feedback (and aspects from other 2D20 games) and released the much superior 2nd edition.

An advantage for the publisher, besides making the game better, is the sales of new books. This also caused some difficulties as well. If a new version of a game is released, then their loyal customers wondered why they invested in the previous books. Most games were not very backwards compatible. This was particularly bad when it came to the Warhammer tactical games with the official miniatures. The older miniatures were not allowed in the new official tournaments to drive up sales. I remember a friend telling me after the latest edition change that he was done with Warhammer because of this. It had gone through it twice and was not going to follow a third time even with how much he had loved the game.

When the second edition of Star Trek Adventures was released, I recall a few players wondering if their books were no longer compatible. I even saw one collection going up for sale online as the seller thought they were no longer needed. The team behind STA2e kept telling us that the older books could still be used. Well, they have started doing something beyond talk. They are releasing free PDF updates to all the older books that makes them “second edition”. Usually, it’s a minor correction to a character stat, or the wording on a certain rule. These ‘revisions’ have been released for the division books covering Command, Operations and Sciences.

As someone who wants to homebrew for this 2D20 game, it’s been fascinating to read some of these revisions and comparing them to the original releases. It helps me get an ‘under the hood’ look in the system.

So, I’m going to grab one Starfleet officer from Star Trek Adventures: The Next Generation Player Characters and compare the 1st edition book to the 2nd edition revision that was released for free. That being our earl grey drinking captain, Jean Luc Picard.

Now the “story line” presented in the 1st edition publication is not present in the revision. I don’t believe that ‘revision’ meant ‘reprint with 2e stats’. The revision just presented the stats. So it’s still worth picking up the 1st edition publications for all of the lore presented within the books. With STA2e relying more on traits, our enterprising commanding officer has some of his traits reworded. For example ‘Former Borg’ is now ‘Liberated Borg’ which makes more sense. His position of ‘Captain of the Enterprise’ is also listed as a trait. In the STA2e stats, the new past time focus of ‘Ancient Earth Literature’ was added. I love the idea of a past time focus as it tells us that the character is more than just a bunch of stats on a piece of paper. For Picard’s talents, Spirit of Discovery is slightly re-worded (as it was between the two books) and the Veteran talent has a change since STA2e dropped the challenge dice (again, seen in the new core rulebook). This is the same reason Captain Picard’s attack stats are slightly different, no challenge dice means he uses the damage listed in the new core book. Besides the past time trait, the only other noticeable change was the ‘special rules’ listed for the character. These contain the Species Ability which gives the character the advantages of being Human. And the role benefit of Commanding Officer. These role benefits have been very interesting to read. Other than that, the character’s values, attributes, departments (called disciplines in the first edition), stress, focuses, protection and equipment are all the same.

So, as you can see, Jim Johnson and his team of writers have been true to their word. You can still use your STA first edition publications with the second edition with just some minor tweaks. And they are helping you along by taking the time to provide some of these tweaks themselves (at the same time that they are working on new STA2e content).

Besides being impressed with these ‘revisions’, I recently used a 1st edition adventure in a one-shot at SaltCON. I GMed a game using the scenario from the Klingon Empire Quickstart using the second edition rules. Other than a few minor strokes of the pen on the pre-generated characters and a few NPCs, I had no problems running it with the Star Trek Adventures 2nd Edition rules.

So, don’t sell your first edition books, and if you happen to see any dead-tree versions, snatch them up as they are no longer being printed. Or you can pick up the PDFs on DriveThruRPG. You can use them in a second edition game with minimal effort. Truly something to tip the hat to the writers of this game. Like I said in the title of this blog, Kudos to Modiphius.

ADDITIONAL: It was pointed out to me that I didn’t include a link to the free downloads on the Modiphius website. They can be found here: Star Trek Adventures Downloads.

Have you encountered smooth transitions between editions of your favorite roleplaying game systems? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Dungeons and Dragons, Role Playing Games

Better Plus One Sword- The Introduction

So, what’s better than a magical +1 sword? The answer isn’t a sword with a +2 attack and damage bonus. Let me explain.

I have fond memories of reading the early Dungeons and Dragons books when I was first introduced to the game. One of the areas that I particularly enjoyed was the magic items that a DM could place in various dungeons. Especially when reading some of the published modules by several companies. I would go through the text and create a list for the module showing how much treasure and magic items were found within the adventure. Usually, it was a shield +1, a spear +2 or a ring that stored extra spells for a magic user. There was some sort of protection item, or something that added to the offensive power of the character, but they usually had no personality. At the time, I was enthralled with what I read in those older gaming tomes. Now, I’m thinking that I’d want something more for the magic items that I place in my adventures. A sword +1, heh, how original. Nothing memorable, nothing to spark the imagination of the player as they discover what the magic item does, and how their character can use it in the adventure world they find themselves in.

How can we as game masters present magical items to our players that will present more roleplaying and gaming opportunities beyond adding a mathematical bonus to a game mechanic?

How did the players acquire the item?- Sometimes the way they come into possession of the magic item may mean more than the benefits it provides. That sword may only give a +1 bonus, but it was a family heirloom that was given to the character when they first went out into the world. I can’t replace this; it came from my grand-uncle who used it at the Battle of Brodon’s Bridge. It could be proof of family membership or increase the notoriety of the holder. The item could be on a temporary loan from a member of the royal family or a famous adventurer as a sign that they have authorized the character’s mission.

Give the item a name and history- So the DM tells your character that they have found a Sword +5 Sword of Sharpness that can be wielded by a lawful character. Sounds like a lot, but that doesn’t inspire the character. Now tell the player that the historian that accompanied them on their latest quest has told Sir Richards that he has found the sword Excalibur in the tomb of King Arthur Pendragon (as detailed in the AD&D 1e Deities & Demigods book). If the player has any medieval fantasy knowledge, they suddenly see a different sword that is now in the hands of their character. Now, I’m not saying give every fighter this legendary sword, but name the sword. Give it some markings that an expert can look at (for a price) and research its history. Perhaps the researcher needs some items to help identify the item or is willing to identify the item in exchange for a favor (which could send the players on another quest). Perhaps the item was once owned by a hero, adventurer, villain, demi-god, etc. What happens if an heir or a cult wants the item after it’s been discovered in the lost caverns it was hidden in? Perhaps they hid it there.

Let the players help create it- Another option is that the character had a hand in creating the item. The mage and the blacksmith helped create the physical and mystical portion of the item, but they need some additional components that the characters need to acquire. The weapon gives a bonus when used against a certain opponent. Perhaps it’s some blood, or scales or another item from the target creature. The larger the quantity, the more damage it does when the magic weapon hits. A weapon made in such a way would not be looked upon kindly by those it was meant to slay. Think of the reaction that the goblins had when they saw Orcist in the hands of Thorn Oakenshield in The Hobbit. It probably wouldn’t help with any negotiations.

Give the item a limited number of charges- This would be more mechanical than historical within the game. A sword only gives a +1 to hit for each charge used up to a maximum advantage. Need to make sure you hit, spend four charges to give +4 to the attack roll. Give the item one or more special abilities and this ability needs a charge to activate. This makes the player wonder if they use the charge now, or save it for a more dangerous foe?

Allow the player to discover the advantages during roleplay- Imagine the player’s surprise when they realize their item gives the character an ability they didn’t have before. It’s suddenly easier to hit certain targets. Or that the item talks only to them. Just being in possession of the item may be enough to give these benefits, or boons. Which leads us to…

Give the item a bane to go along with the boon- So there are a couple of good advantages the item gives. Perhaps it gives a warning or translates a language. Then give it some bad advantages as well. That sword that is +2 more vs dragons, entices the character to attack any dragon he sees. The translation given is correct, but may take a while to translate. Make it interesting without being too much of a curse.

What magic items can you think of that would be better than just a scroll or a shield +1? I’m planning to write up several magic items to post about in future blog posts. Feel free to share some with me to be included in those articles. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Character Creation Challenge, Collecting, Conventions, Dungeons and Dragons, Role Playing Games, Science Fiction, Star Trek

SaltCON-End of Summer 2025 After Action Report

Loot from SaltCON End-of-Summer 2025

When I was thinking about my after-action reports, I almost combined this one with my RPGaDAY 2025 after-action report. However, I realized that they should remain separate as they were both unique events.

SaltCON End-of-Summer 2025 has completed thanks to the many efforts of the volunteers and staff. Having run conventions in the past, I must tip my hat to them. I was talking with one of the volunteers on Sunday and I could tell they were exhausted. They were happy with how the event went, but very tired. I myself had a blast and I had a lot of opportunities to talk with different gaming friends and throw some dice. I also had the opportunity to use the First Aid Kit that I keep in my Convention Backpack. Nothing serious, but I was glad that I was prepared.

I played the following games:

MechWarrior: Destiny was a lot of fun. It was a rules light system and the scenario was pretty straight forward. Get in my mech, go shoot some pirates that had taken over a corporate base (we were hired because we were the closest). I was pretty impressed with how easy this ran. The tactical combat with the mechs was built more for roleplay, but still utilized a hex map. From what I understood, there are more crunchier versions if you just want to beat up other giant mechs. I had a chance to look at the rule-book while we were sitting at the table and if I can find it for a good price, I’ll be very tempted to pick it up.

Dungeon Crawl Classics was a little different from the last time I played it. Instead of being a funnel, we had established level-3 characters. This was being run by a first-time-at-a-convention GM and we all gave him some positive feedback when the session was over. While I didn’t play a magic-user in this one-shot, I did get to see the magic system in action and it looks funky. The randomness and danger from messing around with magic can be appealing for some gamers, but may push others off. When the adventure was over, my fighter character ended up with the MacGuffin we were after known as ‘The Balance Blade.’

I had some fun with Daggerheart and I was able to get my feet wet with it. I liked some things. The hope and fear dice mechanic was interesting and didn’t really turn me off like I thought it would. We had plenty of roleplaying opportunities in the system. The only thing I really didn’t like was the initiative system. If you succeeded with hope, then your side could keep the initiative, but there was no order to go in so someone could go several times (or pass off between the two). It was only when you succeeded (or failed) with fear did imitative move to the opposing side. Like Mechawarrior above, I was able to look through the rule-book at the table. I’ll pick this up if I can get it on a sale, but I don’t think I’ll go out of my way to get it. I also wouldn’t turn down an invite to a game if presented. There is a metric-butt load of fantasy RPGs out there and so I’m not in a rush to play or homebrew for most of them.

My Sunday morning game of Monty Python’s Cocurricular Mediaeval Reenactment Prpogramme lived up to the hype. The GM was running it for the first time after picking up the book and our marry troupe was sent by God to spank the Pope because he had been a naughty boy. Now that I’ve had a chance to see the system at the table, I can also say this works for the source material. I could see this system being used for Blackadder as well. One interesting note, the GM didn’t provide pre-generated characters so we had to roll up some before starting the game. Instead of making a new one, he let me play Sir Richard Hammond that I had created in a past Character Creation Challenge. Because I had the unusual dice from the Kickstarter Reward, I had lots of request to use them. But only I used the Coconut Dice Rollers.

I had players for all three of the games that I ran over the weekend:

Basic Fantasy went off better than I expected since this was a home-made adventure. The characters were able to find the missing Guildmaster and complete his quest. I want to polish up the adventure and run it one more time before I submit it to the Basic Fantasy community for possible publication.

This was the most unusual time that I’ve ever run Star Trek Adventures 2nd Edition (or any STA game). Because it was a Klingon based scenario where the squad was sent to infiltrate a Dominion outpost during the Dominion War, there was a lot of combat. I GMed more combat in this one-shot more than any of my other STA one-shots combined. I will need to go back and re-read some of the combat rules and probably ask a few questions on the Modiphius discord server. But the characters survived and completed the objective.

I really wish that I had a physical copy of the Space: 1999 Quickstart Rules as I was running the scenario from it. I didn’t want to print out too much from the book as it was graphic heavy (and would have eaten up a lot of the ink in my printer). So I was using the PDF on my tablet which meant a lot of scrolling. Most of the players were familiar with Star Trek Adventures, so I was able to read off some of the slight differences in the rules out loud. And they made sense. Two of the things that I really liked in the rules I plan to adapt to my STA games. When I reported on the Modiphius discord server the results of one of the characters using a photo of his family to calm down a panicked crew member, the writer of the game gave me a thumbs up. The team had lots of fun and one participant played the Space: 1999 opening and closing themes at the appropriate moments in the game. I even got an email from one of the players a few days later telling me how much fun he had at the table.

While I was running Space: 1999, I had someone come up to the table and ask if I’d be willing to run games as a paid GM. I signed up for more information, but I’m kinda-sorta hesitant about making a hobby into a paid thing. I’m sure I’d have fun, but I’d hate to take something fun and turn it into work. I may have to investigate this more.

One of the big reasons to attend a gaming convention is to make connections. Talking with one GM he mentioned that he only ran games that were in print for purchase. He was worried that a player would want a copy of a game after his session. I understood this as I overheard two of my STA players at the Summer SaltCON say they wanted to pick up the 2nd edition core rule-book after playing. Both myself and another player encouraged him to run any game that he wanted to play. Part of the reason to play at a con is to play those games you don’t get a chance to play elsewhere. At past SaltCONs I’ve had a chance to play older out-of-print games like James Bond, Ghostbusters and Red Dwarf. I didn’t get a chance to play, but I passed a table where they were playing Advanced Dungeons and Dragons 2nd Edition.

A merchant that sells roleplaying books would be smart to find out what games are being ran at SaltCON and sell them at a vendor’s table. I know there has been a few times that I was tempted to pick up a game right after finishing a game. Had Mechawarrior: Destiny been within reach, I would have been seriously tempted to buy it.

Speaking of loot from the con. You can see what I picked up at the convention in the photo above. The Fallout Starter Set was in the game swap (still sealed and a very good price). The convention usually gives away a freebie game to attendees and this time around it was a card game called Flip 7. The family looked interested in trying it out. As a thank you gift for GMing, I was gifted the core rule-book for a game I didn’t know existed. It was called Rivers of London by Chaosium and was based off of a series of novels called, you guessed it, Rivers of London. It reminded me of The Dresden Files but with police officers investigating wizards and magic crimes. And the convention t-shirt had a robot playing a game on a red background.

Overall I had a ton of fun. I can see where the organizers are putting their heart and soul into a gaming convention like this one. The next SaltCON is the big one in the spring and will be held at the same Davis Convention Center on March 12-14. I’ve been trying to recruit some friends to come and GM at the convention because I think they would have fun as well.

Do you have any questions about the convention weekend? This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Dungeons and Dragons, Role Playing Games, Star Trek

RPGaDAY2025 Day 28: Suspense

So, what do we have here for Day 28 of the RPGaDAY 2025 Challenge? A topic of ‘suspense’. According to Dictionary.com the definition of suspense is “a state or condition of mental uncertainty or excitement, as in awaiting a decision or outcome, usually accompanied by a degree of apprehension or anxiety. It can also be a state of mental indecision or the state of being suspended.


I’d like to invite you to my future blog post about suspense that will be published later.

No, I guess that joke won’t fly as well will it. I seriously considered making that the blog post.

Trying to come up with the text for this post that doesn’t automatically reach for the “how do you have suspense in your game” was something I struggled with. I’m not big on the suspense expected in horror games. How can you experience the emotion of horror when you are comfortably sitting around the gaming table with your friends in a safe and relaxing location?

Perhaps I should run with the last part of the definition that is posted above. The state of being suspended. In my post about ‘tactics’ I mentioned how a poorly executed plot conclusion from a GM ended the FASA Star Trek game that I was in. That was a bad way to suspend a campaign. Occasionally, there is a human-interest story that talks about a D&D campaign that has lasted for 20 or 30 years. I think the reason these are interesting is due to our real-world experiences with RPG campaigns. The Dungeons and Dragons 3.5 campaign that lasted a few years was highly enjoyable. I was able to get a character from the lower levels to a higher one through the experience point process. It was kewl to see the character getting increasingly powerful. But suddenly the DM stated that the campaign was ending soon (this was 2019) and that we would pick it up again later after we had taken a break. We were looking forward to getting back together again and added it to the curses we give the year 2020.

Should a GM plan for an end to the campaign? If yes, should the GM announce it at the beginning of the game that there would be an endpoint to reach? How is the best way to do this?

I think it depends upon the game that is being played. Dungeons and Dragons, or most fantasy systems, could go on for quite some time (as demonstrated in the articles mentioned above). But once the characters have made a certain level, perhaps it’s time to retire them. Make them NPCs that the new characters hear about, work for, use as patrons, fight against, etc. This could make the game world continue to grow and expand.

Sticking with D&D, there are some published modules that are a campaign unto itself. B# The Lost City is one that I’d love to run. Basic Fantasy released a campaign called “Morgansfort: The Western Lands Campaign”. At a past SaltCON I picked up two boxed sets by Goodman Games called “The Heroes Arise” and “Saga of the Dragon Cult” which contained several individual modules that took the characters from first level to tenth by the end of the campaign.

Another game that has a different thought process is Star Trek Adventures 2nd Edition. This is an episode simulator, not a tactical simulator like D&D. The adventure is broken down into 3-4 scenes just like an episode is. Because it is episodic, the GM could plan a season of 10+ episodes with a possible season ending story arc. Then, just like in the TV series, there could be a ‘summer break’ with some changes made to the ‘show’ when it returns for another season. I recall in one fan-made Star Trek RPG called Where No One Has Gone Before, they had a ratings system for the ‘episodes’ and if they were not high enough, there were charts with changes from the studio owners to try to boost the ratings. It looked silly, but I don’t know if I’d ever try to implement it at the table. I wonder if the ratings were low enough, then the series could be canceled? And if so, perhaps there could be a game where a letter-writing campaign by fans could bring the ‘show’ back?

Have you experienced a good or bad suspension to a campaign? Have you planned for a campaign suspension? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Dungeons and Dragons, Role Playing Games

RPGaDAY2025 Day 24: Reveal

And now we uncover the Day 24 topic of the RPGaDAY 2025 Challenge which is ‘reveal’. I had to think about this one for a moment until I decided that I wanted to talk about revealing the map that the player characters are on.

Being a gamer since the early days of BECMI and AD&D 1st Edition, I have many memories of a map on the table being drawn by the Dungeon Master as our characters moved around on it. As I took on DM roles I realized how much of a challenge this can be. My favorite DM is physically unable to move around the table like he was previously to draw the map. When I was planning to run an OSR one-shot for some 5e players, the map that I had downloaded from the internet was too big (by the number of squares) on the dry-erase mat that I had purchased.

One of the nice things about going to gaming conventions like SaltCON is seeing how some GMs have handled the map situation when it comes to revealing where the characters are at. Some just have portions of the map pre-printed and they get laid down as the characters enter the area. One GM introduced me to the Dry-Erase Hexagon Game Tiles that I picked up after finding it om Amazon. Some will cover the pre-drawn map with paper and then remove it as the characters move along.

While I haven’t seen it in person, I’ve had some GMs tell me about a projector that they had set up above the gaming table that would allow them to digitally display the map on the table for the players to move their figures on. This sounds like a dream situation for me. While I love my house, I don’t have a room big enough to host a regular gaming event.

This also reminded me of why I didn’t like some virtual tabletop systems. The worse one was Fantasy Grounds where the map was so graphic heavy that even the GM with a high-powered gaming computer was experiencing massive lag and slowness.

I’m willing to try out new ideas and take suggestions. Have you had any luck with other options to reveal the playing map while around the table? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Doctor Who, Dungeons and Dragons

RPGaDAY2025 Day 21: Unexpected

On special Day 21 of the RPGaDAY 2025 Challenge we get to talk about the ‘unexpected’. I specifically wanted to talk about keeping things unexpected for the players so that they can experience the storyline that the GM has planned for them. Yes, a proper RPG session is a joint storytelling experience, but the GM still works out the appropriate plot points ahead of time.

To quote River Song from Doctor Who: “Spoilers” (wicked grin). Spoilers in a game can be a bad thing. We hate spoilers for the latest TV episodes and movies. And it should be the same for gaming. Seeing the look on the players faces as they figure out the clues (or completely miss it all together). That is part of the fun of the game.

I recall two things about this from my past. When I was early into the RPG hobby, I remember being at a local gaming store talking about some of the modules that were for sale. I wondered about players buying the module that the GM was going to run to know the story ahead of time. This is probably why I preferred to homebrew my adventures and gaming world to keep this from happening. I remember the person I was talking with making the statement that he could (and had) changed the module to fit his campaign needs. Even to the point of just keeping the module title to present the unexpected to his players.

Recently at a SaltCON event, I signed up to play a one-shot of the Fallout RPG. One of my kids was in attendance and really wanted to play a session with her Father. At the table I quickly realized that I had already played this one-shot at a previous convention. So in order to not spoil the other players fun, I did not say or do anything about the knowledge I already had on the plot. It was actually to my benefit as we got farther along the plot on this session than we had previously.

I’ve also blogged about the multi-year Dungeons and Dragons 3.5 campaign that I played with some friends. While talking with the DM, I mentioned that I was going through some older Dragon Magazine articles looking for some research information. He cautioned me about reading some of the older adventures found in the magazines as he was currently using one for the campaign. I was glad that he had warned me, just in case as I wanted to feel the thrill of the unexpected.

What do you do to keep things unexpected in your game? Would you make drastic changes to the characters or plot? Have you found yourself at a table where you knew the adventure? How did you handle it? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Comic Books, Dungeons and Dragons, Role Playing Games, Science Fiction, Star Trek, Star Wars, Westerns

RPGaDAY2025 Day 3: Tavern

Tavern is the Day 3 topic for RPGaDAY 2025 Challenge and I think this is a good one. The common thread of taverns with roleplaying games is the “you all meet up at the tavern for the start of the adventure.” Well taverns can be a bit more than that. They can be a home base of operations such as the Inn of the Crescent Moon seen in the Advanced Dungeons and Dragons comics from DC Comics, a common gathering place for the community such as Quark’s Bar on Deep Space Nine, a place to find transport such as the Mos Eisley Cantina or just a place to pick a fight…

“Funny, sir, how you always seem to find yourself in an Alliance-friendly bar, come U-Day, lookin’ for a quiet drink.” Zoe- The Train Job, Firefly episode 2

Taverns, bars, inns, etc. can be used as plot points in may different roleplaying games or stories. A place to find a contact or pass on information. Especially if it’s a last minute option for the GM to use. Just in case you suddenly find yourself in need of a name for that shady little dive the players find themselves in, here are some random tavern names.

Fantasy Taverns-

  1. The Silver Stag
  2. The Soot and Song
  3. The Broken Tankard
  4. The Rusted Crown
  5. The One-Eyed Owl
  6. The Whispering Mug
  7. The Moonspindle Inn
  8. The Wyrm and Whistle
  9. The Laughing Lich
  10. The Barrel and Brimstone
  11. The Hearthless Flame
  12. The Twisted Oak
  13. The Sly Fox and Fowl
  14. The Emerald Lute
  15. The Crooked Lantern
  16. The Grinning Gargoyle
  17. The Copper Cauldron
  18. The Wand and Wagon
  19. The Hollow Helm
  20. The Scarlet Manticore

1920’s Speakeasies-

  1. The Velvet Valve
  2. The Blind Canary
  3. The Whispering Flask
  4. The Garter Grip
  5. Club Hush
  6. The Gilded Ghost
  7. The Gin Mill Grin
  8. The Clover Club
  9. The Cat’s Meow
  10. The Backdoor Saint
  11. The Brass Button
  12. The Crooked Ace
  13. The Cinder Lounge
  14. The Owl and Hourglass
  15. The Silver Stitch
  16. The Blue Note Bunker
  17. The Dizzy Duchess
  18. The Blind Ledger
  19. The Staggering Dame
  20. The Clockwork Coda

Space Bars-

  1. The Nebula’s Kiss
  2. The Black Hole Saloon
  3. The Cyro Leak
  4. The Void Cantina
  5. The Binary Shot
  6. The Dockside Drift
  7. The Event Horizon
  8. The Crater and Cask
  9. The Proton Parlor
  10. The Ion Ivy
  11. The Comet and Coil
  12. The Blacklight Bazaar
  13. The Tachyon Tap
  14. The Gravity Well
  15. The Chrome Chimera
  16. The Red Shift
  17. The Wreck Deck
  18. The Quantum Mule
  19. The Circuit Inn
  20. The Infinite Happy Hour

Western Saloons-

  1. The Rusted Spur
  2. The Dusty Deputy
  3. Cactus Canteen
  4. The Whiskey Widow
  5. The Silver Saddle
  6. The Golden Rattlesnake
  7. The Crooked Trail Saloon
  8. The Tin Horn Tavern
  9. The Red Mesa Saloon
  10. The Prairie Rose
  11. The Dry Gulch Tavern
  12. The Coyote’s Cry
  13. The Spittoon and Sparrow
  14. The Gold Tooth Tavern
  15. The Bootjack Burrow
  16. The Hangman’s Harmony
  17. The Devil’s Draw
  18. The Brass Rail
  19. The Blind Bear
  20. The Lone Star Hollow

What adventures have you had in a tavern? Is there a better name of a bar that you’d add to the list? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Dungeons and Dragons, Red Dwarf, Role Playing Games

RPGaDAY2025 Day 1: Patron

Welcome to the month of August. I didn’t get a chance to do a “Prepping for…” blog post (damn real life getting in the way) but I’m planning to participate in the RPGaDAY 2025 Challenge as coordinated by David F. Chapman. As you can see in the image above, there are 31 different topics to inspire discussion. There are also additional Questions, Moods and Subjects. I might use these if the topic fails to get my fingers typing. This morning I’ve had a chance to read a few other blog posts that were participating and I think it triggered some ideas in my brain. So, without further adieu, here is my first entry.

Patron: For some, this term evokes the Warlock Class from the fifth edition of Dungeons and Dragons. A spell-caster has a pact with some sort of patron that provides them with the power to use as they see fit. Another use of the term Patron is the subscription service that I see advertised on various websites, podcasts, blogs and videographers. I haven’t really used this service as a sender or a receiver. What are your impressions of this? The Merriam-Webster dictionary tells us that a patron can be a special guardian, protector or supporter.

The inspiration that hit me while reading the other entries was the player character being a patron. Not just giving someone else ‘power’ but more like a mentor position. Consider the following ideas:

The Wanna-Be Magician: What if a mid-to-high level non-Warlock magic-user suddenly found out that someone wants to learn the ways of sorcery (or Jedi powers) from them? Perhaps this person was assigned to them by a guild or magic school so they couldn’t just dismiss the person outright. Perhaps this apprentice could be an eager beaver wanting to impress their superiors, a brat of a rich family who thinks that they are already destined for greatness, someone scared of the powers they might obtain, etc. The NPC options are endless and could make for an interesting addition to a mid-to-high level magic-user.

The Voices in my Head: I’ve thought about springing this on players previously, but it never came up in a scenario that it could be properly role-played. The player character (could be any genre) reaches for an ancient artifact, statue, scroll, tchotchke and gets an electric shock. When they recover, they can hear a voice in their head of a long lost archeologist/wizard/supernatural being/etc. that only they can hear. I wanted to have this happen to a strong non-learning character (barbarian, mercenary, etc.) on purpose. Perhaps they felt the stronger character would protect their conscious/spirit/??? and help them achieve their goals. Not following the instructions of the voice, could lead to madness, but the voice could be helpful in sticky situations.

The Next Next Generation: For Star Trek Adventures or any space opera style game with a structured fleet, the characters could be assigned a junior officer that they need to mentor. Like the Command Training Program or younger Ensigns asking Lieutenants for help as seen on Star Trek: Lower Decks. Space navies always need to have officers fresh out of the academy mentored by seasoned officers in real-world scenarios.

Training the Peaceful Villagers: “Across that valley lies an army of darkness such as mankind has never seen. The only thing between them and total victory is this pathetic pocket of resistance. Without a leader, without a plan. Into this bleak arena steps a man, the man for the moment.” Rimmer- Meltdown, Red Dwarf Series IV, Episode 6. The characters can be samurai, gunfighters or even an obnoxious, trumped-up, farty little smeghead who need to train a group of common people into a fighting force. They may not be much of a fighting force, but with the character’s help, they just might pull it off. And who knows, if they survive, perhaps they will want to become followers of the seven… err… characters.

Are there other ideas? Did I miss a possible patron opportunity to put the characters into? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Collecting, Comic Books, Conventions, Doctor Who, Dungeons and Dragons, Role Playing Games, Star Trek

Ogden-Con Spring 2025 After Action Report

Some cheap loot I picked up at Ogden-Con 2025

So last year I talked about attending my first Ogden-Con, a local small event convention. If I understand this correctly, this is the third year for this event. There was a Christmas version of Ogden-Con last December, which was a ‘mini’ version of the event. But, unfortunately, I wasn’t able to make it to see how it compared.

Like last year’s event, this was put together by Rudy Entertainment. There was no charge to get into the event this year. And there were several other changes as well which showed small steps needed to grow the event. I think this is a good way to do this so that you don’t get project creep pushing the event beyond the capabilities of the organizers and volunteers. I’ve seen smaller events with some good ideas get too overloaded which either burned out the people or ran out of funding.

It was still at the Comfort Inn Ogden Conference Center (located in West Haven, not Ogden) and one of the changes was the addition of food trucks outside the event. I had forgotten that this was planned as I had grabbed some food on the way in. I wish I had remembered since one of the food trucks had chili dogs. Another change was the opening of an additional conference room that contained some gaming elements (see photos below). This was primarily Warhammer tactical gaming with a lot of miniatures. There was also a cosplay contest that was held in a very interesting manner. The participants signed up and when it came time for the judging, the coordinator went to the different vendors and asked them what costume they thought was best. So if you visited the different tables and booths, you were seen more. While the wrestling group had returned, there was no wrestling ring set up this year. Probably because there were more vendors this time around. I actually ran into a former manager of a gaming/comic store that I had a hold with back in the mid to late 2000’s. He had recognized me while I was talking with the convention chair. We were able to reminisce about some old times.

As you can see from the photo above, I came away with some good treasures. Like last year, the bulk of vendors were selling comics. Some had some graded comics protected in collector boxes, but there was a lot of $1.00 comic boxes. It was these that I went through and I found some older items that I was looking for as well as some surprising new titles. I also found some good deals on collector cards that were very low priced. These included cards from Doctor Who and a Star Trek behind the scenes card set. I did see a vendor with some older Dungeons and Dragons modules from the 80’s, but they were graded and in protection boxes (and a little higher than what I was willing to pay). There were also several local artists who were drawing and displaying their latest works. A few toy vendors, a company that could 3D print you as a figure and other collectables. A raffle was also being held with some very good prizes, but again I had limited funds at the time.

It was a relaxing small event. I’m discovering that I enjoy these more as I get to talk with more people than I do at a large mass gathering. I’m also not so overwhelmed that I want to escape as soon as I can. I’ve noticed that I’ve been buying more from these smaller events as well. Speaking of buying, make sure you bring some cash with you when you attend a smaller con like this. Some of the vendors are just people selling their private collections and don’t even have venmo, paypal or a credit card reader.

So moving forward, the con chair/owner did talk with me about having the USS Ticonderoga run a charity booth at a future event. They are planning for an October event (no date yet) probably at the same location. I let him know that this would be a charity booth just like we do at other conventions. With the extra room, I could see some RPG sessions or other tactical games being set up. From what I’ve seen, the two conference rooms are the only ones at this facility so there really isn’t room for a panel track. But a track set up with local volunteers or businesses would be a possible idea. Yea, I don’t want to see too much project creep, but I’m certain that one of these could be a future baby-step for the convention.

I would strongly suggest setting up a website for the event, nothing too flashy, just the basic information needed for attendees to find out more. The Facebook posts are kind of hard to find since they are under the Rudy Entertainment account. Not everyone is on Facebook. I’ve also seen flyers at some of the local comic stores. I know that after the event I swung by a few other geek stores and one owner asked if the event was still going on Sunday as he wanted to come check it out. Unfortunately it was only a one-day event (again baby steps, I think one day is the best for this event).

Here are some other photos I took at Ogden-Con.

Have you recently attended a smaller convention? What is the best way to let you know of local events. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com or click on my social media links with any comments.

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