Midnight Mysteries

Update: Midnight Mysteries is now available (for free) on itch.io. Find the link here: https://erikjensen.itch.io/midnight-mysteries

Here’s something I’ve been working on in the spring and summer of 2026: Midnight Mysteries. Midnight Mysteries is a table-top role-playing game inspired by the genre of the classic British fair-play mystery, whose famous authors include the likes of Agatha Christie, G. K. Chesterton, and Dorothy Sayers. In this game, players act as amateur sleuths solving a mystery, guided by one player who takes on the role of Narrator. While the Narrator keeps secrets and doles out clues, however, they do not know the solution to the mystery. In fact, there is no set solution to a Midnight Mystery; it is up to the players to work together to assemble the clues they find into a convincing solution of their own.

Midnight Mysteries is free to download, share, and play. You can find the complete rules and a sample mystery, “Murder at Muckleton Manor,” below as pdfs. Happy sleuthing!

Midnight Mysteries complete rules

Murder at Muckleton Manor

I also want to give my deep thanks to everyone who played “Murder at Muckleton Manor” with me at Ropecon 2026 in Helsinki. It was a pleasure to share my work with you, and all your reactions and feedback were extremely kind and helpful!

Ropecon Break

The 2026 Ropecon is approaching! In previous years we’ve continued to blog through July, but this year we decided we’ll want a break. So, here is your official notification that we’re taking the rest of the month off both to prepare and to rest after the event.

Ropecon_logo_black

Ropecon is the largest non-commercial RPG convention in Europe organised entirely by volunteers. It’s held annually in Helsinki, Finland, at the end of July, and has been a staple in our lives since our transatlantic move.

I have a longer history with the event, though, having been part of the organizing team a few times in the early years before I moved to the States. For me, Ropecon continues to be special, and I will want to continue volunteering and/or attending as long as I’m able.

See you in August!

The Odysseus LARP Is Going Pro

Odysseus was a well-received Finnish-style larp (or live-action role-playing game) for 104 players organized first in 2019 and again in 2024 by Illusia ry and a team of dozens of volunteers. It was set in an original world drawing heavily from Battlestar Galactica, but also inspired by Star Trek and The Expanse.

Flickr Henry Soderlund Jump Countdown

Three runs of the game were held each year, and large space ship sets were built in a rented school building, where the game area provided a 24/7 immersive experience for the players over 48 hours, followed by a debrief / end party.

Now a number of the crew are attempting to create a commercially viable version of the game. They’re setting up a business entity, Ellarion Tales, and are prepping an improved version to be known as Odysseus – First Light.

Odysseus First Light Mashup

(To have a better understanding of what Odysseus was, you can look at their archived web site, which includes links to not just the game material but also documentaries, music, and photos. Or read player experiences, for example by James Bloodworth (“Odysseus A Retrospective (2019)”) or by Jaakko Stenros (“Human Monstrosity and Odysseus”). More Odysseus photos can be found at Larppikuvat.fi.)

Minttu Hopeasuo Ship Faults

To provide a background to the project, Laura Kröger, the lead producer and narrative designer, talks with Adrian Hon at MSSV about the thought process and challenges, including what commercial game running in Finland requires.

Flickr Henry Soderlund Troubleshooting Engine

In addition, the folks at Ellarion blog about the process and their reasoning behind a number of creative and pragmatic choices they’re making. There is also a fairly detailed intro post to Odysseus – First Light, including accessibility, safety, and expectations. The post about crowdfunding talks about the finances from players’ point of view and schedules for the first runs.

2024 07 Odysseus Empty Cafeteria

At this writing, their goal is 10 runs, starting from October 2026 and continuing until summer 2027, with the possibility of more if stretch goals for the crowdfunding are reached. Two of these 10 initial runs will be so-called local runs (materials will still be in English but the spoken language will be either Finnish or Swedish).

Odysseus Project Schedule

The Odysseus – First Light Indiegogo page prelaunched in late January. (Meaning, you can read about the project but cannot back it yet.) The campaign proper will start on March 6 and end on April 12th, 2026.

Flickr Henry Soderlund Attack

(Note that they are still finalizing the project; details might change before the campaign actually launches.)

I haven’t played in Odysseus myself, but I know several people who have—some more than once, in fact—and everyone has been bursting with praise. (And some thought-out criticism as well, sure, but overwhelmingly the comments have been good things.) In addition, Erik and I were able to tour the set during their July 2024 visiting hours, and can testify first hand to the quality of the propping and environments, including soundscapes. It was truly extraordinary! If the folks at Ellarion Tales are indeed able to improve on Odysseus, their larp(s) should continue to provide legitimately memorable gaming experiences.

Images: Jump countdown by Henry Söderlund via Flickr (CC BY 2.0). First Light mashup by Ellarion Tales. Ship faults by Minttu Hopeasuo (CC BY-NC-SA 4.0). Troubleshooting the engine by Henry Söderlund via Flickr (CC BY 2.0). Empty cafeteria by Erik Jensen. Project schedule by Ellarion Tales. Attack by Henry Söderlund via Flickr (CC BY 2.0).

My Gnomecore Moodboards

I was checking something about the cozy fantasy genre the other day when I suddenly fell into a deeeep rabbit hole.

(And, by the way, long post warning. This post is not far from the dreaded “Let me tell you about my character” trope, so read or skip accordingly… TL;DR: Playing around with cozy gnomecore-themed photographs to make moodboards for my latest D&D character.)

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Role-Playing Around the Campfire

In table-top role-playing, there are opportunities everywhere to let players role-play their characters and build the narrative of the group. Even the humble act of camping for the night in the wilderness can be rich with openings for some character work. Some players will seize these opportunities for themselves, but sometimes it helps to have the DM nudge the character-building along.

Stopping to camp for the night is usually downtime to be passed over quickly. If wilderness survival is an important part of your campaign, maybe you have everyone scratch a batch of rations off their inventory. The party decides who’s going to keep watch and in what order. You might have some nighttime encounters planned for them, but soon enough it’s time to refresh everyone’s daily powers, heal some hit points, and carry on with the next day’s adventure. But it can also be a low-stakes chance for players to think about and play with their characters, both as individuals and as a party.

If your players don’t naturally take the initiative to role-play, here are some ways you can encourage them.

Set the scene

Filling in the details of the world gives your players something to react to, and that’s equally true if it’s an angry dragon in a crumbling old stone tower or a patch of berry bushes by the side of a little woodland stream. When your party decides to stop for the night, take a moment to fill in the scene around them. Draw in as many sensory details as you can:

“You find a good spot to camp in a small clearing amidst old pine trees. The ground is covered in dry, rust-colored fallen needles that crunch under your feet. The roots of the trees spread across the clearing, making little pockets that each of you can curl up into. At the edge of the woods, you spot some buckberry bushes. You hear small nocturnal critters rustling in the underbrush in the woods, unbothered by big folks like you passing through. The smell of pine pitch is in the air, a sharp topnote over the earthy, mossy scent of the forest underneath. The rays of the setting sun fade from golden to red to purple as you settle in.”

You can encourage players to help fill in scene themselves, if you like. See if anyone wants to check out the area before settling in, and invite them to describe what they would like to find—within reason. Unexpected chests of gold hidden under leaves are probably out of the question (depending on what your campaign is like), but if the druid would like to turn up some edible mushrooms, or the ranger wants to hunt some small game, or the rogue would like to climb a tree and find a comfortable perch in the branches, those can be good things to add to the scene.

A simple but useful way to both build the scene and encourage some role-play is to ask every player: “Your character finds something at this campsite, something perfectly ordinary and normal to find in this environment, but that makes them happy. What do you find?”

Prompt some action

You don’t have to gloss over the business of setting up camp. Ask each player what they’re doing to help make camp for the night. Or maybe prompt them by asking: “Who’s going to make the campfire? Who’s making dinner, and what are you making? Who’s setting up the tents? Who’s fetching water? Who’s taking care of the horses? Everyone tell us how your task goes.”

It can be good to tie the small actions of making camp to the bigger actions of the adventures before. Was there a big fight? Maybe the barbarian is really starting to stink of old sweat and needs a wash. Did the wizard cast a big spell? Maybe channeling all that magical energy was rough on their robes and they need to do a little patching. Was there a lot of riding, hiking, or climbing? Everyone’s sore, someone is getting blisters on their feet or has cuts on their hands from scrambling over rocks—not the sort of thing that costs hit point or needs proper healing, but something to take care of once there’s a chance to sit down.

Ask some backstory questions

The downtime between adventuring days is a good opportunity to give everybody a chance to reflect on their character’s personality and backstory. You can help this along with a few leading questions, like:

  • “As you chew on your trail rations, you daydream about the best meal you ever had. What does your character wish they were eating right now?”
  • “You’ve settled in, and you’ve got time to kill. What’s a funny story your character could tell the group that they haven’t shared before?”
  • “What do you do to entertain yourselves and each other while waiting for sleep?”
  • “Darkness is falling, and you know you need sleep to face the dangers ahead, but what’s keeping your character awake? What are you afraid of or worrying about?”
  • “You fall asleep dreaming about what you’re going to do with your share of the treasure once this quest is over. What comes into your minds?”

Add some complications or events

Even if no big threats are coming the party’s way tonight, little things can still go wrong. You can throw one or two minor annoyances at the party and see how they react. Try something like:

  • The ground is wet from rain and it’s hard to get a fire going.
  • The underbrush is dry and parched, and your fire gets out of control and starts to burn some nearby bushes.
  • The water available nearby is mucky and foul-smelling. It’s safe to drink and wash with, but not pleasant.
  • A small critter is attracted by the smell of your food and tries to get into one character’s pack.
  • A large browsing herbivore comes wandering through your camp in the night, doing no harm but knocking over tents and scattering campfire ashes.
  • A pack of local carnivores goes rushing by in the night chasing some prey. One of them stops and sniffs around the camp, but doesn’t attack.
  • A thunderstorm develops in the night and drenches the party in cold rain.

On the other hand, characters can have interesting reactions to things that are good or neutral. Maybe give them something nice to respond to, like:

  • Even a cursory search around the campsite turns up enough wholesome mushrooms, sweet berries, edible roots, and other wild foods to make a tasty and filling meal for everyone.
  • A curious local critter comes upon your camp and investigates with some amusing but harmless antics like sniffing everyone’s food or hopping up on one character’s shoulder.
  • Strains of haunting music echo faintly through the wilderness. If the party goes looking for the source, it disappears.
  • Ribbons of beautiful aurora light dance in the starlit sky.
  • A thunderstorm passes by the night nearby but not over the party. Peals of thunder shake the air and flashes of light illuminate the night, but no harm comes to the encamped characters.
  • An ethereal spirit appears out of the darkness and comes to the edge of the firelight. After observing the party for a moment, it makes a simple gesture of blessing and vanishes.

You can set these events in motion as soon as the party makes camp, or you can let them play out over the course of the night. A couple of touches like this can help make even an ordinary night in camp memorable.

You may not want to role-play every nighttime camp in as much detail as this. It’s a bit of interstitial downtime to give players a chance to flesh out their characters in between battles and quests, but it can get tiring if you do it all the time.

Also, if you have a particularly threat-wary party (or if you have a habit of interrupting their downtime with danger), it might be a good idea to let everyone know up front that this is a role-playing opportunity, and it’s safe to let their guard down a bit. Otherwise everyone might just spend their time role-playing being very on edge and waiting for the next fight.

Enjoy your next camping scene!

Image: Campfire in NB by Martin Cathrae on Flickr (CC BY-SA 2.0)

Creatures Trailer and Final Trailer for Dungeons & Dragons: Honor Among Thieves

Paramount Pictures is trying to drum up interest for their D&D movie with a short creatures video and a final trailer.

Dungeons & Dragons: Honor Among Thieves | Meet The Creatures (2023 Movie) by Paramount Pictures on YouTube

Clearly by creatures they really mean monsters. The big fish-like critter at the 4-5 second mark interests me most, because it’s the least media sexy and I can’t think of what it could be. Or why they’d include it! But I could’ve done without the brain monsters, though—urgh, blech.

The final trailer really sounds like a puff piece, though:

Dungeons & Dragons: Honor Among Thieves | Final Trailer (2023 Movie) by Paramount Pictures on YouTube

I’m perfectly willing to be entertained by a D&D movie that turns out to be better than my expectations, but “Best movie of the year”? Please.

More exciting is the 3-minute “Let the Games Begin” clip:

Dungeons & Dragons: Honor Among Thieves | Let the Games Begin Clip (2023 Movie) by Paramount Pictures on YouTube

That’s more like it, even if it doesn’t tell us why our intrepid adventurers end up on the arena, let alone competing with at least two other groups.

Looks like Dungeons & Dragons: Honor Among Thieves opens today, if it already hasn’t in your neck of the woods. I really hope it’s at least a little good.

Hey, look! We found a thing on the internet! We thought it was cool, and wanted to share it with you.

Second Trailer for Dungeons & Dragons: Honor Among Thieves

A brand-new trailer is out for Dungeons & Dragons: Honor Among Thieves!

Dungeons & Dragons: Honor Among Thieves | NEW Trailer (2023 Movie) by Paramount Pictures on YouTube

We’re not seeing much new plotwise, just some beefed-up scenes from the first trailer. Glimpses of the Red Wizards and the orifice are on par with the typical medieval-inspired D&D worlds, but WHAT ON EARTH is going on with that broomhead wall?!?

Dungeons and Dragons Honor Among Thieves Screencap House

The roof looks properly thatched, but I have serious doubts of the durability of the facade. There’s obviously plenty of timber available in this area of the world for framing the house with, so the little detail above the door must be decorative. Perhaps there wasn’t quite enough to do the whole outer wall? Or the straw is there for easy repairs?? The original builders blew all of their money on framing and had to make do for cladding???

Anyway, if a trailer commentary can be so easily stolen by funky set design, the question arises whether the trailer in question really did fulfil its function or not… I hope we’ll get another, better one before the release day.

According to IMDB, Dungeons & Dragons: Honor Among Thieves is now expected on April 07, 2023, but the trailer still says “this March”, so go figure.

Image: screencap from Dungeons & Dragons: Honor Among Thieves

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To Crit or Not to Crit?

The next iteration of Dungeons & Dragons is in the works, titled One D&D. Proposed changes to rules and systems are being announced a little at at time. The first round of changes included some revisions to how critical successes work. These changes got a big reaction from the player base, and some elements of them were soon reverted. Still, it’s useful for players and dungeon masters alike to think about what criticals are for and how we use them in the game.

Crits

First, a quick primer on critical successes for anyone not familiar with the game. When a character attempts most anything in the game, whether it be trying to hit a monster with a sword, resist an evil sorcerer’s spell, track a band of Orcs through the wilderness, or persuade a suspicious guard to let them carry their weapons into the king’s hall, the player rolls a twenty-sided die. The number that comes up on the die, plus or minus some modifiers depending on the character’s skills and the situation, reflects how well the character pulled off what they were attempting. Unlike the confusing mechanics in some earlier versions of the game, in the current version of D&D, higher numbers are always better, which means the best roll you can get on the die in any situation is a 20.

Rolling a 20 on the die is known as a critical success, or a “crit.” In combat, a crit represents a lucky strike that hits a weak spot or catches the enemy off guard. A critical success on an attack roll can hit a target that would otherwise be mathematically impossible for the character to hit. For instance, if a character has a -1 modifier on their attack roll and the enemy they are fighting has an armor of 22, there is no roll on a twenty-sided die that, minus 1, equals or exceeds 22, but a natural 20 will always hit, even though 20-1 is only 19. The critical success overrides the normal math. Not only does a critical success in combat always hit, it also does extra damage to the target.

Combat crits

Critical hits in combat bring both positive and negative things to the game. The positive is that they allow for surprise. A character who rolls a natural 20 can pull off an attack that should be impossible or deal a foe an unexpectedly powerful wound. A monster that gets a critical hit can wound or even kill a character who thought they were invulnerable. For players who lean more into the storytelling aspect of the game, these moments of sudden reversal are great opportunities to describe how their character got a lucky shot at the dragon’s weak spot or play out how the party deals with losing a friend and companion. For players who are more interested in the game as a tactical simulation, the possibility of the unexpected adds variety and challenge to the game.

On the other hand, the surprise factor that crits bring to combat is also a negative. The unpredictability of combat has proven to be a problem in current D&D. When the amount of damage player characters and monsters can do to one another is unpredictable, it is hard to calibrate fights so that they present a challenge to the players without overwhelming them. Challenge rating (CR), the tool that is supposed to help DMs plan appropriately difficult fights, has proven to be both difficult to use and unreliable in its results. Crits make it harder for DMs to know how to challenge players without risking outright destroying the party.

The proposed rule changes in One D&D would have kept combat crits for players but made them less powerful while eliminating them entirely for monsters. Many players balked at this proposal, and their reaction led to its reversal. You can have your own house rules about combat crits, though, and many of us do. For instance, in my games I don’t allow monsters to do extra damage with critical hits. Player characters and monsters trading damage is the core of D&D combat, but just doing more damage is the most boring way a monster can threaten a PC. Instead, I try to give monsters interesting abilities that change the flow of battle and make the players rethink their tactics. A monster that can turn invisible, fly, emit a cloud of poison, attempt to control a PC’s mind, or heal an ally presents a more interesting challenge than one who just sometimes hits extra hard.

There were also some players who objected to the proposed rule changes because they didn’t like the idea that player characters would be less likely to be killed in combat. To these folks, I have some words from behind the DM screen: killing PCs is easy. Monsters can hit exactly as often and as hard as I want. I can add more and bigger monsters to the encounter at any time. Did the party come out of the fight alive? I can send in a swarm of angry owlbears before they have a chance to rest up or have the Arch-Demon Xrtplzqtsk cast an unbreakable killing curse on them for its dark amusement. Earthquake. Wildfire. Lightning strike. Rocks fall, everyone dies. Killing a PC is the easiest thing a DM can do.

The question is not whether you should have monster crits in your game, it’s why do you want to do more damage to your PCs and possibly kill them? Sometimes it is the right thing to do. Maybe it fits the story. Maybe the healer wants a chance to break out the big spells and be the hero. Maybe your players like the challenge of mastering the game’s mechanics and want the threat of character death as an incentive. Maybe your players are adrenaline junkies and get bored if they know their characters aren’t in real peril. All of these are perfectly good ways of playing the game if that’s how you like to play, but that’s a conversation to have around your own gaming table. If you’re bothered by the thought that people you don’t know in a game you’re not a part of might be less likely to have their characters die, that’d be a you problem, not a game design problem.

Non-combat crits

While the proposed changes to critical rolls in combat would have made the game more predictable, the changes to non-combat crits were meant to shake things up a bit. Under the current rules, there are no crits outside of combat. When a player is rolling for their character to pick a lock or identify ancient magical runes, a natural 20 is just a number. A clumsy character with a -1 modifier to their roll trying to pick a lock with a difficulty of 20 won’t succeed no matter what. A roll of 20 on the die just turns into a 19, which isn’t enough. Even a more skilled character with a +1 who rolls a 20 on the same task just succeeds; there’s no extra benefit like the bonus damage that comes with a combat crit.

Allowing crits outside of combat, whether by new rules or house rules, can have some interesting effects on the game. It encourages players to try things they might not otherwise try, since there’s always at least a 5% chance of success. An unexpected success in the non-combat parts of the game can be just as thrilling as getting in a critical hit in a fight. Good DMs and players can always invest as much emotion as they want into the game’s storytelling aspects, but it can help to have the mechanics of the game give some support to the idea that what your characters do off the battlefield can be as exciting as what they do on it.

Letting players roll crits outside of combat can lead to some problems, though. DMs already have to deal with a subtype of player who thinks that their character can do anything if they roll well enough, the ones who will argue that a natural 20 means they can seduce a volcano or pickpocket the scales off a dragon. Adopting the principle that a 20 succeeds on anything makes these sorts of interactions more difficult for everyone. The obvious solution is that players should only roll when the DM tells them to, and the DM shouldn’t let players roll for things that are impossible, but in practice that’s a hard rule to enforce. Players like rolling dice, and many are impulsive enough to go ahead and roll as soon as they announce what they are trying to do. It sucks to be the DM who has to tell your players that the 20 they just rolled doesn’t count, and it equally sucks to be the player who has to hear it.

There are also times when, as a DM, you want to let your players roll for something even if they have no chance of success. If one door in the dungeon has an unpickable lock that can only be opened with a magic key, you may want that discovery to unfold as part of the story, and if that’s the only door you won’t let the rogue roll to pick, it calls more attention to the door than you may be ready for. Not letting players roll for something the players have every expectation of being able to roll for is too much like a neon sign saying “This Way to the Plot.” Letting the players try and fail, no matter how good their roll, helps keep the suspension of disbelief intact.

In my games, I don’t exactly have a house rule allowing critical successes outside of combat, but I run with a principle that a 20 should give a favorable result, and an interesting one if possible. When players roll a 20 for something they are capable of doing, the result should add something to the narrative that an ordinary success wouldn’t. If a player tries to get some information out of an NPC and rolls a 20, they may get more information than they were expecting, or make a friend who’s willing to help them in other ways. A natural 20 at my table doesn’t make the impossible possible, but it can yield a result that’s helpful in some way, even if it isn’t what the character was trying for. If someone tries to pick an unpickable lock and rolls a 20, that won’t open the door, but they might get an inkling of what the key could look like or spy something interesting through the keyhole. A player who tries to seduce a volcano won’t succeed with a 20, but at least they’ll get safely away from the lava.

Crit or not?

Whatever Wizards of the Coast ends up doing with One D&D, crits are an area that’s ripe for house rules and discussion around the gaming table. If you like your fights dramatic and unpredictable, combat crits are a simple mechanic to build in some surprises. If you’d rather have a better handle on how a particular fight is likely to go, you can leave them out or tone them down. Likewise, if you like the excitement of crits in combat, bringing them to the rest of the game can be just as exciting. Bringing the thrill of the critical to non-combat encounters gives DMs more leeway to plan campaigns around more than just fighting, as long as you’re prepared to deal with some of the wackier consequences of giving everybody a 5% shot at anything.

Crits have a role in Dungeons & Dragons, and it doesn’t have to be the same role at your table that it is in the official rules.

Image by Erik Jensen

Of Dice and Dragons talks about games and gaming.

Random Tavern Generator

Want to add some color to your tabletop role-playing games? Here’s a quick method to roll up a random tavern, complete with name, atmosphere, staff, and even the potential for some side stories to shake up your ongoing plot.

First, to name your tavern, roll a d20 twice to get two numbers between 1 and 20. Apply the following adjustment for the quality of the establishment to each number to get two final results between -2 and 23.

QualityAdjustment
Squalid-3
Poor-2
Common-1
Average0
Nice+1
Fine+2
Exquisite+3

Find the result of your two rolls on the table below. You can either name your tavern “The Adjective Noun” or “The Noun and Noun.”

Let’s say you’re making a poor tavern and you roll a 9 and a 2. You subtract 2 from the results to get 7 and 0. That gives you The Grim Snake, The Dead Sailor, or The Snake and Sailor (or Sailor and Snake), whichever one sounds best for your setting. If you’re making a fine tavern and you roll a 6 and a 15, those become 8 and 17, giving you The Lost Hero, The Cheerful Hare, or The Hare and Hero / Hero and Hare. (Of course, reroll or adjust if you’re not happy with any of the results.)

RollAdjectiveNoun
-2HangedRat
-1DrownedThief
0DeadSnake
1DrunkOutlaw
2DizzyBadger
3TipsyShepherd
4LazyDog
5ThirstyDrover
6HungryCat
7GrimSailor
8LostHare
9LonelyTailor
10WanderingLamb
11QuietRider
12StoutBull
13DrowsyKnight
14MerryDeer
15LuckyCurate
16CozyStag
17CheerfulHero
18DancingLion
19WinsomePrince / Princess
20FlyingPeacock
21BlessedSovereign
22GloriousUnicorn
23RegalDragon

Now that you have a name, the next thing to do is roll up the atmosphere and staff. For this roll a d6 and apply the same adjustments for quality.

RollAtmosphere and staff
-2A rickety old hovel, half falling down, with rotten floorboards and vermin scuttling just out of sight. The staff is surly and suspicious of outsiders.
-1A dilapidated shanty with broken windows. The wind whistles through chinks in the walls and rain soaks through the uneven thatch of the roof. The staff is gloomy and unhelpful.
0A ramshackle place knocked together from an old barn and its outbuildings. The staff is tired and rude.
1A worn-out house that’s seen better days; the furniture is unsteady, and the curtains are faded. The staff is harried and disagreeable; they respond to the needs of their guests, but slowly and with lots of grumbling.
2A modest establishment with good ale and decent food, but the furnishings are old and threadbare, the beds are uncomfortable, and the walls are thin. The staff is capable but does not take initiative and is hard to get moving.
3An old but tidy farmhouse adapted to hosting travelers; everything inside is worn but well cared for. The staff is polite and proud of their inn, but they have limited resources to work with.
4A plain but cozy little inn; most of the guests are regulars from the local countryside who come here to see old friends and enjoy familiar comforts after a hard day’s work. The staff is cheerful and helpful, but often distracted by conversations with regulars.
5A comfortable and well-kept place; the furnishings are new and pleasant, but not expensive. The staff is proud of their tavern; they are gracious to guests who appear well-to-do, but brusque with any visitors who seem poor or unkempt.
6A charming old-fashioned tavern that has been run by the same family for generations; many of the furnishings are heirlooms passed down from the original owners. The staff knows the full history of the inn and will share interesting historical tidbits at the drop of a hat, but doesn’t know much else.
7A new establishment, recently built with all the modern conveniences, comfortable rooms, and excellent food. The staff is eager to advertise and encourages guests to spread the word.
8A luxurious retreat, built in the style of distant lands and filled with imported luxuries; exotic spices flavor the food and vintage wines fill the cellars. The staff performs elaborate courtesies with an affected air, but are also expert at discreetly fulfilling guests’ wishes, even the more unusual ones.
9A palatial lodging built with cut and polished stone, gilded everywhere; the furnishings are immaculate antiques, and the serving wares are the finest porcelain and silver. The staff is highly competent, discreet and unflappable, accustomed to both accommodating the whims of wealthy clients and being handsomely rewarded for their service.

If you want to add a little extra drama to your characters’ stay at the tavern, you can also roll up a little side story with a d6, applying the same modifier for the quality of the place. How your players deal with this added drama is up to them.

RollDrama
-2A gang of brigands is dividing up the loot from their latest raid in a corner of the common room. They suspect the player characters may be hunting them, so they try to look innocent, which only makes them look more suspicious. They are likely to react with violence if challenged.
-1A young traveler spots the player characters and thinks they recognize the person who killed their parents and against whom they swore vengeance. (They may or may not be correct, depending on your party’s backstories and adventuring habits.)
0The kitchen catches fire in a cooking accident, and the guests are called upon to help evacuate the inn and fight the blaze.
1A very large, very drunk patron spills their drink on one of the player characters and gets belligerent demanding the character buy them a new drink.
2The innkeeper accuses the player characters of trying to pay with counterfeit coins. Depending on the setting, local law enforcement may or may not get involved before everything can be sorted out.
3A smuggler, on the run from the law, attempts to slip some of their contraband into the player characters’ baggage.
4A spy in the service of the player characters’ enemies is staying at the same inn. In their haste to get away before the party notices them, they accidentally leave behind some evidence that helps the party on their current quest.
5Two young nobles from rival houses are staying at the inn under false names, having run away from their families together. They fear that the player characters may recognize them, so they take steps to evade, eliminate, or ingratiate themselves with the party.
6One of the player characters recognizes a familiar taste in the cooking and discovers that someone from their past is working in the kitchen. Whether the reunion is a happy or tense one is up to you and the player.
7One of the staff falls into hero worship of one of the player characters and hangs around making starry eyes at them and being generally awkward but harmless. They may be persuaded to do something to help out their newfound hero.
8The player characters are mistaken for visiting dignitaries from an important neighboring power and find themselves besieged by petitioners and sycophants.
9A wandering prophet recognizes the player characters and offers to share valuable information about their current quest in exchange for picking up the prophet’s rather hefty bar tab.

Image: Interior of a Tavern, with Cardplayers and a Violin Player, via Wikimedia (currently Royal Collection, UK; c. 1695; oil on canvas; by Jan Steen)

Of Dice and Dragons talks about games and gaming.

Trailer for Dungeons & Dragons: Honor Among Thieves

I had completely missed the news that there was a big budget D&D movie in the making! On the basis of this trailer, Dungeons & Dragons: Honor Among Thieves looks kinda bad, but fun kind of bad. Take a look yourself:

Dungeons & Dragons: Honor Among Thieves – Official Trailer | Comic Con 2022 by IGN on YouTube

I’ve been playing so much World of Warcraft in recent years that I’m woefully out of date with D&D, but I think I spotted familiar things in the trailer. Also handsome, at least on a quick view; they sure churn out decent special effects these days.

At this writing, Dungeons & Dragons: Honor Among Thieves is expected to release in theaters on March 03, 2023.

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