DNDtober the 18th: Mimics

cropped-cropped-brent-chibi-96.jpgThere’s a gaming joke making the rounds right now that goes something like this:

The tavern keeper asked why we always wore our weapons and armour in the tavern. “Mimics”, I told him. He laughed, we laughed, the table laughed. We killed the table and it was a good night.

Funny, right? But it also points up how I think mimics should really be used in a D&D campaign. Mimics are essentially ambush hunters; they camouflage themselves as something innocuous and wait for their prey to draw within striking distance. Great so far, but the “standard” mimic camouflage is a wooden chest. I get it, if you’re trying to catch adventurers you put out the adventurer bait. But this raises questions for me. Are there so many adventurers coming through the mimic’s lair that a chest is its go-to form? How many stupid adventurers has this mimic eaten, then? Because if I’m exploring a cave network, say, and I come across a chest sitting by itself in the middle of a cavern, that raises more red flags than the Kremlin on May Day. Which is the opposite response a camouflage hunter wants. Ideally they want their prey to want to come closer, but at the very least they want their prey oblivious to their impending entree status.

So here’s a few ideas which I think will make mimics a more interesting challenge to the players. In no particular order:

Anything But a Chest – Unless it’s a room full of chests. But seriously, if a mimic is smart enough to make itself look like a chest when it wants, it should be able to look around and pick a more appropriate item. So yes, maybe the mimic makes itself into the table, or a chair, or a bench. Can you imagine the look of terror on your player’s face when they sit down for a moment’s rest and you ask for an Athletics check at disadvantage (because who is expecting their chair to grapple and eat them?). Definitely brown trouser time.

One is the Hungriest Number – Just because camouflage hunters in our world are usually solo acts doesn’t mean mimics have to be. There is no reason why mimics in your game couldn’t operate as pack hunters, combining their talents to bring down larger groups of prey. Imagine this. Your party is exploring a room, which appears to be some kind of long-abandoned bedroom. The rogue is picking the lock on the wardrobe as the wizard explores the desk, and the fighter is prodding at the bed with her spear. Suddenly the desk grabs the wizard and tries to stuff him into its maw. The rogue turns around at the commotion, only to be engulfed in the jaws of the wardrobe. Frozen in indecision about who to help first, the fighter is attacked by each of the bedposts in turn. The cleric, who stepped down the hall to use the little boys garderobe, returns to find most of his party in the process of being eaten. Out of the corner of his eye the ornate picture frame on the wall begins to move…

Look What my Pet Can Do! – In the real world people train dangerous animals to follow commands all the time. Any animal you’ve seen in a movie that wasn’t a digital construct has been trained to follow commands and generally not eat the people around them. So why not mimics? I can imagine a mimic would make a great pet for wizard looking for a bit of special home protection. Rogues could definitely make use of the mimic’s unique skills; not only stealth, but for getting rid of those pesky leftover bodies at the end of a job. A ranger with a mimic animal companion would be all sorts of fun to play. Training would need to be handled perfectly, and there would almost certainly be some training mishaps as the pet learned who not to grapple and/or eat (“Has anyone seen the neighbor’s cat?”). But the occasional pet is a small price to pay for a cool and creepy animal companion.

How do you handle mimics in your campaign? Do you use them as pets, and if so, do you paper or litter train them? Let me know in the comments.

DnDtober the 17th: Dragon

cropped-cropped-brent-chibi-96.jpgThere is a plethora of dragon lore in D&D. I mean, dragon is in the name of the game, so you have to expect there would be plenty written about them over the years. Rather than try to add to that lore, I’m going to talk about how I’m currently using dragons in my campaigns.

Inspired by the 2nd edition Council of Wyrms box set, there is a continent in my home campaign which has been ruled by dragons for thousands of years. Because they’ve had a stable empire for millennia, the dragons are incredibly advanced in both magic and magic-based technology. Currently the dragon empire seems to be very isolationist, for reasons my players have not yet discovered (and may never discover). There is trade between the dragons and other nations, all funnelled through the single coastal city the dragons have opened to foreign contact. There are also embassies scattered across the world, but even those have limited contact with the countries in which they reside. There are reasons for this, which my players may discover in the course of their campaigns. For now, there are two aspects of dragons in my campaign which are common knowledge to the players.

First, a dragon’s alignment is not necessarily tied to their colour. While dragons of a particular colour will begin their lives the alignment listed in the Monster Manual, as they get older it is entirely possible for their alignments to shift. Dragons live incredibly long lives in relation to the other races, and in that time it is possible for their perspectives, desires, and attitudes to change. The younger a dragon is in my campaign, the more closely they are likely to fall within their “starting” alignment. But it is certainly possible to encounter metallic dragons who have slanted toward evil, and chromatic dragons who now tend toward neutrality and even good. For me, this makes dragons in my campaign more like inteligent, powerful NPCs, and less like monstrous sacks of XP who happen to get their name in the game’s title.

Second, the dragonborn in my campaign are a result of magical genetic manipulation developed by the dragon empire. While dragons are formidable in combat, it is still possible for them to be overwhelmed by sheer numbers. And really, constantly patrolling and defending their empire’s borders is just so boring! Thus the dragonborn were created as the empire’s shock troops, general standing army, and even as a source of income for the empire, hired out as mercenary companies. Not everything went as smoothly with their creations, of course. Unexpectedly, the dragonborn began to breed true; slowly at first, but especially after the Cataclysm the dragonborn found themselves able to procreate without draconic intervention. This has led to two strains of dragonborn, the naturally born and the created. The two strains are virtually identical in all aspects except one: natural born dragonborn have tails, while the created are hatched without. This difference means little to many of the other races, but is becoming an increasing point of contention between the two types of dragonborn.

That’s a little peek at dragons in my campaign. Do you do anything special with your dragons? Let me know in the comments.

DnDtober the Ninth: Undead

cropped-cropped-brent-chibi-96.jpgI’m always careful with how much I use the undead in my campaigns. Don’t get me wrong, I love using them. But I believe that things like the undead should be used in such a way that it enhances the creep and/or terror factor of your campaign. Just dumping a bunch of skeletons or zombies into an encounter as throw-away bags of XP undermines how chilling it would really be to encounter something dead now walking around again. Nevermind several somethings.

I also feel that the undead are most effective when their exact origin and method of elimination are a bit of a mystery. In my D&D campaigns so far, reducing incorporeal undead to 0-hp causes them to fade away for anywhere from one to four days (d4 roll); corporeal undead can take a bit longer to pull themselves together, re-manifesting in one to eight days (d8 roll). But unless the characters can discover what is causing the undead to manifest in the first place and somehow deal with that, those particular undead are going to keep coming back.

In my current 5e homebrew campaign, I wanted a way to demonstrate that the land was still tainted by a magical cataclysm several hundred years previous. I used aberrations to partially demonstrate this; all aberrations in my campaign were born from that magical cataclysm, not existing before that point. But I wanted a way to show the land was still poisoned by this past event. So I came up with a type of undead to fit that theme. Many undead manifest from some horrible traumatic event while they still lived, or are created at the whim of a necromancer. Coffin Knockers are created purely by an accident of interment in a magically-tainted location.


Coffin Knocker

Medium undead, chaotic neutral

Armor Class 13

Hit Points 16 (2d8 + 6)

Speed 30 ft.

STR 13 (+1)  DEX 8 (-1)  CON 16 (+3)  INT 8 (-1)  WIS 10 (0)  CHA 5 (-3)

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities poison, necrotic

Condition Immunities charmed, grappled, paralyzed, petrified, poisoned, restrained

Senses Darkvision 60 ft., Passive Perception 10

Languages understands the languages it knew in life but can’t speak

Challenge 2 (450 XP)

Partially Incorporeal The coffin knocker can move through an object or objects,  but not another creature. It may choose to end its movement inside another object.

Rejuvenation If the coffin knocker is destroyed, it regains all its hit points in 1-4 (d4) days unless its remains are sprinkled with holy water and re-interred in untainted ground. Alternatively, if the tainted ground is somehow cleansed the coffin knocker will fail to rejuvenate.


Slam Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage

Tainted Mana Bolt Ranged Spell Attack: +1 to hit, range 30 ft., one target. Hit: 10 (3d6) necrotic damage

Coffin knockers appear much as they did when they were interred, though parts of their form can be seen to become incorporeal seemingly at random. While not possessing all the intelligence they did in life, coffin knockers are still more cunning than purely mindless undead, and are often able to act much as they did in life.


I envision coffin knockers causing some terror in small villages in my world, as deceased friends come back for a visit simply because they were buried in a patch of magically-infected ground. Inhabitants would learn over time which spots were safe for burial and which weren’t, but that wouldn’t stop Aunt Edna from coming back every few days, until someone could deal with her permanently.

What sorts of special undead do you use in your campaign? Share them in the comments section.

DnDtober the 8th: Tieflings

cropped-cropped-brent-chibi-96.jpgIn a previous post I talked about some of the changes I made to the races in my D&D campaign. At that time, most of the changes were fluff changes; I had adjusted how some of the races had come to be, without really touching their racial stats. But as I looked at tieflings in my campaign, I knew that I wanted to make some mechanical adjustments. Tieflings in my campaign world were born out of the world-spanning contamination from an explosion of dark magic, not from any sort of infernal source. And while the racial traits for tieflings as written were okay, I began to feel like I should have something a bit more in line with the source of a tiefling’s birth. Below is a draft of the racial traits for the “mana scorched”, or just “scorched”, which is what tieflings are most often called in my world.


Mana Scorched Traits

The mana scorched share certain racial traits as a result of the common source of their contamination. They also gain different racial traits based on their parentage.

Parentage. Decide what race your parents were. This will affect certain other racial traits, below. Note, no scorched parents have successfully given birth to a child, and so scorched is not a racial choice for your parents.

Ability Score Increase. Your Intelligence and Charisma scores each increase by 2. As well, pick one attribute to which you would normally get a racial bonus. That attribute increases by 1. For example, if your scorched character was born to Hill Dwarf parents, you could increase your Constitution or Wisdom score by 1. Mana scorched born to human parents may choose one ability score other than Intelligence or Charisma to increase by 1.

Age. Scorched mature at a similar rate to others of their parent race. Because of the magic suffusing their bodies, they will tend to live several decades longer than is normal for their parent race. Roll a d10, that is how many extra decades of life the scorched will live.

Alignment. The mana scorched have no innate tendency toward any particular alignment. However, as they are often shunned as different or outsiders there is a good possibility a scorched character will tend toward chaos in their outlook. Occasionally, scorched characters will embrace lawful tendencies, as they seek to tightly control the magical taint inside.

Size. Mana scorched will take on the size and build of their parent race, with any attendant bonuses or penalties that incurs.

Speed. Your base walking speed is that of your parent race.

Darkvision. Thanks to the magic suffusing your body, your eyesight is enhanced. You can see in dim light within 60 feet of you as if it were brightly lit, and can see in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Scorched Resistance. Pick one of the following damage types: acid, cold, fire, lightning, or thunder. You have resistance to that damage type. When a scorched character reaches 10th level, this resistance grows. The scorched character gains resistance to damage from any spell source, as well as the damage type originally chosen (from any source).

Born of Mana. You know the thaumaturgy cantrip. Once you reach 3rd level choose a 1st-level spell. You may cast this spell once per day as if it were using a 2nd-level spell slot. Once you reach 5th level, choose a 2nd-level spell. You may cast that spell once a day as well. Regardless of any other spellcasting abilities, Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and the language of your parents. If human, choose any second language available in your campaign.


As you can see, I gave the mana scorched in my campaign a slightly different feel from the rules-as-written tieflings. While tieflings tend to be born to human parents, the scorched in my campaign could be born to any race, and I wanted to reflect some of those potential differences in their racial traits. As well, their taint comes from magical, not infernal, sources, and I wanted that reflected in their traits. Playing the campaign will tell me if these racial traits are too powerful, but so far they seem to be on par with the other available races.

Have you made changes to any of the base races in 5e? What’s your take on the tiefling race? Let me know in the comments.

DnDtober 7th: Ogres

cropped-cropped-brent-chibi-96.jpgMost encounters with ogres result in plenty of screaming and not an insignificant amount of bloodshed. Few people experience the fun, playful side of ogres, or are even aware ogres have a fun, playful side. But when not terrorizing the local population or being terrorized themselves by random adventuring parties, ogres enjoy any number of leisure activities. Of course, no one could ever accuse ogre games of being piquant in any sense (the less said about “How old is my stoat?” the better). But if it involves a healthy amount of physicality and the chance to hurt someone, ogres have probably made a game of it.

Of all the games ogres have developed, the one known simply as “ogre ball” is the most wide-spread and easily playable among ogre-kind. Playable with as few as two ogres and with as many ogres as want to take part, ogre ball combines aspects of rugby, dodgeball, soccer, and hurling. Most games of ogre ball are played with a ball made from an animal skin stuffed with whatever detritus is at hand (and with ogres, there’s always detritus at hand), though occasionally a comparably-sized rock is used in place of the “traditional” ball. Ogres need no designated field to play ogre ball, and games are generally played wherever the ogres find themselves.

As one would expect, the rules of ogre ball are simple. Points are scored for getting the ball across a goal line designated at the start of the game, or by hitting your opponent(s) with the ball. Theoretically, play continues until some arbitrary amount of points is scored by one team or the other. In practice, most games of ogre ball devolve into a mass of ogres pelting each other with an increasingly disintegrating animal skin ball, until they simply begin fighting amongst themselves in frustration and anger.

In a more modern setting, underground ogre ball leagues have all but replaced the more vanilla sport of football for fans of mayhem and carnage. The trappings of regulation and organization give ogre ball a hint of respectability, but at its heart it is still what it always was: brutal ogre-on-ogre fighting.

Should your party ever find itself involved in a game of ogre ball, players will find the “ball” to be increasingly unwieldy. They’ll need to make a series of Athletics checks at disadvantage (DC 15) in order to handle the ball, and ranged attacks, also at disadvantage, to be able to throw the ball at opponents. If an adventurer is able to make themselves large-sized through magical means, they may make these checks normally.


That’s it for today. If you’ve got your own ogre-inspired post or art, drop a link in the comments below. I’d love to see it.

DnDtober 6th: Displacer Beast

Yes, I missed a day. A cold grew from the con crud, and and blossomed in my lungs. Don’t worry, I’m back on track and I’ll make sure to slip some posts in for the days I’ve missed. I think you’ll especially like the goblin entry…

But today is DnDtober the sixth, which means displacer beast. I like displacer beasts, and I’ve used them to great effect in past games. I have nothing about how to make the monster itself cooler, but I did have a few ideas for magic items you could make from the beast, once they are defeated. While I use D&D terminology, they can easily be adapted to any system with a bit of tweaking.

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Displacer Whip

Made from the tentacle of a displacer beast, this magical whip employs some of the natural magic its former host to make defending against it more difficult. Attacks from the whip seem to hit the target from random directions, regardless of where they are in relation to the attacker. The wielder of a displacer whip attacks with advantage, due to the unexpected directions the attack may come from. In addition, once per day the wielder can cast blink on them self. This ability resets after a long rest.

Shifting Rug

A useful item for any one afraid of attacks in their own home, the shifting rug is made from the pelt of a displacer beast. To be used in the rug’s creation the pelt must be relatively whole. The magic of the rug is active whenever the rug is flat on any horizontal surface. A command word can be spoken as a reaction to activate the rug’s power. When activated, the speaker of the command word and up to three others (designated mentally when the rug is activated) within 30′ of the rug gain become spatially shifted, like a living displacer beast. Attacks against them suffer disadvantage, unless the attacks come from a creature or foe which does not rely on sight.

That’s it for today. Stop in tomorrow to hear all about ogres!

DnDtober 2016

Surprising no one who attends conventions, con crud is real and it sucks. My Expo-sized crud laid me low last week, so I apologize for the abrupt hiatus. But I am back, reasonably hale and hearty, and raring to jump back into gaming nerdery.

Travis Molina created an art challenge for the month of October,  for any artists who wanted to stretch their sketching abilities. Each day, artists are invited to sketch the monster of the day and share it with the hashtag #DnDtober2016. I am by no stretch an artist, but I liked the idea enough to try and use it for myself. So every day this month I’m going to post something on the blog inspired by the monster of the day. Could be a new monster stat block, could be a setting for the monster, could be a recipe; whatever the monster inspires me to write. I am a few days behind, so I’ll post a catch-up post soon for “Goblin” and “Hellhound”.

But today is “Hydra”.

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Encounter: Widow’s Walk

The fishing village of Widow’s Walk has fallen on hard times in recent years. Fishing has become more tenuous, with more and more boats unable to bring home a viable catch. The village, already perched on the brink of starvation and ruin, suffered another blow as a freak storm assaulted the coast, leaving much of the village in ruin.

Next morning, while scouring the beach for useful debris for repairs and rebuilding, villagers were terrified to discover the body of a hydra washed ashore, obviously a victim of the storm. Even more terrifying was the discovery that, while badly injured and unconscious, it was still alive! An enterprising merchant and fisherman named Topley Dabhand quickly turned terror to opportunity. Exhorting his fellow villagers to move quickly, Topley convinced them to imprison the comatose hydra in a nearby sea cave. After a nervous hour spent moving and imprisoning the beast, Topley then outlined his plan…

Several weeks after the storm which wrecked the village of Widow’s Walk, the village is beginning to show signs of coming back to life. Rumours abound about new fish stocks discovered by the village’s fisher folk, and the prosperity they have brought. Widow’s Walk is not only rebuilding, there is even talk of expanding the village and the fisheries. Rumours hold that these new fishing grounds are more dangerous as well, as there have been recent casualties among the fisher folk. Nearby fishing villages can only wonder at the new-found prosperity their neighbour is enjoying, as attempts to glean the location of these new fishing grounds have so far met with failure.

The reason no one can discover these new fishing grounds is because they don’t exist. After imprisoning the hydra and rendering it mostly harmless, Topley explained his plan to collect a never-ending supply of meat from the regenerating hydra. It took some convincing, but given the state of their village and their larders, the folk of the village agreed to the bizarre plan. While some crews head out and fish as normal, a few stay behind each day to “harvest” a neck or two from the imprisoned hydra. They prepare the meat in such a way that it looks like flesh from a large fish, and sell it alongside the meager legitimate catches. As a result, money has come pouring in from the local markets, and Widow’s Walk is on its way to recovery and prosperity.

How to Get the Players Involved:

  • The nearby fishing village of Dory’s Roost hires the party to investigate Widow’s Walk, and discover the location of the new fishery.
  • Market officials are concerned about reports of illness after consuming fish from the nearby village of Widow’s Walk. An inspector sent to investigate conditions there has disappeared, and the party is tasked with discovering her fate, and carry out her investigation into this new source of fish.
  • Rumours are beginning to spread about strange deformities (patches of scaly skin, snake-like arms, and so on) afflicting some villagers in Widow’s Walk. The local temple has asked the party to escort their healer to the village and help discover what is causing the strange malady.

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Feel free to use anything I post for your own games. If you do, please stop back and let me know how it went. I’d love to hear about it!

Gone Expoing!

cropped-cropped-brent-chibi-96.jpgThis is a light week for me, blog-wise. I’m the Team Lead for the Tabletop Games area at the Edmonton Expo, which runs this weekend. I’ve been busy sorting out my volunteers and events, then I’ll be busy setting up the gaming area and preparing for the weekend which starts at 3pm Friday. If you’re a nerd in Edmonton you’re likely already coming to the Expo already, so this is my call to stop by the Tabletop Gaming area and play some games. Besides the library of board games we have for you to try, we also have volunteers on-hand to help you learn a game, or give you an extra body for the game you want to play. You can also take in one of the scheduled events run by our gaming sponsors, and you are welcome to bring a game you just bought and give it a play.

Posts will return to their regular schedule next week, when my life gets a little less busy. In the mean time, play games!

Extra Life is Come Again!

extra-life_blueAfter supporting a number of children’s charities over the years, I adopted Extra Life as my charity of choice about four years ago. It’s the perfect pairing: supporting a cause I believe in by doing something I love. As someone who was sick a lot when he was a child, I know how much that can suck. Adding in the suckage of it being a disease which is not easily curable (or even incurable) is something I wouldn’t want for any child. The money raised by Extra Life goes to helping hospitals in the Children’s Miracle Network, and in my case, the local Stollery Children’s Hospital. Besides helping children in immediate need, they also conduct research which will someday reduce and hopefully eliminate the diseases which strike at children.

If you aren’t familiar with Extra Life, you might wonder how I raise the money. Simply put, folks can pledge a certain amount to my fundraising effort (I’ve set a $1000 goal this year), and in return I pledge to game for 24 hours. This year I’ll be game mastering a Pathfinder game over the course of the day; for a seat at the table you either have to be running your own Extra Life fundraising effort, or make a minimum $25 donation to mine. Taking a cue from some other great tabletop campaign pages I’ve seen on the Extra Life site, I’ll also have ways people can donate at different levels in order to have an effect on the game throughout the day. I may also be live-streaming the game for the first time, but I haven’t confirmed the details on that for myself, so we’ll see.

It’s also a great social event for my friends. My buddy Devin started Team Knifeshoes for Extra Life, and I’ve been a proud member for the last three years. On the day we all gather at a single house, computers and snacks in abundance, and game our way through the 24 hours. It sort of has the feeling of a LAN party, for those what gamed in that era. It’s an event tailor-made for the introvert in me; being with my friends in a social environment without the pressure to converse (GMing doesn’t count, though is an inherently verbal endeavor). And by November 5th we usually have some snow on the ground, so it also feels good to snuggle up together (metaphorically or not) against the cruel winter winds outside.

There will be future posts with details regarding the game I’m running and how you might, if you’re in the Edmonton area, sign up for a seat at the table. But if you’d like to make an early donation, please check out my secure donation page. While I will collect donations in person, donating through my page is the easiest for all concerned; the money goes directly to Extra Life and you get a receipt from them right away via email. You can even donate anonymously if you wish. And if you’d rather wait and see what I have in store for the game before donating, that’s cool, too. Stay tuned in the coming months for those updates.

And I’ll be saying this a bunch between now and the end of the campaign this year, so get used to it now: Thank-you to everyone who has already donated this year! Between online and in-person donations I’m already a fifth of the way to my goal, and looking forward to hitting and maybe even surpassing it. If the past generosity of my friends and fellow gamers holds, I have no worries on that score.

GM Advice on YouTube

I’ve become a huge fan of tabletop content on YouTube and other video services. I’ve certainly extolled the virtues of shows like Critical Role and The DM’s Craft in previous posts, and I’m always on the lookout for new shows in “GM Advice” vein. I’ve got three new ones which I watch regularly, and if you’re a busy GM like me I think you’ll find them a useful addition to your viewing library.

Matthew Colville – I found my way to Matthew’s channel through Matthew Mercer and Critical Role, and I count it as just one more good thing Critical Role has brought to my gaming life. I enjoy Matthew’s videos for a number of reasons: he’s my age(ish), he has a similar attitude and style of GMing to my own, and he has an obvious love for the hobby. That last might seem obvious; why else would he be posting videos on tabletop gaming if he didn’t love it? But a number of channels I’ve come across post a lot of videos which focus on negative aspects of the hobby, or spend a lot of time ranting about everything they see as bad. I’m not opposed to watching videos of criticism, but I don’t want it as a steady diet and I prefer videos which offer some suggestions on building up after they’ve been tearing down. Matthew’s videos focus very much on the things he likes about the hobby, and when he does bring up aspects not to his liking, he doesn’t tend to spend a lot of time on them. He just goes back to the things he likes and builds on that. He has a friendly, no nonsense style which I find not only appealing, but worthy of emulation. He’s just an entertaining speaker as well, bringing a sense of humour to his videos without stumbling in to wackiness. Great for the beginning GM, and perfect to listen to/watch in the background as you do something else.

Web DM – At just a year old, judging by how far the videos go back, Web DM is the youngest of the shows I’ve found. It does not suffer from that youth, however, and the two hosts (Jonathan Pruitt and Jim Davis) have obviously been gaming for a while. The show definitely focuses on D&D and specifically 5E, so if that’s not your game your mileage may vary. But as someone getting back in to D&D after a  4E hiatus, I actually really like that focus. It’s helped me get a quicker handle on the system and various aspects of the new rules. They also spend a lot of time discussing fluffier topics, like how to use giants or angels in your campaign, which I have enjoyed a great deal. Excepting the gameplay videos, the episodes all range between 10-20 minutes long, which is a comfortable length. And the I really love the conversational tone of the videos. It is very much like listening to two of your gaming buddies discuss your hobby, minus the arguments and edition war rants. If you are thinking of getting into D&D 5E, this is definitely a series you want to stick in your playlist. And even if you aren’t as D&D focused, a lot of the episodes will still give you ideas for your game of choice.

A Fistful of Dice – A YouTube channel which I just subscribed to yesterday, actually, but I’ve caught videos from the channel through various other sources for a while. I really enjoy the rough, “vlogging on the go” feel of the episodes, as if he’s just taking a break from his busy day to tell us something important about gaming. The cool thing is, he usually is telling us something important about gaming. The episodes cover a wide range of topics, from Gaming with Kids, to his “Five Ways” vids on various subjects, to episodes on how to start your own YouTube gaming vlog. An affable guy who is obviously enthusiastic about the hobby, I’ve enjoyed what I’ve seen so far enough to recommend the channel to others and I look forward to working through the back catalogue. Plus, how could I not love the Sergio Leone reference in the title? And he keeps it going with a series of vids called “For a Few Dice More”. Love it!