Podcasts and Blogs

Ship Wreck, Heroic, and Adventure
Ship disasters can be mirrored in multiple time periods and while the circumstances of what runs a ship aground will vary on sea or in the dark confines of space, salvaging the remains can be a profitable and dangerous endeavor.
Rumors of a lost treasure abound, but can the heroes survive when the danger is the very treasure they seek to claim?
The Hopefield
Place, Vessel, Dungeon
Luxury, prestige, danger, and fear; These are the tokens that advised the creation of the vessel known as The Hopefield. The ship is a large cargo hauler meant to be impervious to threats of theft or sabotage. It’s captain is a fierce loyalist to the company that owns the vessel, and the crew are all hand selected one by one; their past and backgrounds all dissected to know who is worthy to help the elite ship their most valuable possessions.
it is not the vast cargo bays that makes The Hopefield so profitable and important. It is not it’s speed despite its size. It is the single hold located deep in the heart of the vessel. The steel vault, an advanced creature of it’s time, that is the single most valuable piece on the vessel; a vault built to withstand cannons, the sea, and all the ravenous violence of time itself. Shipping ancient relics, family heirlooms, and other precious tokens costs more than renting the rest of the ship and it’s deep holds but these items will arrive, guaranteed.
So long as the ship reaches its port.
And like all ships built for pride and with the confidence that they will make it, The Hopefield has not. Somewhere deep along the ocean’s trenches it lies barnacled along the depths. Somewhere in the deep black reaches of a dead asteroid field, it lies moored upon crushed rock. The Hopefield awaits discovery. It awaits grave robbers. It awaits it’s holds to be plundered, and the ghosts of the dead to stir it.
Fitting the The Hopefield in
A ship designed to be an icon of wealth and luxury, the vessel was built around a unique and nearly indestructible vault. This storage compartment is constructed to lock upon the ship’s departure and remain locked until two criteria are met. First an extended timer runs for the expected minimum length of the journey. Without breaking the frame of the cargo vault down, the ship’s cargo cannot be accessed while en route. The second criteria depends on if the ship is moored on sea or in space. On the seas this second token is a key belonging to the captain. A simple token but guarded closely. In space, the token is a sample of DNA from the captain. In both periods, the captain must be found to access the high-risk cargo hold.
The Hopefield is a massive ship, regardless of the time period it is lost within. Stressing the size of the vessel is important in conveying the trouble in finding the high value cargo vault. The vessel should be loaded down with various materials to distract the players, but never enough to draw them away from their main objective.
The Deleuran Herilooms
Thing, MacGuffin
Treasures vary from person to person. While gold and jewels and other valuable materials make for pricey rewards for adventurers, sometimes what is valuable can be something so simple and emotionally sincere. The Deleuran Herilooms are such items. The consist of five tokens created long ago by the family forebearer. They’re not much to look at, just simple animal shapes that no one would agree on which creature they are meant to represent and to most of the world they are worthless pieces of carved wood and glass beads.
And they’re followed by a line of endless bodies.
It is said they must always be in the possession of a Deleuran and never touched by those not of the blood. That if those not of the family holds the pieces, that tragedy will befall the place the tokens rest in. Fires, earthquakes, murders, floods, and wrecks; all tragedies follow the tokens. Yet, there doesn’t seem to be anything special about them. They are not blessed or marred or cursed. Only that they object to being touched by those who should not dare lay finger upon them.
Fitting the The Deleuran Herilooms in
The tokens represent a silly macguffin to toss at players. They should never appear magical nor emit a sinister aura, but when they are touched directly by a PC or NPC something bad should happen. Light bulbs should pop, straps breaking on gear, a car crash, a door falling off its hinges, etc. The players should become paranoid about touching the wooden pieces directly but don’t overplay it or risk having them just throw them away and never complete their objective.
They can be introduced by having one member of the Deleuran family pay the players to steal a token from another member. If players are breaking into a home, laying these around where they shouldn’t be is also a fun manner of making a thief worried about their life choices.
Captain Wera Orbán
True loyalty is a gift. If a cause or concern is enough to be worthy to risk life and limb over, it is comes at great cost. Captain Wera Orbán believes in this damn company, and if you’re on her crew you better believe in it too. Of all the founders Captain Orbán is the one who has stuck out her neck to get the endeavor going. She’s mastered her role as the leader of a crew, the navigational tools to get the job done, and has learned cut off what dead weight will linger to her vessel if she doesn’t act fast enough.
Captain Wera Orbán has a stocky frame with short cut blond hair and a noticeable tattoo on her neck of the company crest. She wearing a functional uniform built to handle the rigors of ship action, be it on the wind-swept deck at sea or in the hot corridors of a starship. She is rarely dressed for ceremony, and does the minimum prep for a leader to be presentable to her crew before getting to work on her vessel. Her hands are callused, and her skin is marred by various burns earned in her youth from mistakes she learned from. She will always have a tool belt, and a knife on her hip.
So, it is with great trepidation I report that Captain Wera Orbán is lost. Despite our best efforts we cannot find where her ship has run aground nor what has become of her crew. But know that wherever they are if the good captain still lives, she serves this company, protects our interests, and is doing everything she can to be prepared for our rescue efforts. No matter what storm, what pirate, what villain has struck out against her ship she will out last it. She will be waiting for whoever comes for her.
Fitting Captain Wera Orbán In
She is a survivor, a true believer in her company, and is currently ship wrecked. The cause of the wreck isn’t her or her crew’s fault, and they will be doing the best they can to make do until rescue comes. They will take special care to secure the cargo if possible, and if they can’t they’ll make efforts to recover the cargo once they themselves are recovered.
The Captain believes in protecting her company’s interests, and will not stand talk of theft or betrayal. She’ll directly attack players that make any threatening noise towards acting against her company’s interests, and be suspicious of anyone claiming to be a member of her company considering how high of a role she has within it.
Using the Lost Hope
The Whole Block
The Hopefield is lost somewhere in the deep, and the players have been hired by the Deleuran family to retrieve their lost valuables. Or perhaps the players have learned of the Heriloom’s worth to their family, and seek to steal the tokens themselves before the ship goes down. No matter what, getting their hands on the tokens spell trouble, and not just from the curse but from the dedicated Captain determined to protect her cargo.
The players should be heavily incentivized to the value of the haul inside the vault, and how they learn about it will determine if they’re focusing on robbing a derelict or ship at sea. Getting the Captain on their side should be an almost impossible task unless they convince her they work for her company. If so they’ll make a staunch ally. If not, then they’ll have to fight Captain Orbán to the death before they get away with the herilooms.

Dark Tides Session 6
Dark Tides Actual Play

00:00 / 48:49

The sixth session of Carrion Crown

Contact us

Derek @seizethegm

Aj @nicholson_aj

Marty @mhooie

Joe @joe_rpg

Music is

“Dark Times” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License

Support us on Patreon as well.

The Whole Block are Seize the GM Stat blocks built to fit snuggly into certain genres. Instead of providing a single idea in the form of a person, place, or thing, they’ll provide a series of related items to help add the block into an existing campaign.

The Warped Wood
Sci-fi, Horror, and Dark Fantasy
Disease is a trope adds several dark story elements when used in games; body horror, loss of loved ones, and a general breakdown of social constructs just to name a few. When the plague is unnatural it’s resistant to normal cures and treatments and leads to unnatural horrors like zombies, the spawning of monsters, or the extreme eradication of entire population hubs.
When a new plague comes to town, seeking the aid of someone familiar with the disease might lead to a cure for a ravaged community. Or it might mean their demise.
The Bark Plague
Concept, Antagonist
It starts with an itch. Under the skin, typically around lymph nodes or fatty deposits. The skin swells and reddens when touched. Then the sprouts start. Mostly in the hair, the nails, anyplace where keratin naturally occurs in the body. It’s only when they become painful that a victim realizes something is wrong. The taste buds go next. Everything starts to taste oily, waxy, like the texture of a thick magnolia leaf. The victim starts to smell flowery, and those with allergies with find themselves reacting to the victim’s presence. At this point, the plague is spreading, and the real symptoms start to move in.
The skin tears open. Hard keratinous scales cover the limbs and stretches over the core. They look like wood and small twigs and stems sprout from them like a sapling branching out. The urge to be outside in the sun grows, but it is not all consuming. No, another hunger starts to spread within the bark boned. Their digestion system fails, but they still seek food. Bloodied soil draws them in, be it the blood of beasts or blood from those not yet succumbed to the plague, any soil that has been stained red will keep a bark boned captivated for hours until it has had its fill.
Bark Boned move with jerky movements the deeper into the plague they go. Eventually they move sluggishly slow as their skin converts to a hardened wood like armor. In time, they will eventually root themselves, and become trees of flesh and keratin. These blood trees no longer assault the living, but instead emit an odor like blood that draws less infested bark boned to them. Once in range, the trees will break the spine of these creatures, and consume them to strengthen their own growth. In time the trees begin to blossom, and fleshy beasts begin to spawn from the fruit on its branches.
Fitting the Bark Plague In
The Bark Plague is a nasty disease that can overwhelm an area given time. It’s best to draw out the disease by intermingling it with the introduction of spring into a campaign. Fresh flowery smells and the growth of nature can serve as a nice introduction to the horror that is to come. Once the disease has reached the tree stage it’s nearly impossible to hide what’s happening. And then the strange creatures begin to spawn from their branches, it’s too late to save a community.
The disease spreads from victims in the earliest and treatable stage of the disease. Bark Boned and Blood trees are not infectious. The beasts that spawn from the blood trees, however, are constantly spreading spores of infestation. Those infected with these spores turn faster than those infested by an early stage victim.
Patrik Wehnert
The belief of doing what must be done for survival can be taken to extremes, and the alchemist Patrik Wehnert lives by that mantra. Plague has taken from him family, friends, allies, and his birthplace. He has seen the bark boned, the blood trees, and the beasts that dwell in those darkened woods. And he has learned to treat it. His ways vary from kind and loving to brutal. Those in the earliest form of the disease he can cure almost instantly, as well as providing a plague mask that allows the uninfected to resist even the worst spores of the plagues. But to those beyond the first steps, he holds no mercy. He rips and tears, dissects, and sources all of the components he needs to resist the plague from those who are its victims.
Wehnert is a small man, but bulky and fast. He wears ashen and brown colors and perfumes himself with strong flowery notes. His face is oily, and his hair is sticky with sap and sometimes blood. He calls no dwelling home although he’ll setup labs within abandoned basements and hidden cisterns under cities. He’ll always have his tools handy be they guns, knives, or other accoutrements of his twisted craft.
The man will not trust those who have not proven themselves to have the gall to handle the worst necessities of treating the plague. If he finds those who can stomach what must be done, he is a dangerous ally to keep, but a powerful one. He will not turn his back to others, even those he trusts. Within combat he is like a man possessed, and is skills at taking down the worst of the beasts the warped wood produces.
Fitting Patrik Wehnert In
Patrik Wehnert will appear after any plague outbursts have been reported. He comes to rid the land of the plague, not to save those who are its victims. He is brutal and direct, and is not afraid to hurt and maim those who might halt his progress. If he is an ally it is only because the party’s interests align with his own, and no other allegiance should be expected. He will teach others the way of curing the plague, but only if they have proven they can commit to his level of brutality. Patrik has some medical knowledge besides the treatment of the plague, but very little is practical besides from an academic point of view. He knows not the ways of medicines or curing other diseases except those that work similar to the plague he comes to fight.
He can be used in any campaign with a particular nasty plague that can be fought in some manner. Be it the black plague, a zombie infestation, or some sort of super natural or sci-fi disease, he can be molded to fit the slot of a zealot in curing the infestation. His knowledge will often seem twisted and corrupted, and earning his wisdom will come with a gruesome price.
Dryad’s Curse
It’s a thick chuck of oak but stained a dark red. The smell that comes off it is like deep rich mud, and it feels soft and mailable but resists heavy blows against rock and iron. When held, it gives the wielder a sense of purpose, a desire to protect and shield the wilds around them. And it forces this belief on them as roots start to burrow from it into its wielder’s skin.
The Dryad’s Curse is a gift and a punishment. It grants its wielder the ability to repair damaged tissue on all life, plant or animal. But repaired tissue becomes plant matter. Nails and hair become bark-like, skin becomes stalks of chlorophyll. The flesh is repaired but it is forever changed.
Fitting Dryad’s Curse In
The curse is a tool of woodland creatures to restore their lands. In magical games it is a gift and curse from a nature goddess. In science fiction, it represents nanotech released without consideration of its consequences. It does heal injuries, it does save those who are dying. But it changes them into something they’re not.
The curse is meant to restore injuries. It is not meant to cure disease. Diseases treated by the Dryad’s Curse change into something far worse, becoming something able to infect both beast and plant. Something that causes plants to gain aspects of the creatures that once feed on them.
Using the Warpped Wood
The Whole Block
The trio of entries serve as a foundation to a dangerous encounter for any party. The plague stars slow and becoming a rapidly spreading nightmare if it is allowed to reach its final fruit bearing stages. Worse, the plague is extremely contagious when it hasn’t even been diagnosed yet and carriers will be amongst those treating and dealing with the first victims. Patrik Wehnert makes for a good introduction to understanding what the plague is after exposing bark boned to a party, and having him show up to kill one should give them confidence in being able to put the monsters down.
Most parties will find just the plague and Patrik, but those who delve deeper into the mysteries will find that the source of the disease comes from something intended to be helpful. The Dryad’s Curse was meant to be a gift to the healer’s arts, but when the chirugin treated their own sickness they converted the first signs of plague into the sire of the bark plague. The Dryad’s Curse is still melded to their hands although by the time the party finds them, the first victim should be a blood tree.

Episode 72: Chatting with Opti About Co-op Worldbuilding
GM Chat

00:00 / 49:53

Main Topic

We sat down with Opti to talk about his new Project that is not Shadowrun related and how he is using Co-Op worldbuilding to bring this to live. Welcome to a heroic setting, The Optiverse! The future holds unlimited potential as these Variants come more into the light, but what will our heroes discover about the world and themselves! How did Opti create the idea for this game and how did he build out this world through the help of a bunch of his friends?

How did you divide up duties?

Did different people bring different strengths?

How much of a pain is Guard-a-Manger to do world building with?

What surprised you in this process?

Check out the Optiverse home page at : https://optiverse.shadowcasters.network/

The Inaugural Episode of The Variants in the Optiverse will air live on March 25 at


Neo-Anarchist Podcast on Facebook

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

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Show- Instagram, Email, Twitter, Facebook

Zendead- Email, Twitter, Facebook

Joules- Email, Twitter, Facebook

Nulloperations-Email, Twitter, Facebook

Guard-a-manger- Instagram, Email, Twitter

Find us on Patreon

The Whole Block are Seize the GM Stat blocks built to fit snuggly into certain genres. Instead of providing a single idea in the form of a person, place, or thing, they’ll provide a series of related items to help add the block into an existing campaign.

The Golem Maker
High Fantasy, Superhero, and Dark Fantasy
Magic has often been used to supplement a lacking in strength, and the crafting of the golem has been a way of converting the mystical arts into raw physical power. The golem maker knows this, and as she strives to perfect the art she uses it to protect her social standing and keep those who would threaten her at a massive arm’s length.

Lady Ferian
A noble of House Wrest, with elven blood if the rumors are to be believed, Lady Ferian Wrest has worked her way into becoming the master of the college of travelers. She looks young for her age, but has a steel about her underlining the decades she’s survived and fought for her position. Untrusting, believing others scheme as much as her, she plots and plans from within the Wrest Manor within the ground of the college campus.
Lady Ferian is a master of the art of golemancy. Be it fire, bone, earth, or steel, she can make it move, give it strength, have it fight and protect her interests. The plate guard she creates protect the college’s grounds, and she has convinced other noble houses to purchase them on as their loyal protectors. Yet the golem maker is plotting something big. She does what she can to squash the rumors but too many now know she fancies some of the artifacts of the other houses, and there are whispers that the golems she sells may still keep their loyalty first and foremost to their maker. The guards once employed by these houses have all moved on to other more profitable cities. Only her steel monstrosities remain.
Fitting Lady Ferian In
Lady Ferian Wrest can be placed in any civic center with enough of an existing ruling class and studies to have such a cunning golemancer or scientist within their midst. Be it magic or the power of electricity, she can make these creatures move. Her golems can be traditional fantasy creatures or be robots, but all hold their true loyalty to their maker. She can be an antagonist, sending her creations out into the world to gather and protect her interests, or she can be an ally using her knowledge to empower a party of adventurers or bolstering their ranks. She can also serve as a mentor for party members who are constructs or use body replacement parts.

The College of Travelers
The college is a bastion of learned scholars who consider themselves masters of applicable arts. Be they masters of crafting magical goods or engineers making super-science themed gadgets, the college holds them all. They are known for creating legendary artifacts, or mysterious creatures of power and danger. Their offerings to the world have varied from dangerous to outright destructive, and they persist in their works, even if the college itself is forced to move.
The college of travelers is a large campus built on a metal platform. Its size varies as the needs of it’s students varies, but in general the college holds at least six buildings: dormitories for students, dormitories for staff, a main lecture hall, a lab, a large library and an administration building. Additional buildings can be constructed as the dean of the college programs it, and they can be packed up and returned to the foundation once their need ends. The college itself can pack itself up into a large travelling format, although this can vary from period to period as the college’s membership changes in tone and feel. It’s had legs, a drill, wings, rockets, and a few times a dimensional hoping field when other modes of travel would not have saved the structure.
Currently the college is under the control of Lady Ferina Wrest. She has advised the college to produce a factory for her golem crafting needs. These golems are currently patrolling the grounds, and are also performing odd maintenance on the college’s movable parts. It is almost as if Lady Ferina thinks of the college itself as one of her golem creations.

Fitting The College of Travelers In
The college is a mysterious place and in either magical or technological settings should represent a level of sophistication beyond what the players are used to. Magic works differently, physics goes haywire, and the rules of what should be are often ignored. The college can be a way of admitting powerful artifacts into a game, or a way for them to be safely removed and studied. It can also be a place magical or creative characters can use to find mentors, to study, or improve their crafts. Accessing obscure knowledge and finding answering to hard problems all lie within the college’s library. It makes for a good starting point for a character to originate from, and an even better place for a villain’s lair. Particularly creative villains will make heavy use of the modular nature of the college, and use it’s mobi

Wand of Three Souls
It comes in three parts, each a long fat wedge shape with a single side being curved. The material seems looks metal but feels like wood in both weight and texture. Only the triangles on the edges of the wedge-shaped wands has a metallic feel to them, but they look like bone or some porous rock. Alone, these pieces seem useless, but together the wand serves as a powerful focus for arcane energies, especially those focused on the manipulation of matter.
The Wand of Three Souls acts as a focus for controlling large constructs. Be it magical the wand is able to become attuned to a thing after being within its presence for a full lunar cycle. Be it technological, the wand can surmise the nature of a machine within minutes, so long as the machine has a means of communication that is not solely analogue. In this manner the wand can be attuned to up to three different items, although to do so it must be broken down into it’s three base shapes and placed near the individual constructions. While it is attuning in this manner, it cannot control other things, and it will lose its previous attunement once it has become acquainted with a new machine.
Currently the rode is in the hands of Lady Ferina Wrest. She has attuned it to the college of travelers, and is using it to keep the construct under control. She is currently debating breaking the rod to link it to a powerful artifact she plans to steal from another house, but is wary of the danger of doing so.

Fitting the Wand of Three Souls In
The wand represents a cheat code for any campaign. It allows someone to control a magical or high-tech device without having to first learn its requirements, so long as they have a month to attune the wand to the device. As such it is very dangerous in the hands of players and should be delicately handled once they surmise it’s potential. Giving it to a villain to use to control a powerful weapon, a base, or magical construct will risk it falling into the players’ hands, and so if it is used in a campaign consider having the players risk losing a third of its form. Even having them quest for the three pieces can serve as a good foundation for the game, especially if they don’t know what artifacts the wand is currently bound to.

Using the Golem Maker
The Whole Block
The trio of entries serve as a foundation to a dangerous enemy or powerful ally in a campaign. Lady Ferian’s plotting can cause the player harm if they stand in her way. She might send them on quests to receive a missing part of the wand, or to locate the college itself. She may already be in possession of the three wand pieces but needs the players to place the binding wedges in several key locations for her. The players may seek her out to take advantage of the college’s mobility. Stealing the wand from her should be hard but may be necessary to control a literal plot device the players need.

Dark Tides Session 5
Dark Tides Actual Play

00:00 / 56:30

The fifth session of Carrion Crown

Contact us

Derek @seizethegm

Josh @Joshposey

Aj @nicholson_aj

Marty @mhooie

Joe @joe_rpg

Music is “Dark Times” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License

Support us on Patreon as well.

Comics Exchange Interviews Shawn Harbin
Interview Show

00:00 / 23:03

Main Topic

In this episode Bill the owner of the Comics Exchange here in Knoxville interviewed Shawn Harbin about his upcoming Kickstarter

Shawns’ contact info and his Kickstarter page links are below

The Dungeon Comic Facebook page

TransFurred Kickstarter Page

Instagram and Twitter

“Laser Groove” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License

Episode 71: Really number 100- Look around and what do we see.
Regular Shows

00:00 / 30:51

Main Topic

Today we do a short retrospective and look forward. Glad you are joining us on this big show.

What have we seen and done so far? Where are we going and what are the hopes, dreams, and fears for the future of this fun gaming show you listen to?

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

Find us

Show- Email, Twitter, Facebook

Zendead- Email, Twitter, Facebook

Joules- Email, Twitter, Facebook

Nulloperations-Email, Twitter, Facebook

Guard-a-manger- Email, Twitter

Its been a few weeks since the last Card Catalog post was able to make it up! I want to send a quick apology to those of you who have been patiently waiting for me! Work has been quite intense lately and there is a touch of the flu that has hit the Guard-a-Manger household so the perfect storm of time and energy lost has occurred!

Whats the plan? The plan is to catch up and then add a week between some series to help me get some time to build the backlog up for the future posts. In the light of future posts, I do want to know what you want to see! I’ll share what I’ve got planned right now but if there are systems and worlds that you want to see covered in the future – Drop a comment here, on FB, Twitter, or Instagram! Find our Patreon and Discord for an even more direct line to all of us here on Seize the GM!

First – We finish the 1 Pilot, 3 Ways series! There is a good amount of work done on the Starfinder and FATE versions but doing the fine tuning and writing hasn’t been finished. That’s sometime in the next week or two. After that, I’ll take a week to start building up some space and come back to a superheroic system that we’ve talked about before but not explained – The Marvel SuperHeroes FASERIP system and continue with the current plan to continue on in the Argonaut’s world and setting. I’ve got ideas that are percolating to expand the FATE write up in 1 Pilot, 3 Ways to a whole series and will be drafting my fellow Seize the GMers to help fill that out if you are familiar with FATE’s character generation methods. We did the Steampunk 1879 from FASA, and had a single Earthdawn character in 1 Archer, 3 Ways, but I am working on the rest of Balama’s group to explore some ways to use Earthdawn in different ways.

I have an idea for another break in the usual series tentatively titled “Edition Wars“. Where 1 X, 3 Ways takes one concept through three different systems, this would take existing concepts and run them through different editions or versions of the same game to highlight both the mechanical and narrative changes that have happened. I could take a series I’ve already done, update them by a few levels or XP to give the narrative hook from the work and then have one or two new characters to highlight how it changed. Rifts may not have a new “edition” but there were some significant changes to the world and the classes in the Ultimate Rifts Edition Core Book, which I picked up after making T-Ball’s Pack.

What do you want to see after all of these? Sci-Fi? Fantasy? A particular crunchy system or a particular setting? I am getting a real urge to have 2019 be the year of the supers the way 2018 seemed to be the year of the sci-fi but I am certainly flexible!

Again, sorry that the nature of offline has made it difficult to keep the Card Catalog on a regular basis but you have my word I am working on keeping the rest of the year stocked up on the written word just as soon as I can catch up on sleep.

Episode 70: Online Gaming
Regular Shows

00:00 / 48:10

Main Topic

The world’s going digital, and while getting together with a group of friends in a living room, at a con, or at a game shop is still a great experience; getting together virtually has become a more practical habit in our ever-expanding online world. From free voice services and virtual tables, traditional roleplaying has many opportunities to expand in the online community.

  • Communication and Dice – While voice software like Discord, Skype, or Google hangouts will likely be your primary form of talking to your players, it’s not the only method. Longer running games may still use the trusted standby of play by forum gaming, or chat room text like the games of MUDs, BBS. Selecting the right method of communication is important as it’ll also determine how you want to handle your dice rolling for your players. Many virtual tables offer dice rollers but sites such as Rolz.org can provide an alternative for GM’s that need to see the results their players call out. Many voice software also have options for dice rollers, such as Exploding Dice.
  • Setting up the gaming environment for those that need more– For those that need a virtual table there are many options to running one. Hosting a table takes an understanding of the different resources out there and matching them to the game you’re wanting to play. Virtual table tops like Fantasy Grounds, Tabletop Simulator, Roll20, and Skirmish offer various free and premium tools. Games that are battle focused may benefit from these tools more than games that are more narratively driven. A webcam at the DM’s house pointed at a board of miniatures may serve as a strong enough tool to keep your players engaged.
  • Finding Players – Discord, Roll20 Forum, Facebook Groups, Friends and Friends of friends, Reddit
  • Expanded Tool Chest – Running the game from the comfort of a GM’s home computer allows them access to a number of tool that might be a little trickier pulling into the living room or con table. Tools like Syrinscape (see episode 17 of Seize the GM) can be integrated into voice software to add atmosphere. Alternative tables can also be run. How character generators have massively enabled online play

Stat Blocks

Zendead- Arondir

The cut of the figure sliding into the doorway was an impressive one. Measuring twenty hands tall where as most people where lucky to be fifeteen. Its clothing was covered in dust from the road. The weapon that was slung over his back looks like a metal hockey stick. The shadows in the room made it hard to see any features other then the most broadstrokes. As they strode forward slowly into the room pushing the rickety door back his face came into view. The crisscross of scars told of a hard life meet with lots of struggle. The most sriking feature of his face aside from the scars was the third eye squinting from his right cheek. The thing that was so striking aside from him having it was the pale lime green light emitting from it. When the light struck something alive it glowed the same color momentarily. His hands where fanned out and one was reaching forward the sparks dancing on the ends of his fingers stopped when he touched the doorframe as he slinked into the room.

His gruff voice called out, “Come out I am here to get you to town.”

I stepped out and held out my hand and made the sign of the traveller. He returned it with the sign of the warden. I grabbed my cloak from the hiding hole I had been in. I am glad I can call out in the mind to them for help once I am out of the wastelands. I need the minds to help jump the scream for help and all minds helps. I ask his name and he tells me it is Raf and I thank him as only i can by telling him my name but never in words for I am Arondir the mind speaker.


The Golden Bowl

The bowl is ringed with a golden leaf over a dark stained wood. It sat on myriad tables for years, the simple wax fruit hiding its true nature. But when the previous owner passed away and the dish passed to their next of kin, it ended in storage for the next few decades. And now, an estate sale later, it has landed in your lap.

Its nature is curious, the bowl seems to move back and forth in the house without anyone touching it. And always the fruit in the galley vanishes. When the bowl reappears, replicas of the missing fruit can be found in the bowl made of gold and gems. The process takes time; days for berries, weeks for apples. As long as the enriched food remains in the bowl, they retain their freshness and gleam, but once removed within 24hours the fruit begins to rot. The first day it rots slowly, but after two days the process quickens as the gold and gems begin to spoil and melt. After a week, while still made of precious stone and jewels, the fruit will be pungent and rotten.

So long as fruit shaped objects remain in the bowl, it will not move. Even if it’s fake wax fruit, wooden berries, or other fake food items, the bowl will remain stationary. Only real fruit will become gilded.


Prolate  adjective
pro·​late | \ˈprō-ˌlāt

Definition of prolate
: elongated in the direction of a line joining the poles

History and Etymology
Latin prolatus (past participle of proferre to bring forward, extend) from pro- forward + latus, past participle of ferre to carry

First Known Use of prolate

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Closing remarks

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