Friday, September 4, 2026

Friday Encounter: Helpful Monsters That Kill You

This is our first guest submission for my Friday Encounter column. In addition to DMing, I also am a player in one of my friends' campaigns, and last week he threw an encounter at us that I thought was genius. So, with his permission, I'm using it here.

This encounter revolves around Gadabouts, a monster from Spelljammer. I don't have any love for Spelljammer as a setting (that's a post I plan to write some time soon), but for some reason the stats are freely available on D&D Beyond. Gadabouts are essentially organic space suits that grapple a creature and surround its head in a bubble of oxygen. As written, they're supposed to be helpful to the PCs - but this encounter flips that concept on its head, presenting the Gadabouts entirely as they're written in official sources but recontextualizing them to be a threat. I thought it was a really cool idea to explore alternative ways to use monsters that were clearly made with a specific use case in mind (see also: cloakers).

This encounter consists of two parts: a pit of spikes, and an adjacent room containing a lush grassy area with a small pond, around which three Gadabouts hydrate themselves. In the campaign I got this from, this was in a dungeon and the pond room was concealed by an illusory wall, but it could work with a more conventional passageway instead, or even in a wilderness setting.

The pit is 10 feet deep and 5 feet wide. The spikes are coated in aboleth mucus - which can render a creature only able to breathe water if it is ingested or enters the bloodstream. Creatures that land on the spikes take 1d4 piercing damage and must make a DC 16 Constitution saving throw. On a success, they shake off the effects of the poison. On a failure, they initially experience difficulty breathing.

After ten minutes, an affected creature will find they aren't able to breathe air at all any more, and start to experience the effects of suffocating if their heads aren't immersed in water (ie. they can survive for a number of rounds equal to their Constitution modifier, after which they drop to 0 HP, begin making death saves, and can't be healed or stabilized until they can breathe again). The save can be retried every hour.

This might seem bad enough, but complicating matters are the Gadabouts in the adjacent pond. When at rest, they do not move and appear as lush vines with a giant butterfly sitting on top of them. However, if they are startled or a creature falls into the pit, they will fly toward the nearest creature in the pit (ideally one affected by aboleth mucus) and attempt to grapple them. On a successful grapple, the Gadabout attaches to the back of the target and surrounds them with a bubble of oxygen. They will then attempt to carry the grappled creature off; the target will be unable to move under their own volition until the grapple is broken. This means that the rest of the party will need to chase after the Gadabout before their friend suffocates. If the Gadabout is attacked, the damage is split evenly between it and the grappled creature.

The Gadabouts do not harm the creatures they attach to and are just trying to be helpful. They aren't aware of the aboleth mucus coating the spikes in the pit. However, the fact that they produce a bubble of air can prove dangerous if anyone in the pit is affected by aboleth mucus! This way, you can take a creature intended to be helpful and make it dangerous to the PCs without needing to change anything about its statblock - and present the players with a fun moral dilemma. How can they separate their ally from the Gadabout without harming them? And is it right to try and kill something that thinks it's being helpful?

Friday, August 28, 2026

Friday Encounter: The Curse of Seuss

No, I'm not dead. And yes, I'm still doing Friday Encounter posts. I understand that I haven't posted to this blog in months, but things were busy and I didn't have a lot to talk about. Well, today, that changed. I can't guarantee how frequent I'll be with posts going forward, but I did make this blog as a place to share my RPG thoughts, and I still intend to make use of it. And, yes, this is the second time I've made a Seuss-themed Friday Encounter, but sometimes I just get ideas I have to inflict on the rest of you.

This encounter was designed as a setpiece for a funhouse dungeon, but the conceit behind it could work in a number of different contexts - it could be the subject of a quest, or a status inflicted by an eccentric wizard or fey spirit, for instance. Feel free to adapt it as you wish.

While exploring the dungeon, the party comes upon an area that abides by strange rules. Depending on your goals (or how long you think your players are willing to put up with it), this area could be as small as a single room or as big as an entire floor. Either way, it should be obvious that something isn't right when the PCs enter this area. The ceiling is replaced by a stark white sky, and the surroundings are dominated by bizarre features - tall tree trunks that end in pink puffs, staircases leading to nowhere, and narrow pathways high off the ground supported by elaborate arches.

There can be any number of puzzles, traps, and encounters within this area - however, one rule that abides through all of them is that all creatures within this region must communicate in rhyme. Any in-character dialogue spoken aloud must be communicated in the form of rhyming couplets. All creatures entering this region of the dungeon will know this rule upon arriving, but will not know what happens if they fail to speak in rhyme. Optionally, if you want an extra challenge (and you really want your players to hate you), you can mandate that all dialogue out of character must rhyme as well.

It is acceptable to make up words in order to rhyme statements with them (in fact, this is entirely in keeping with the atmosphere), but these words must be communicated in a way that makes them make sense in context, such as by making up a creature that the statement refers to. The words cannot merely be non-sequiturs. For example, "we must discover an exit to this dungeon, before we get eaten by a Glubbulous Fludgeon" is acceptable, but "we must discover an exit to this dungeon, scrumbgeon" is not.

If any creature does not complete a rhyme while under the effects of the curse, they are immediately stricken by a powerful electric shock. The first time a given creature fails to rhyme, the shock causes them 1d4 lightning damage. For every subsequent failure to rhyme, the die of damage goes up by one size - ie. the second failure causes 1d6 damage, the third 1d8, the fourth 1d10, the fifth 1d12, and any subsequent failures 1d20. Players will hopefully learn to be careful with what they say after a few misses.

Players may rhyme their statements with statements made by other players or the DM. If a player fails to make a rhyme, another player can make a save by interjecting with a rhyme for the last thing they said. For example, if Alice ends a statement with "we should all make camp under this arch," Bob can chime in with "That's a great idea, I sure am parched!" before the DM rolls damage. If this happens, neither player takes damage.

This effect ends whenever a creature leaves the area carrying the effect.

Saturday, February 14, 2026

Saga of the Ortegids: The Tower of Shampan

When I started blogging about The Saga of the Ortegids last year, I intended to conclude the project with a thesis statement of sorts. I was inspired by how some of my earliest dungeons came from me taking the maps from my Prima strategy guide for Dragon Warrior III and adapting them to D&D, and I wanted to do the same thing from the perspective of an older and more experienced dungeon master, creating a full-fledged dungeon based on one of the ones from the game.

I intended to write this post a lot earlier, but a lot has gotten in my way between then and now. But now that I've had the time to write up the dungeon and run it as a one-shot to simultaneously playtest it and introduce some new players to the game, I think it's finally ready to share with the world. Consider this a culmination of my efforts for Saga, and as my own way of revisiting my roots.

While written for The Saga of the Ortegids, this dungeon can be used in any setting - feel free to change names and details as necessary. I've referenced the very same dungeon in my Lunar Lands setting, which can be found in hex 031.026 of the Golnir hex map, so it would be appropriate to use there as well.

Lastly, my playtest was intended to test both the dungeon itself and my previously-proposed concept of modules in the form of DM screens containing all relevant DM-facing information on the inner surface. Thus, I designed the dungeon to fit on three 8.5x11'' sheets. You can get it in PDF form here. The first two pages are for the player-facing side of the screen; the second page should be printed twice to be placed on either side flap.

Wednesday, January 14, 2026

Saga of the Ortegids: Appendix N

If you haven't read the
Nintendo Power handbook,
do yourself a favor.
I know the Year of the Barbarian has run on longer than a year at this point, but I haven't had much time with which to sit down and write this post. In any case, I've put together an Appendix N for The Saga of the Ortegids, compiling a list of works that carry the same sort of feel I'm shooting for in my personal vision of the setting, or otherwise are useful as influences. See also this post on the "dials" of the setting - certain influences can be played up or down to convey different feels.

The Sacred Texts
These are to be considered in broad strokes canon to Saga.
  • Dragon Warrior (1989), Dragon Warrior II (1990), and Dragon Warrior III (1992) (NES)
    • Specifically the NES versions, including art and literature included in game manuals.
  • The promotional art of Katsuya Terada (1963-) and Kensuke Suzuki (1964-2018)
    • This art is the reason this project exists. If Dragon Quest canon is "Akira Toriyama's Dragon Quest," then The Saga of the Ortegids is "Katsuya Terada's Dragon Warrior."

Artists
  • John Buscema (1927-2002)
  • Clyde Caldwell (1948-)
  • Larry Elmore (1948-)
  • Ron Embleton (1930-1988)
  • Frank Frazetta (1928-2010)
  • Greg (1939-2024) and Tim Hildebrandt (1939-2006)
  • John Howe (1957-)
  • Ephraim Moses Lilien (1874 - 1925)
  • Moebius (1938-2012)
  • Earl Norem (1923-2015)
  • Boris Vallejo (1941-)

Comics
  • 300 (1998)
  • Arak: Son of Thunder (1981-1985)
  • Beowulf: Dragon Slayer (1975-1976)
  • Claw the Unconquered  (1975-1978)
  • Marvel's Conan the Barbarian (1970-1993)
  • Dragon Quest: The Mark of Erdrick (1991-1997)
    • Not canon to Saga, in large part because it wasn't translated until last year, but a good example of how you can expand on the lore of the Erdrick Trilogy while taking it in a grittier direction.
  • Red Sonja (1977-1983)
  • The Savage Sword of Conan (1974-1995)
  • Vinland Saga (2005-2025)

Film and Television
  • The 13th Warrior (1999)
  • The Beastmaster (1982)
  • Captain N: The Game Master (1989-1991) - S1E7 "Three Men and a Dragon" and S2E10 "The Trojan Dragon"
    • Thankfully not canon to Saga, but it does at least give you a sense of how Western audiences perceived Dragon Quest when it first came out.
  • Cleopatra (1963)
  • Conan the Barbarian (1982) and Conan the Destroyer (1984)
  • Deathstalker series (1983-1991)
  • Dragonheart (1996)
  • Excalibur (1981)
  • Fire and Ice (1983)
  • Gladiator (2000)
  • Hawk the Slayer (1980)
  • Hercules: The Legendary Journeys (1995-1999) and Xena: Warrior Princess (1995-2001)
  • House of David (2025)
  • Ladyhawke (1985)
  • Legend (1985)
  • The Legend of Zelda (1989)
  • Ralph Bakshi's The Lord of the Rings (1978)
  • The Northman (2022)
  • The Odyssey (1997)
  • Primal (2019-)
  • Red Sonja (1985)
  • Robin Hood: Prince of Thieves (1991)
  • Samurai Jack (2001-2004; 2017)
  • The Scorpion King (2002)
  • The Ten Commandments (1956)
  • The Thief of Baghdad (1940)
  • Vikings (2013-2021)
  • Almost anything by Ray Harryhausen (1920-2013)
    • Mostly his sword-and-sandal output, but even something like One Million Years BC could be taking place in the Worldforest.

Literature
  • Beowulf
  • Lin Carter (1930-1988); various
  • The Epic of Gilgamesh
  • Ferdowsi; The Shahnameh
  • Gustave Flaubert; Salammbo (1862)
  • Homer; The Illiad and The Odyssey
  • Robert E. Howard (1906-1936); various
  • Elias Lonrott; The Kalevala (1835)
  • Fritz Leiber (1910-1992); various
  • The Old Testament
  • Orlando Furioso
  • The Saga of the Volsungs
    • Yes, that's where the name came from.
  • JRR Tolkien; The Hobbit (1937) and The Lord of the Rings (1954-1955)
  • Valmiki; The Ramayana
  • Virgil; The Aeneid
  • Vyasa; The Mahabharata
  • Wu Cheng'en; Journey to the West (1592)

Video Games
All entries include North American promotional art and manual materials, if applicable.
  • Assassin's Creed series (2007-)
  • Dragon Warrior I & II (2000) and Dragon Warrior III (2001; Game Boy Color)
    • This is after the series started embracing its ties to anime in the international market, but they are in my opinion the best versions of the games, and some content added for these releases found their way into Saga.
  • Dragon Warrior IV (1992; NES)
  • Faxanadu (1989; NES)
  • Final Fantasy (1990; NES)
  • The Legend of Zelda (1987) and Zelda II: The Adventure of Link (1988) (NES)

Friday, January 9, 2026

Friday Encounter: The Shrine of Blood

Here's an encounter I used in a recent session. It was originally designed as a dungeon room, but it could easily work as a feature on the road or in the wilderness as well.

I generally hew to the wisdom that magic items that just give flat bonuses to rolls are the most boring kind of magic items there are, and don't feel particularly magical. Case in point, it was only a few years ago that I realized that +1 weapons and armor were actually supposed to be magical, and not just a way to represent superior craftsmanship (maybe video games have spoiled me). If I'm going to use a magic item, I think it should always have special properties, abilities, and limitations that make it more than just a flat bonus. If you can abstract a magic item into the calculations of your attack roll, then you forget that you have the item in the first place, and magic should never be forgettable.

However, I can't deny there is a use for flat bonuses to attacks some times - it just makes for a really underwhelming treasure or quest reward. Here's a way you can make +1 weapons more interesting by giving them unique conditions to attain them, and limitations on their use.

The Shrine of Blood

The PCs should come upon a shrine where the statue of a god of war and battle (Kerne, Estark, Ares, Crom, or whoever fits the role in your setting) is stood with a shallow wide-brimmed bowl at its feet. Engraved in silver along the bowl's rim are the words "My champions shall be anointed in the blood of their enemies." A DC 10 Religion check will identify the god and their nature as a god of war; clerics, paladins, and characters with the Acolyte background or similar will know this automatically. Additionally, a follower of the god who prays in front of the shrine will receive a vision of the statue coming to life and dipping one of its weapons into the bowl.

If anyone fills the bowl with blood from a creature they have slain within the day and then dips a weapon into it, the statue's eyes glow, followed by the weapon glowing for a few seconds. That weapon then becomes a +1 weapon of the appropriate type until the next long rest, at which point it reverts to its original state. The blood is consumed through this ritual, but the bowl can be refilled an unlimited amount of times. The ritual will not work if the blood is not fresh, or if the user did not land the killing blow on the creature the blood came from.