This Sunday event registration will open. Popular events like, True Dungeon, tend to fill almost instantly so be sure to log on this Sunday and lock in your favorite events. Good luck!
-B3 Team
This Sunday event registration will open. Popular events like, True Dungeon, tend to fill almost instantly so be sure to log on this Sunday and lock in your favorite events. Good luck!
-B3 Team
We’ve had a few posts talking about using props in your game. Some people have commented that they like the idea of props, but lack the time to find or make them. That got me thinking; Paizo offers a line of item cards that each depicts (in full color) an item either mundane or magical which could be used as a sort of meta prop.
Along with magic items, they offer two sets of mundane gear. This could be useful for those “ok who has the rope” scenario, or the similar “Oh I wouldn’t have been carrying the ancient artifact of doom on me, I left that in the inn”.
The cards (54 to a pack) have artwork by some the industries best artists, and the back of each card is left blank so the DM or player can write notes about the item, along with a detailed description of the item. The cards are not random, the contents of each deck (along with several previews) can be found at Paizo’s website. At ten dollars a pack they are relatively inexpensive and offer a nice visual effect to enhance your game.
Check them out, and if you have a cool use for the cards, let us know.
Example of actual cards from “Elements of Power” deck (images from Paizo.com)
One of the coolest events at Gen Con Indy is True Dungeon, and the TD gang have just released information for this year’s events. TD will offer two new adventures, two new character options (dwarf fighter and elf wizard), and three levels of difficulty (non-lethal, normal, and nightmare). This year’s True Dungeon will be the most amazing yet.
From the TD newsletter:
True Adventures, Ltd. is proud to offer the following two completely new two-hour adventures.
“The Lair of the Sea-Lich” : This completely new underwater adventure takes place after the party has fled the lair of Smoak the newly-created draco-lich. The party must now venture into the underwater lair of the dreaded Sea-Lich who terrorizes the coast with her icy-touch and shape-changing powers. Only inside her watery tomb can the party find the origin of the evil artifact that created Smoak the draco-lich – and perhaps a method to defeat Smoak’s evil for good.
NOTE: Two slightly different versions of this adventure will be offered. One is more puzzle-oriented, while the other is more combat-focused. They count as the same adventure for earning Experience Points (XP).
“Dragon’s Redoubt” : This completely new dragon-hunt adventure takes place at the same time as last year’s battle with Smoak the red dragon. It tells the story of how the party from last year’s True Grind adventure battles their way into Smoak’s lair on their own important mission. First, to locate and open a secret door through which all other parties can flee; and second, to defeat the weakened red dragon.
We also will be offering this one-hour combat hack-fest:
“True Grind: Bloodbeard’s Bounty” : This combat gauntlet tells the story of how the party finds the location of the Lair of the Sea-Lich. Players must set sail for the waters of Brinewater Bay to learn the location of the Lair of the Sea-Lich from the dreaded orc-pirate Bloodbeard. The battle will rage above and below the Bay’s black waters. No XP, Treasure Coins or participation tokens awarded for TG. Nightmare available if whole party agrees. You must arrive 15 minutes early.
Sounds cool, but what is True Dungeon?
If you haven’t already seen the video preview of this year’s adventure, I have provided the link here.
True Dungeon sign up starts on May 1st.
Printable version:
Want more? Here is another 101 quests
Buy me an 1/18 of a cup of coffee
D&D 5E Core Rulebook Gift Set
Dungeon Mayhem – D&D Card Game
Guildmasters’ Guide to Ravnica
Waterdeep: Dragon Heist

Known for creating great gaming products and incredible terrain, Gale Force Nine has invented the ultimate DM screen which can be pre-ordered from their website for 150.00 USD (which includes shipping). Here’s what the guys at GF9 have to say about their product:
Dungeon Master’s Keep is cast from durable resin and comes pre-painted and ready to use right out of the box. The gatehouse is secured by two stout doors with pair familiar-looking door knockers, and above the doorway hangs the D&D 4th Edition Dragon Logo. Behind the screen are shelves to store miniatures, game cards and other record keeping notes. Two handy trays are built into the walls to hold your GF9 Dungeon Master’s Tokens. The towers of the gatehouse also serve as dice towers, with one tower facing out to your players and one securely behind the screen for private rolls.
While a little on the pricer side, this screen will look amazing on any game table.
New 3.5e / Pathfinder Game Content
Whenever a new edition of a game system comes out you will have some holdouts that refuse to move on (myself being one of them). Perhaps they like the rules for the previous edition, maybe they’ve just invested too much time and money, or maybe they are just nostalgic. Whatever the reasons for not moving on, these players soon find themselves without new content which can be a serious bummer.
Well for those of you that still play 3.5e there are still options available to you. One such option is Dungeonaday.com. This site is written by gaming legend, Monte Cook. Cook was instrumental in the creation of third edition and co-authored the player’s handbook (among other titles).
As the name implies, Dungeon a Day adds new content daily to include new monsters, spells, items, feats, artifacts, etc. The site also offers quests, player handouts, and maps penned by Ed Bourelle.
It should be noted that Dungeon a Day comes complete with a Pathfinder version as well. And even if you’ve left d20, 4e DMs as well as GM’s of any fantasy system will find useful ideas and maps on the site.
The site does require a subscription, but the rates are very reasonable given the amount of content you get. ($9 for a month, $24 for four months, or 81 for an entire year) If you consider what you spend on game books and quests, it is not a bad deal.
Check it out.
UPDATE: It would seem that this website no longer exists.
Have you ever had an idea for a game? I think we all have, but taking it from a cool idea around the game table to an actual product is a big leap, well at least it used to be. At Gen Con Indy last year I spoke with the owners of a company that will allow you to do just that. The Game Crafter takes your game concept, publishes it, and makes it available for purchase on their website. They will even help you advertise and promote your game.
According to the TGC website:
“The reality is that most games will never sell 10,000 units. Unfortunately, traditional production runs require you to buy 5,000 – 20,000 units to make production cheap enough to be profitable.
At TGC, even if your game only sells one copy, you’ll have made a profit! Try to beat that by negotiating with publishers, distributors, retailers, and manufacturers.”
TGC can make card games, board games, rpgs, just about any kind of game. I spent a while messing around on TGC’s cost estimator and it really is a reasonable option.
SO if you’ve ever wanted to see your game come to fruition, check out TGC.
The only thing getting me through this Midwestern weather is idea that summer is just around the corner. The three events I can’t wait for are:
Slated for August 4-7, the world’s longest running gaming convention will hold its 42nd con. Early registration for the “best four days in gaming” is open and event registration open on May first. One thing I can say from my past Gen Con experiences is, don’t wait until the day of the con to get your badge or register for events. Popular games and events like True Dungeon sell out almost instantly.
July 9th – September 5th of this year one of the world’s largest Ren faires will transport people to the year 1574 to spend a day in the court of Queen Elizabeth I. As if great food, music, games, acting, jousting, and drinks weren’t enough, the Bristol Ren faire also has Ren Quest. Ren Quest is an interactive rpg that uses the entire 30-acre village and over a 1,000 inhabitants to create a one of a kind gaming experience. Imagine playing D&D in a renaissance era village with thousands of npcs in full period costumes.
June 18th flock to your local game store and get your swag! These are some of the free gaming products being offered this year:
And that is just four of the twenty-one companies sponsoring the event
Find a participating store near you
This will prove to be an amazing summer!
Props for games based in modern times have a serious advantage over those in fantasy or sci-fi games; they don’t have to be anachronistic or pass a believability test. Not to mention, modern props are so much easier to come by.
I don’t think a prop should just by a 3d representation in a game, I think it should be a puzzle you hand the players and allow them to follow the clues and leads it creates. When I was younger, I played a game by Infocom, called “The Witness” (1983), a text-based murder mystery that included several props: a matchbook, a real newspaper, letters, etc. I remember how those props added such depth and realism to the game.
You could get an entire campaign’s worth of adventures with a purse or wallet filled with props and leads, and for me that is the largely untapped potential of using props.
So here is a list of possible modern game prop ideas:
Larpers get to take the modern prop to the next level:
Player: What’s in the chest?
DM: You find a +1 staff.
Player *yawns* ok, next room…
In this week’s article we will detail, step by step, how to create memorable magic weapons that players will want to keep throughout the campaign.
For this article I owe a debt to Charles Rodgers, whose Dragon Magazine #180 article, “Not Another Magic Sword”, from 1992 has always stuck with me.
Select weapon
This may seem like a no brainer, but often DM’s will dream up some epic weapon to place in their campaign and never give pause to what weapons their players actually use. It is anticlimactic when your fighter triumphs after a series of grueling quests to find the sword of legend to be a longsword when he’s spent all his feats to specialize in the greatsword.
Select material
What is the weapon made of? Is there a material that fits the weapon’s theme or history better than regular wood or steel? The idea is to create a weapon so unique and interesting that your player will wield it throughout the campaign.
Possible Materials:
Powers
One thing I have learned as a DM, what I think is cool, isn’t always what the players think is cool. When you custom-make a weapon, have the player in mind. Ask yourself what would fit with the player’s concept. For example: if the weapon has the bane property, is it for a creature that the ranger has as a favored enemy?
Note: if you’ve exhausted the powers in your DMG be sure to check out the magic Item Compendium or DMG2 for new options.
Flavor
What can you add to the weapon to make it unique while not drastically changing its cost or power level? Flavor is anything that adds to the coolness factor of a weapon without any serious in-game benefits. These elements are what will make the weapon memorable. Examples:
Note: see signature traits in DMGII p229 for more ideas.
Description
What does the sword look like? Can you find a picture that matches your idea of the weapon? If you have any artistic ability, draw the weapon on a piece of sketchbook paper. This is where the Rodgers article really shined; he detailed each piece of the sword making sure to talk about the rare materials used. He drew a mental picture of the blade, hand-guard, handle, pommel, etc.
History
Adding a history to a weapon will deepen its role-play value while not increasing it power level. In addition, if you make the weapon a bit of mystery, it will provide further quest possibilities, and allow character with bardic, or traditional knowledge skills to flex some RP muscle and use a skill often times overlooked.
Name
This one could be up to the PC, but if you have a player that shies away from role-play, you may want to name the weapon for them. Possibilities:
Increasing Power Over Time
I feel that it adds something significant to a PC’s experience if they keep the same weapon over time. Of course, this idea won’t apply to all players, and you as the DM will be able to judge that for yourself, but as a whole, having a weapon that grows in power with the pc helps to enrich the storytelling process. Not to mention, you’ve put all this work into creating an awesome item, you don’t want your player to sell it off when he reaches the next level. This idea is common among fantasy literature, heroes don’t trade in their signature weapon, so why should your players?
Possible routes for increasing power:
Player: What’s in the chest?
DM: You find an ornately fashioned, darkwood staff roughly five feet long. The shaft has images of orcs fleeing a flaming village. The head of the staff is carved in the likeness of a ruby-eyed red dragon that snarls and breathes a gout of illusory flame as you remove it from the chest. Draconic runes just below the dragon carving spell out what you assume to be a name.
Player: Nice!