Monday, February 16, 2026

Judge's Toolbox

 I saw a video a while back of this person's GM's toolkit. It was a super lightweight kit they brought with them when running games to make their life easier. Most of my stuff is still in storage so I had to find pictures of them from a while back but I figured I could post the pictures of what I use, talk about it, share links to what I can, and hopefully give you some ideas for your own table.

    I wanna start this off by saying that my setup is super low budget. I don't like to use a lot of minis or map pieces. I find that, with the way I run, mostly improv and in the moment decisions, the use of a lot of map pieces and stuff doesn't really work for me. I come from an era of using rocks and pennies and whatever we could find as minis so keeping things low budget has always felt good and a little nostalgic. The idea behind this is that I could carry this with me easily and run a game almost anywhere with my backpack of books I used. 

With as many of these entries as possible I'm including links to show their price. I strongly encourage you to check your local equivalent of  a hobby or craft store before purchasing from amazon or any online retailer. If you go to a local craft store you're going to be able to hold it and look at it and really decide if this is what you want. They also sell them in much more manageable amounts, you don't need one pound of glass beads when a small bag is more than you'll ever need. 

 

Lets start off with the top of the toolbox, meeples. You can get these on amazon pretty cheap on amazon in a huge number. You can get them in wood, or plastic or even transparent plastics now it seems. I liked wood, just felt better in my fingers. coming in so many colors makes it easy to distinguish what they are supposed to be. It's easy to take a note card and place it on the table with meeples on it with "= orc" to make a key if players are having a hard time tracking it. This is such a low budget way to have a lot of minis out on the field for normal sized or smaller foes.

The first tray on the top. I went ahead a numbered this one to help with explaining everything. Tray 1 is easy, its just a few dice. I count at least 3 d20 in there which makes me think I probably put at least 3 sets of the standard dice in there in case anyone forgot theirs, or someone drops one off the table into the shadow realm

Tray 2: Glass beads that are flat on one side. They are really helpful for a lot of things. marking spots on a map, sometimes I use them to track enemies, sometimes they are just used to mark light sources or things that I'm encouraging the players to interact with that aren't monsters or NPCs. They are also super cheap. I think mine came from some random planter I walked past in the trash but they can be purchased in absurd amounts cheaply too.

Tray 3: Super simple, wooden disks from the craft store with a number on one side and a skull on the other. you could use them for death saving throws or something else but I used them as enemy tokens. It helps for people to be able to say "oh I'm gonna go to attack number 1" and track them, then flip them over when the players kill them to track the bodies. I remember looking online and finding they were much cheaper to purchase in a hobby store, almost half the price I found online. Here are some of them for you to look at online and get an idea of how much they are.

Tray 4a: A two parter because I couldn't comfortably keep the other part of them in that tray. These are just little card holders that have a cardboard piece that slots in. for a while there I used them for the PCs. the players could draw their character, write their name, doodle a little symbol for their character, anything really on the card part and then it was easy to tell who was who and who was were. I offered to print off art and glue them to the cards for players but that never really happened. 


Tray 5: A collection of pawns in different colors. sometimes they were used for PCs sometimes they were for hirelings or NPCs who came along with the party. These came before the cards in tray 4 and were mostly phased out aside from NPCs after a while. I originally got them for a board game I was making but ultimately never used them for that because I found out I could build my prototype in tabletop simulator.

Tray 6: Similar to tray 3. I had larger ones for larger foes. The neat part is these are usually measure in the half inch so they always lined up with the grid. I had some long ones for mounts along with the ones shown there.

Tray 7: The all important spare pens and pencils. I always assumed everyone would show up with none and expected them to go missing so for pens I raided a supply closet for these stylus pens from work and got mechanical pencils. Buried under there are long erasers in those plastic sleeves that you click out like a pen, I love them and it saved a lot of mechanical pencils from never being able to refill.

 

Tray 4B: Talked about above as the other half of the top tray.

Tray 8: There are more wooden disks that fill out the slot of "large" size monsters and enemies, along with some peel and stick glass tiles that have numbers on them. I never really used those for much. One time in 5e I used them to track exhaustion, another time I used them to track traps on the floor the players had found, once I used them as a stand in for monsters. I'm not sure I would seek these out when I rebuild this box.

Tray 9: A bunch of dry erase markers in different colors. I don't typically use minis or scenery pieces and I draw out my maps so having a bunch of colors was usually pretty helpful to get hazards and details across. not the same tray but next to 9 is wet erase that filled out the same function. It was usually an either/or situation but there was one single time that I pre-drew the tiles and had some of them in the wet erase so I could wipe away the dry erase parts and make the map "crumble" away. This tray also includes a sand timer of 1 minute which is often used to put the pressure on players in tense moments. When I take it out, it usually doesn't even mean anything, it's just there to cause panic.

Tray 10: Those wooden pieces I mentioned earlier that are used for mounts. they are a little long and take up just over two 1' squares. 

Tray 11: Even more little wooden disks with numbers on one side and "X" on the other to signal a body. these tiny ones are used for swarms, like my favorite little monsters, vegepygmy.

 

On the bottom of the box I really managed to cram a lot of stuff in there and this one has some things that are not pictured or are in later pictures. For example, not pictured is a standard deck of playing cards. I have never really had a use for them but I always imagined it could be useful some day or in the event most people don't show up at the last minute we could still play cards.

Number 1: This is a wooden salt cellar I found in a thrift store, I keep one complete set of DCC dice in it. It probably takes up too much space but I really like it.

Number 2: Note cards. Any table needs these. one side is blank, the other side had lines. Great for making quick notes for players to hang onto, place something down on a map. I'm confident no one reading this blog needs me to talk more about what I do with these, I'm not breaking any new ground.

Number 3: A dry eraser and yet more pens. Its been so long since I used these that I don't even remember what was special about these pens. the eraser was super helpful to have on hand because of how I did maps, which you'll see later.

Number 4: Sticky notes. Yet another staple at any table. as with note cards above, I'm not breaking any new ground here.

Number 5: These are stolen from Cranium. That is the player pawns and the die from cranium. not pictured, I 3d printed 3 more, one in silver, one in white, and one in black. These became my default PC pieces for a while. Someone drew little faces on them to show the direction they were facing. The die was just thrown in there, because why not? On occasion I would have a player who called bullshit on the dice that were rolled out in the open and be salty their character died. I would offer a chance to change their fate if they could call what color the die would land on before it was rolled. I encourage people to plunder old board games from thrift stores and the trash for pieces of their games. I'm still kicking myself for not taking the pieces of mysterium and throwing them in with this stuff.

Number 6: Have I mentioned that I used to run 5e? These decks are from a company called Nord Games. I got into 5e because friends wanted to get into the hobby and had discovered D&D, so I ran the system they had already read and asked about instead of DCC which I had been running for years at that point. The decks I owned were a happy middle ground between DCC and 5e for how criticals are handled. I wanted tables with fun options, The players wanted big numbers and were deeply opposed to critical tables because a certain famous GM didn't use them on his show. As for the treasure decks, I like treasure to be randomly generated unless you specifically are hunting down a named item and have gone on a quest for it. The last one there, the luck deck, if I still had this I would be using it in DCC. The luck deck was used to add something meaningful to rolling a 20 or a 1 outside of combat. On a 20 you would get a card you could play at any time that could alter your own die rolls or add some beneficial effect to the game. On a 1, I got a card that I could hang onto and hit you with later to penalize a roll or cause some doom. I will never forget a player evaluating how hard his save would be, realizing he had a slim margin of success and then shouting "you're going to the shadow realm!" when I slapped that card down in front of him. Bastard still made his save.

Not Pictured: Plastic poker chips. These got a lot of mileage as fleeting luck tokens, fellowship tokens, markers for resources players might forget to track, number of days traveling vs number of rations. Just a whole lot of use.

Not Pictured: Plastic bottle rings. When you drink a soda you get a ring of different colors depending on the brand and flavor. The colors could mean anything and I used them to indicate status, bleeding, on fire, stunned, paralyzed, poisoned, you name it. I kept them in so many colors, I had a little tray I kept in that bottom box.


Other things I liked to bring with me in my bag with my book and dice include the dry erase dungeon tiles and a binder that was my Judge's screen. Pictured below, on the left is the boxes of the dry erase tiles and on the right is the binder I used for my screen. I really liked that binder because it bent at that crease along it and could be used as it's own stand.


 

 The dungeon tiles were really nice because you could do chases, extend rooms as needed, spin them around while making rooms to mess with people's orientation as they tried to map. They were a lot more to carry than the classic roll up map, for sure, but I preferred these because it presented more chances to mess with players in a way that is less antagonistic and more funny. They can be found at Roll 4 Initiative where you can get them in hexes and even different patterns if you don't want white tiles.



The binder opened and folded in the back with a piece along the bottom to make it sit open. I had quick reference tables for both 5e and DCC in mine because I was switching off between running both of those at the time. It takes up more space than a normal judges screen but I could get so much more information this way, including full critical tables and fumble tables. Its hard to tell in this picture but it's standing on it's own there super nice to have on hand. 

 

 

 I hope this maybe gave you some ideas for stuff to use at your own table for low budget fun.
 

 If you're thinking of building your own Judge's toolbox like this I cannot stress enough that no single tray should ever cost you more than $5, these things can be done super cheap and still be super effective.

 If nothing else this is something I've wanted to talk about for a while now but was pretty sure I would never find these pictures again. If you made it this far, thanks for reading!

Thursday, February 12, 2026

Class: The Fury

 A short while ago I wrote about The Furies of Hodas. I talked a lot about them and gave a lot of context for their development and how they got fleshed out into the class they are now. In that post I mentioned that the Fury class was coming soon but needed to have a few things edited for clarity. So here we are. This still isn't the final version, none of the classes presented on this blog are, consider them the rough draft for the Zines we hope to put out eventually. until then, enjoy!

 

The Fury 

Thursday, February 5, 2026

Old School Treasure Troves: 1st edition DMG

 

If you’re here you’re probably at least passively aware of the 1st edition AD&D Dungeon Master’s Guide. It’s an old book that is kind of hard to get your hands on these days. There are some archived digital versions out there with the images and formatting removed to preserve them, and there was a reprint a while back. To me, this book has always been an important reference tool, even when playing other games. There is a lot here that can be useful. So I would like to talk less about this book as a whole, there are plenty of people who cover it in detail, and more just the parts that I find myself referencing often.


Plants

First up on this list is the herbs, spices and medicinal vegetables table. Found on page 220 we have a sizable list of plants and their uses or “powers”. This list is very hit or miss for accuracy, plenty of things listed here are correct and more than a few kill you if you consume them but are listed to have healing properties. Even with that, this is a good table to have on hand and reference in the moment. Yes, you could take a more comprehensive work and use that as a reference but why would you need to? At the table, in the moment of the game, not everything needs to be 100% accurate to real world equivalents and this table gives you something fast and easy to reference for this purpose. 


Gems

The next table I reference constantly, given the slightly magical nature of all gems in Hodas, Reputed Magical Properties of Gems. This one starts on page 26. It gives us a list of gemstones and minor magical properties affiliated with them. For example it claims agate grants restful and safe sleep, it claims a ruby brings good luck, and jade imparts skill with musical instruments. This table is a good leaping off point to decide the powers of a magical gem. In Hodas this table contributed heavily to a similar one that is used to reference the very real minor magical properties of the gems in the setting.


Potions

Another table I reference often is Potion Miscibility. This is a short section on page 119 that covers two scenarios: when two potions mingle, and when you drink a potion while under the effects of another potion. Especially for DCC this feels so right. A world where magic is chaotic and unpredictable and you just mingled two pieces of that unpredictable mess of magic? Be worried. This could result in an explosion that deals 6d10 damage, it could poison you, or it could make the effects of one of them permanent. There are some more robust versions of this table out there but this is the one I like, it’s short and it’s fast to move through.


NPCs

This next section is a whole lot of tables that start on page 237 and give you a whole lot of tables to generate an NPC. I typically use this one to make a character’s mentor or important NPC they might have picked up through the Tome of Levelup or declared they have from their time between levels 0 to 1. I have my own version of this on this very blog but I’m not entirely satisfied with it and have been working on a re-write. Until then, this section is a good reference point to give a whole lot of information about someone and it’s seen a lot of usage at my table over the years.


Alignment Tongue

Alignment Tongue is something that it’s possible for a character to roll as a language in the DCC rules. It would be a fair assumption to say that it is simply the secret language spoken by agents of that alignment and then move on. What is presented in this book is a pretty detailed description of what this actually is and at my table we go by this description. The short version of it is that it’s basically a sort of thieves cant for an alignment. And just like thieves cant, it is limited in it’s applications. You will not be having long, fully detailed conversations about anything and everything in your alignment tongue. You will be able to establish things like intent, ask about hunger, and health but not much more. Speaking this to someone who you are not sure of their alignment can be messy. 


Descriptions

Something that is common in this book are tables of descriptive words. Things you can read once or twice but every time you do read it you’ll come away with another word to help bring your games to life. I am not ashamed to admit these tables expanded my vocabulary. There are sections of descriptive words for, gemstones, potions, dragons, dungeon dressings, hirelings, castles, and many more. This isn’t found on any one page. Most of these are scattered through the book in somewhat random places and others are near similar information. 


Economics

This last one might sound boring but hear me out! On Page 90 there is a discussion about economics framed around the context of PCs. It touches down on the fact that PCs bringing an influx of gold will flood the economy. It speaks to things that don’t get talked about often, taxes and trade. Why wouldn’t the local lord demand a cut of the money you pull from the dungeon that is in his lands? Why wouldn’t the PCs be charged a toll to cross a bridge along the way? It talks about a silver and copper based economy. These are all things that can matter as much or as little as you want them to and if you do want them to, this gives you a good starting point.


I could go on about this book for a long time and talk about tons of sections, but I wanted to keep this post connected to the tables and parts I use the most. There are so many other helpful pieces in it that can really bring some new ideas, or old ones, into your games. It’s one of my most used reference tools over the years. Are there parts that I don’t bother with? Yes! Tons of them! Even so, this is a great piece of reference material for any table and I strongly recommend looking at one of those archive preservation versions of this book. 

Tuesday, February 3, 2026

Blog d100: Recent Conflicts

     We are gonna cover another Blog d100 question, courtesy of d4 caltrops fun table which I really enjoy.

 

Rolled 92: What was one major conflict/war in recent memory?

 

    This is a pretty fun one! I'm actually going to use this to talk about a couple of different conflicts, one pretty fresh, the other not really in the living memory!

 

Drebas Civil War 
    The most recent one is the civil war happening in the city-state of Drebas. This is the direct result of player actions and it's still up for debate if the campaigns that are shaping Hodas will be part of the version of it that gets printed. On one hand it creates a rich world with a lot of loose ends created by players and myths left behind for anyone who gets the zines to interact with, on the other hand everyone could have a fresh Hodas to be the first legends in.
    So, this civil war! Tensions between Goblins and Kobolds in Drebas have always been a little tense but the Kobolds are happy to remain in the sewers and undercity while the Goblins are happy to let the Kobolds have the dark places. Unfortunately a certain crew of pirates may have started the city down the road to a civil war. From the Kobold's perspective, a prophet of their new god told them they had a right to the surface and led them on a holy pilgrimage to take what was theirs before disappearing. Now they believe she will return to lead them in their war against the goblins someday. From the goblin perspective these Kobolds were lead by a wanted criminal to the surface based on a lie. Then, in a later game which the diary hasn't been published yet, the party enlisted the aid of Kobolds to attack a fortified position in the city. Now the Kobolds have a fortified "embassy" on the surface from which they are causing problems. I fear what happens the third time a group of PCs enter this city.
 
Mutually assured destruction of the gods 
    Another, less recent conflict and one that I try to lore dump often because it explains the greatly diminished human presence in Hodas, is the war between the old human empire and the gods. Five hundred years ago Humans used to absolutely dominate the known world. They were masters of arcane magic and granted great divine gifts by dark, twisted, elder gods. The hubris of man grew too great and they decided they no longer wanted to offer prayers to the gods but to capture and bottle them for their power. Naturally elder gods took exception to this and wiped out all humans on Hodas, save for a single city to remain as their base of worshipers. Humans, ever spiteful, decided they needed to respond in true M.A.D. fashion. They cast a spell that removed the names of the gods, their depictions, memories, and knowledge of the gods from the memory, minds, writings, and art of the entire world. Because I like gods level of influence tied to the amount of worshipers and offerings, this meant those elder gods were bared from the world. It also meant that humans effectively lost much of their understanding of magic and now their final city, Last Bastion, is a crumbling city which loses critical infrastructure every year.
     
    This is the reason humans are so rare in Hodas and why every other race has been able to stretch their legs so much. The new gods of these races don't even come close to the power of these horrible evil gods that man used to worship and would be powerless to stop them if they existed together. Further, this allows new human gods of lesser power to slowly work their way into the setting. I've been using gods of the real world myth to slowly place their avatars and champions into the setting, using cults and divinities (while making big changes to the things I really don't like about their creative choices). Last bastion has something to say about this but that is a post for another time.   
 
 
As always with these I want to highlight other people doing this challenge or just making things from that same table!
This time we have:
Types of undead from Buster over on 19 Sided Die. This is one that I also answered and love to see another person answer the same question!
Also from Buster we have "It's okay to be under prepared" where he talks about a ruling he wishes he had handled differently. He also made a fun post talking about what games he would like to run eventually "I'll run it someday"

Wednesday, January 28, 2026

Furies of Hodas, The abandoned children

     I've been having a really hard time just getting something onto the page this week. I wrote up another d100 blog post and started to roll up a sword but it just didn't feel good coming out. I decided to just type of a conversational post about the race of Hodas that I had the most input on. This isn't going to include their class write-up, That is for a later post as even recently I've been eyeing the class for a few edits for clarity and balance against it's fellow Hodas classes.

     Furies were chosen as one of the races of Hodas while I ran Wasteland Without Epithet. The player in question backed out of the process early, abandoning them. The other players didn't think much of it but I really liked the bones this player gave them to work with. He determined that the Furies liked coffee, practiced martial arts and divination, that they hated supernatural horror and evil. He determined that they were extremely Lawful, with no chaos in their hearts (naturally a PC could be the exception to this). He determined that the Furies are stubborn and beautiful, that they uphold a set of laws that only they know, they worshiped the scribes of creation (who I later decided were the actual participants in the game of Wasteland itself, the players), They lived in hidden communal citadels in the high places of the world. These felt like good bones. I couldn't just leave them on the cutting room floor. So despite being the person running Wasteland, I picked them up and made them my own. 

    They became a class that felt a little like a warrior monk. Mechanically they had a deed die in the form of a smite, only accessible when fighting the enemies of law. They were described as unnervingly beautiful and loving martial art so they were handled like a monk, their AC derived from their personality score, their beauty is hard to focus on in a fight, it's captivating, unsettling. They gained a lesser augury ability, a simple wheel and woe system. something that felt vestigial but gets a lot of use at the table, they may remove their feathers to make tools and weapons, the creative players have fun with this.

    Away from the mechanics over the years of playing the furies have gotten more and more fleshed out. People would play them and make up new things or give inspiration that fleshed them out as a people. We established that Furies leave their communities to become worthy, fighting the enemies of law and eventually returning to the sky citadel. Over time that slowly changed. Furies are essentially immortal as long as they are not slain. That time frame changes so much about them. When you encounter a Fury in Hodas it's possible they have been there for hundreds of years. These fast living races around them leaves their mark. We slowly decided that the Furies who return to the sky citadels might actually be bad influences on the young who leave for the world below. To walk with the men who live in the mud, the mud men. The average Fury has a sense of superiority to these short lived fools... at least at first. The truth is that most Furies never return to the sky citadels. They realize the importance of remaining on the ground to protect and guide these mud men, to pull them up from the mud. Some Furies will never learn this lesson, they will return to the citadel after slaying an enemy of law or leading a crusade and they will perpetuate the cycle that the mud men are inferior. Most Furies find that love and compassion override their sense of superiority and they remain among the mortals. 

     Originally Furies in Hodas had wings. As many experienced Judges know, flying at low levels can be difficult to work with. So it was decided that Furies bind their wings in wrappings of law, swearing not to unbind them until they are worthy of returning to the sky citadels. Then we started to question how that might get in the way. I cited things like Hawkgirl, Hawkman, and Angel who all bound their wings neatly in their back. Then questions of "how do they wear backpacks?" started to pop up in games. Recently we've settled on the bindings being more symbolic. They have no wings, they wear a sort of harness or string, rope, chain, or similar item which acts as the binding that rids them of their wings until the binding is removed. So that is how it is now, their feathers simply appear in their hands as long as they can make the plucking motion.  

    The gods of the furies were described by the player as "the scribes of creation". given how religion changes over time due to the countless reasons that it does, it was decided after he left the game that they worship these scribes as the creators of the perfect world and law itself. The scribes created a perfect world and moved on to create another perfect world. Only after wasteland was done did I, with my love of the meta possibilities, decide that the scribes were the players themselves. Those who gathered to create the world of Hodas. The 8 scribes of creation, my friends. Six of the scribes had very active roles in weaving the tapestry of creation, one only named her chosen people and then left, leaving them to be twisted by random happenstance and chaos. The scribe who made the Furies, their personal scribe, gave details about them but walked away. The Furies interpret this as they were simply perfect with less need than the others. 

    Later, a Patron I wrote called The Architect became a part of their story. This patron was a character from my old superhero games, the product of a game called "True Self" in which the players were put into the world of superheroes I ran as themselves. The Architect has a long, boring, complex story but for the purposes of being a patron, he claims to be a "bored super wizard" and claims that he didn't create the world, but he did plan it out and lay down the foundation, after that the world created itself. This architect became the patron of a player's Fury character. She immediately integrated the architect into the faith, declaring that he was a subordinate to the scribes, their words weaved creation onto the tapestry but the architect laid down the blank tapestry for them to begin their work. This player was one of the people who was there for Wasteland and knew exactly what she was doing.

     Coffee was mentioned about the Furies. It was decided that Furies make the absolute best cup of coffee in all of Hodas, which meant that the setting had coffee and we could expand that to others. Goblins make it stronger, strong enough to cause stamina damage, but Furies do it best. This extended to other things. We decided that there was a special type of weapon, but not armor, in the setting, called Fury forged steel. These weapons are only ever made in things Furies are proficient in, darts, javelins, spears, short swords and other similar weapons. Fury forged steel grants a non-magical +1 to hit and damage, demonstrating their superior craftsmanship.

     We decided that furies were heavily influenced by Greek origins. Their names are all Greek in origin with only players being the exception. They dress in a manner similar to the ancient greeks, though more revealing to take advantage of their striking beauty. Their art, weapon designs, and sensibilities lean towards a generic, homogenized ancient Greek feeling, not leaning too hard into any one of the many cultures that made up ancient Greece. 

     As far as classes go there are currently three versions of the fury. Our standard one, as described above a sort of warrior monk who fights with fury forged steel or nothing at all. There is a largely untested Qill of the scribes version who is more like a cleric. They see themselves as a more direct instrument of the scribes than others, gaining spellcasting and lay on hands but losing out on their smite deed, instead adding their attack bonus to both attack and damage. The Quill of the Scribes loses all weapon training in order to come closer to their beloved scribes. The third option is called the Fury Speaker. The speaker is a bit of an edge case to the furies. They learn the words of creation itself to string them together for magical effects. Right now the Speaker uses a sort of free form magic system using the tables from Knave 2e to get their words that the player directly sits with me and determines at least a few options while leaving others open to on the fly spell creation. This class required a lot of trust between Judge and player and out of everything I've ever written it is one of two (the other being the Ooze) classes I would caution that the player should be the right fit for it lest they spend an inordinate amount of time on their turn hemming and hawing over the words they wanna use. In both cases, the Pen and the Speaker, the Fury becomes something with access to some kind of magic and in both cases they are seen as an outlier in Fury society. The Quill is seen as an extremist who had come closer to the scribes than other furies to gain miracles from the Scribes. The speaker however, is picking up the words of creation that the scribes left on the floor of their workshop and learning them by inscribing them on their body through ink or scars, they are seen as almost heretical to the rest of the their people, pushing the limits of exactly what is acceptable.

     If you're still here, thank you for reading my talk about the Furies who have kind of become my favorite race in Hodas. The players in the games have had such a big influence on them after they were initially put into the game. I didn't intend to write an essay about Furies today but it's what came to me when I decided to write about something I like. The base class for them is probably coming soon, still being balanced. If you have ideas, questions, or thoughts I would love to hear them! Maybe I'll put out similar posts about the other races of Hodas, the Goblins, Minotaur, Mountainborn, Ooze, Kobolds, and Featherfolk all of which are shaped by the players in the same ways. So thanks for coming out and reading this! 

Thursday, January 22, 2026

Champions of Tibault: session 3

 This week, I introduced a foe to the party who was obviously evil and a political opponent in a good position to keep the party from just killing him. Wounded Animal, the featherfolk. In Hodas Featherfolk names are sounds, when introducing themselves or talking about other featherfolk they use those sounds. translating those sounds into words is done for the benefit of people outside of featherfolk culture who cannot mimic sounds. Featherfolk often choose their favorite sound as their name, which paints a hell of a picture for this fella named Wounded Animal who runs an arena where men face off against beasts. Everyone immediately hated him and you'll see in later episodes how deep that hate runs.

    The beast in this case was actually an allosaurus the setting's first introduction to the fact that there are dinosaurs running around in the setting. I love dinosaurs. I think I never grew out of that phase of being a little boy. When this setting was being cooked up in wasteland I was constantly thinking about how to integrate dinosaurs into the setting. This armored human and his unknown heraldry introduced mystery and danger that the party just ignored and went on to proudly proclaim that they had killed a dragon, sometimes changing the story to "we have slain a satan" as a joke. The setting took them at their word though, they are called dragon slayers, this allosaurus is the first "dragon" that has been seen in more than 1000 years and it is already creating a mess of rumors through the setting. 

 

 

Session 3:

The session began with an invite to meet with the featherfolk businessman, Wounded Animal, at his home. The party debated this, discussing his obvious cruel nature with a name like Wounded Animal. Ultimately they met with a goblin in the city named Obedient who tasked them with locating a single large gemstone, any kind, worth at least 100gp.

Deranged met with some dwarf smiths in an attempt to sell an artifact and finds that the dwarven concept of ownership is different from everyone else. This lead to a disagreement between the dwarven smiths and Deranged who got frustrated and challenged them to an arena battle. Ultimately Aerin agreed to represent Deranged and defeated the dwarven champions.

Feeling charged from their winnings the party met with Wounded Animal. The beastmaster charged them with capturing a beast in the nearby village of Sweetwater and bringing it to him for payment.
Arrival in Sweetwater was met with joy, someone was here to defeat the great feathered monster that had been eating its people daily. The party rushed to the lair of the creature and set an ambush. At great risk they ambushed the beast and decided they would not be bringing the creature back to Wounded Animal, he would be too dangerous with such a creature. With the death of the beast the party found the corpse of an armored human in the cave it was making it’s home, not decayed enough to be from the old empire but wearing heraldry none of them recognized. Bringing the beast back to the village the party is heralded as heroes and treated as such. The villagers agreed to make what leather they could from the creature but made no promises and sent the party on their way home with as much of their sweet whisky as they could spare. 

On the return trip the party encountered the furies Electra & Max, and the goblins Open, Honest, & Clear. They explained that they were trying to look for a way into the forest of Evernight and invited the party to make camp with them and share stories. In the morning they parted ways, having made friends.

When the party finally returned to Tibault they quickly settled their contract with Wounded Animal, glad to be done working with the twisted little bird. They were also approached by Phedrus who they offered to share their reward from sweet water with, making nice with the minotaur who runs the largest arena in the city.

Spell: Horn of Enigmatic Acceleration

     This spell was inspired by Nick Baran over at Breaker Press Games. He did a video a while back where he randomly generated a spell name using the charts in Knave 2e. I really liked this and took it as a challenge to myself, who struggles to write spells. 

    This originally started as a lesser and confusing haste but after looking through other spells and remembering that spells like Ekim's mask and force manipulation exist I decided this spell didn't need a strict linear progression like most others, that sometimes it's okay to make a spell have different effects at different levels because magic is unpredictable in DCC. So here it is:
 

Horn of Enigmatic Acceleration