Nice character, what’s your name?

JesterMy dirty little secret about names

It happens to all of us on occasion. We roll up the stats, pick a race, class, have a character dream in mind. You finish up, sit down to play, then it happens – someone asks for your name. I would be willing to bet it happened to Drawmij when his player first created him. (Jim Ward spelled backwards).

Fear not brave adventurer, I will share with you my personal dirty little secrets about names. This applies to myself as a player and a DM alike. As a DM it never fails that the players will ask for the name of the barkeep, the peasant they are about the torture, or any number of arbitrary NPCs in the world. Then there, in the middle of the Arabic type desert is a shop keeper named Bert.

Standard Method : Randomizers

Ok, this likely isn’t much of a secret, but to some new players, it may be. The internet is FLOODED with random name generators. The code is relatively easy to write, tweak, or just search and ye shall find a website with the form to click on.

Sites like random-name-generator.info will get you everyday names that sound rather modern. This works well for more modern settings. Most readers here are likely after something a little more fantasy in nature.

Donjon comes to mind as a site I use the most for this situation. This is an old technique though, I am sure you all know how to google up “Fantasy name generator”. There are dozens if not hundreds.

Meaningful Method: Direct Translate

Far and away my favorite method for characters or villains I have put time, effort and thought into, is to head over to Google Translate.
In my mind, a number of races of the fantasy world are based loosely on nationalities in the real world. Real world languages also bring a level of believability to the character’s name. “Blodau” as a name sounds better than gddfrnnassfr or yet one more “Moonbeam” or “Cloud dancer” cliche’ running about in the world. Jibberish names can also end up being forgettable as well.

In my mind dwarves carry Germanic or similar sounding names. So I choose a couple words that describes my hero and poke it into the English side, and choose a language with a sound I like on the other. The dwarven warrior “Drunken Fist” becomes “Betrunken Faust” and adds a treat for players who actually recognize the translated term. It also saves my game from a TON of Conans, or characters with Rock star names – Please no more bards named “Jimi Hendrix”. I’m sorry Jimi, I love you man!

Many of my elves get names that sound Arabic or even French depending on location. Imagine a village on a savannah or dry plains filled with zebra, lions, and the like, and NPCs have names with loose Afrikaans translations. It’s adds one more level of tangible believability to the world. The Elven Ranger on the plains could be named “Lone Hunter” or “Eensame Jagter”.

Piece together method :What’s that sound?

If neither of these produce results I like, pushing the two together (Random and translator) and translating general terms or slang usually creates a nice mash up.

Before you toss hope out the window though at your next game, give Google Translate a try. There are dozens of languages in the database, and it will even give you a phonetic spelling (Helpful for Arabic, Chinese or other languages with alphabets you may not understand) and it will even pronounce them for you!

This little translator secret has been my go-to for names for a long time now, and creates some of the best names I have used at the table. Some people have a gift and can pull an appropriate sounding name out of thin air, but I like to know my character’s name has a meaning, and that meaning can immediately bring the feeling of an entire culture into the game behind them.

This is my technique, your mileage may vary.

The Webstore

Curse of the White Mine Curse of the White Mine and all the Fail Squad Games products, original art and more goes to the webstore.

This is the place to directly support an artist, a dream, and get some great RPG supplements in one place. Some of these copies exist on the stock shelf in very limited supply so it’s worth browsing through to scoop up what you can before they are gone.

Click here to shop now 

5e Character Creation in 8 steps

The part of 5E that has bothered me a little is the assumption that a new player to the system will instinctively know the steps to put together a character. Perhaps one could follow the Player’s Handbook through the process, but for myself, I got lost a bit, not being sure which pieces should follow which.

There were also cases where I wasn’t completely sure of all the options and choices before me and what they did exactly.

Just when I think I understand things, there are new kits, and numerous other pieces I haven’t seen before. Ultimately, use whatever process your DM and your group prefers, but here I will outline the process to help my group, and my players get up and running quickly with the process I use myself.

For my worlds, I am still holding to the general basics of 5E character creation. Backstory usually comes pretty quickly and organically for my players, so I will graze it lightly in this process, but not require it.

Some notes before we begin:

In my mind, I usually lump Race, Alignment, Class into one describing thought to start off a character type I want to play – I.E. “Halfling, LN, Thief”. This is MY way, not the only way or necessarily the right way. It is simply how I think when approaching the topic. Therefore the Race, alignment, class sections may be out of the typical order with other methods or approaches.

Character Creation Step by Step

Step 1) Gather your dice and a basic character sheet, which can be found HERE.
* I still prefer rolling ability scores. If you do not (for some strange reason), the PHB has point buy and flat out basic stats you can apply.

Step 2) Choose a Race (PHB pg 17):


Dwarf

(PHB pg18)
Abilities: 
Con +2
Age: 50-350, Align: Lawful (Good tendency), Size: 4′-5′ 150 lb average
Speed: 25 (Not reduced by armor)
Darkvision: 60′
Dwarven Resilience: Advantage on Saves vs Poison
Dwarven Combat Training: Proficiency with Battleaxe, Handaxe, Light and War Hammer.
Tool Proficiency: Proficient with artisan tools of your choice Smith tools, Brewer supplies, Mason tools.
Stonecutting: Whenever you make a check vs the origin of stonework you are considered proficient in the History skill as it relates to stonework. Add double proficiency bonus to check.
Languages: Speak, read, write Common and Dwarvish.

Sub Races:
Hill Dwarf – 
Wis +1, Dwarven Toughness – HP Max +1/lvl
Mountain Dwarf – STR+2, Dwarven Armor Training – proficient with Lt and Med Armor.
Duergar – Consult your DM


Elf

(PHB pg21)
Abilities:
Dex +2
Age: 100-750, Align: Chaotic (Good tendency), Size: 4.5′-6′ slender build
Speed: 30
Darkvision: 60′
Keen Senses: Proficient in perception
Fey Ancestry: Advantage on saves vs. Charm, immune to most magical sleep.
Trance: Do not need to sleep, meditate deeply for 4hrs / day instead of sleeping 8.
Languages: Speak, read, write Common and Elvishish.

Sub Races:
High Elf-
Int +1, Elf Weapon Training -Proficient with Long & Short Sword, Long & Short Bow, Cantrip – You know one Cantrip from Wizard list (Int), Extra Language – Speak, read, write one extra language.
Wood Elf – Wis +1, Elf Weapon Training -Proficient with Long & Short Sword, Long & Short Bow, Fleet of foot – Movement base 35, Mask of the Wild – can attempt hide when only light obscured by nature.
Drow – Consult your DM


Halfling

(PHB pg26)
Abilities:
Dex +2
Age: 20-250, Align: Lawful (Good tendency), Size: 3′ 40 lb (Small)
Speed: 25
Lucky: When you roll a 1 on Attack, Ability Check, Saving Throw, you can re-roll and use new result.
Brave: Advantage on saves vs. fear.
Halfling Nimbleness: Move through space of creature size larger than your own.
Languages: Speak, read, write Common and Halfling.

Sub Races:
Lightfoot – 
Chr+1, Naturally Stealthy -can attempt to hide even when only obscure by creature larger than you.
Stout – Con+1, Stout Resilience – Advantage on save vs poison and resistance to poison damage.


Human

(PHB pg29)
Abilities:
All +1
Age: 17-80, Align: Any, Size: 5′-6′ (Medium)
Speed: 30
Languages: Speak, read, write Common + 1 extra

Variant Traits (optional rule): Consult with your DM


Dragonborn

(PHB pg32)
Abilities:
Str+2, Chr+1
Age: 15-80, Align: Good or Evil (To extremes), Size: 6’+ 250 lb (Medium)
Speed: 30
Draconic Ancestry: Dragon type affects breath weapon and resistences (See PHB pg34)
Breath Weapon: once per rest. See above for ancestry.
Damage Resistance: Depends on Ancestry
Languages: Speak, read, write Common and Draconic


Gnome

(PHB pg35)
Abilities:
Int+2
Age: 40-400, Align: Good, Size: 3′-4′ tall 40lb (Small)
Speed: 25
Darkvision: 60′
Gnome Cunning: Advantage on all Int, Wis, Chr saves vs magic
Languages: Speak, read, write Common and Gnomish

Subraces:
Forest Gnome – Dax+1, Natural Illusionist know minor illusion cantrip (int),Speak with small beasts – simple communication
Rock Gnome – Con+1, Artificer’s Lore – 2 x proficiency bonus on history check to devices (See PHB pg 37) Tinker – Profient with Tinkerer tools can create clockworks (PHB pg 37)


Half-Elf

(PHB pg38)
Abilities:
Chr+2, +1 to two others
Age: 20-180, Align: Chaotic tendency, Size: 5′-6′ (Medium)
Speed: 30
Darkvision: 60′
Fey Ancestry: Advantage on saves vs. Charm, immune to most magical sleep.
Skill Versatility: Proficiency in two skills of your choice.
Languages: Speak, read, write Common, Elvish, +1 extra


 

Half-Orc

(PHB pg40)
Abilities:
Str+2, Con+1
Age: 14-75, Align: Chaotic tendency – usually not Good, Size: 5′- 6’+ (Medium)
Speed: 30
Darkvision: 60′
Menacing: Proficient in Intimidation.
Relentless Endurance: Once per rest if dropped to zero, can drop to 1 instead.
Savage Attacks: When critical hit scored, roll one extra damage dice for weapon.
Languages: Speak, read, write Common and Orc.


 

Tiefling

(PHB pg42)
Abilities:
Int+1, Chr+2
Age: 17-100, Align: Chaotic tendency, Size: 5′- 6′ (Medium)
Speed: 30
Darkvision: 60′
Hellish Resistance: Resistant to fire damage.
Infernal Legacy: Some spell abilities level dependent (See PHB pg 43).
Languages: Speak, read, write Common and Infernal.


 

Step 3) Choose Alignment

Step 4) Roll or assign ability scores. Our table typically uses 4D6 6 Discard the lowest, arrange as desired.
Modifiers:
1 (-5)
2-3 (-4)
4-5 (-3)
6-7 (-2)
8-9 (-1)
10-11 (0)
12-13 (+1)
14-15 (+2)
16-17 (+3)
18-19 (+4)
20-21 (+5)
22-23 (+6)

Step 5) Choose Class – includes spell choices if required (PHB pg 45)
Barbarian  –  hd –D12 Prime Req – Str  Saves Str, Con
Bard  –  hd –D8 Prime Req – Chr  Saves Dex, Chr
Cleric  –  hd –D8 Prime Req – Wis Saves Wis, Chr
Druid  –  hd –D8 Prime Req – Wis –  Saves Int, Wis
Fighter  –  hd –D10 Prime Req – Str or Dex Saves Str, Con
Monk  –  hd –D8 Prime Req – Dex & Wis Saves Str, Dex
Paladin  –  hd –D10 Prime Req – Str & Chr  Saves Wis, Chr
Ranger  –  hd –D10 Prime Req – Dex & Wis Saves Str, Dex
Rogue  –  hd –D8 Prime Req – Dex Saves Dex, Int
Sorcerer  –  hd –D6 Prime Req – Chr Saves Con, Chr
Warlock  –  hd –D8 Prime Req – Chr Saves Wis, Chr
Wizard  –  hd –D6 Prime Req – Int Saves Int, Wis

Step 6) Number adjustments. Anything you are proficient in, gets the proficiency bonus added. Includes Saves. Maximum HP at level 1, Base AC 10

Step 7) Background (PHB pg 125)

Step 8) Equipment (PHB pg 143)

 

 

 

Affliction is coming!

cover_layout

“Lady H” is awaiting the treasure you’re escorting to Hohm by sea.  All goes well until the last day of your trip when the sailors of the Pouncing Panther fall under a strange spell and you find yourself overboard.
If you can make it to that dark keep on a nearby island, maybe you can survive.

Affliction The newest 5E adventure from Fail Squad Games is now available for PRE-ORDER! This digest sized mod is a powerhouse of adventure. 44 pages, FULL premium color all the way through, this adventure is the teaser for the Kickstarter that is coming that will introduce your players to the Wharf District of the city of Hohm.

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What I Learned from Frank

Frank Mentzer with some Evercon gamers
Frank Mentzer with some Evercon gamers

Recently I was was invited to join my friend Frank Mentzer to check out a convention in mid / northern Wisconsin called ‘Evercon’ where he had been asked to be a special guest. When it comes to things like this, you don’t need to kick me twice to say yes.

We had a three hour ride up, and another three hour ride back. It turns out Frank (Being a natural DM) and myself are talkers and we had plenty to discuss, while our wives were at Frank’s house for many hours doing the same apparently. I was relieved to find out, that after so many years, an accomplished wizard also has to mentally prepare for ‘convention mode’. We all want to put our best foot forward in meeting new people, but what about when there are dozens, hundreds, thousands to meet? It can be very taxing, and while a person is genuinely pleased to meet new friends, it takes a little shuffling of the brain.

All of the conversation on the ride, talk about how to approach conventions, and what we do moved into practice when we got to Evercon.

Evercon has a lot of young people attending. Many highschool or younger, with a number of beaming parents and a few older gamers mixed in. The gamer parents are easy to spot, they physically GLOW, I mean RADIATE watching their kids rolling dice.

The highlight of the convention for Frank (His words), and myself were two young folks who attended. A young lady of about 10 or so with her gamer mom, and a teen age fella who had never played D&D, only video games.
The young lady played a dwarf cooperatively with her mom. A wise move, since the ten year attention span was allowed to wander away from the table a couple times without disrupting play, since mom could fill in.

Frank gave the young lady some pertinent information about the adventure in private, a key to a puzzle. She was the only player at the table with this information. We then watched the birth of a young gamer come into her own. This completely removed to tendency to talk to the young player as a child. There was ZERO condescension when the older players interacted with her.  I learned how special this is to kids, and how difficult it can be to have adults tune in on an even level to them. She became very involved with the game, and she was immediately incorporated as a valuable team member by the group.
I illustrated her character among the text of her character sheet and she refused to let go of the thing after Frank signed it.

The other young fellow was hoovering around the table, at a respectful distance, but hoovering. Frank had turned a few other folks away since the game was full. Something about this young man caught Frank’s attention and he offered him a seat and a character sheet. He had never played D&D before, had only ever played video games.

Frank quickly ran down what was going on, the basics of his 0Edition game, and handed him a fighter. likely the most straight-forward character archetype for the situation. after a few minutes in, he had a unique weapon created, participate din group play, and before our eyes we watched another tabletop gamer being born.

After the game was over and everyone cleared out he asked Frank,”What do I need to do so I can play this some more?”
He showed up the following day with an AD&D book in hand, well on his way. What’s more is that he can say his very first Dungeons & Dragons game was played with Frank Mentzer!

I write, illustrate and produce my own adventure modules, Frank is an expert game designer and writer himself. If you don’t think so, 14,000,000 + copies of D&D redbox speak otherwise. The convention time wasn’t about pitching products, it was gamers meeting gamers. It was elevating the hobby. I began to realize that many eager indie publishers may be making a mistake by attempting to turn every conversation into a plug for their product.

frank MentzerAttending the convention as the guest of a special guest, instead of a vendor or attendee, certainly shone a new light on conventions for me. Frank Mentzer has attended hundreds of conventions and gatherings around the world, he is practiced at the art, has many products on the market for sale. When folks meet him, it’s one gamer meeting another.

We represent and create tabletop games. SOCIAL games, based on social interactions. We (producers of products) need to be careful to remember that and not enter into a TV commercial as soon as someone says hello.

When I watched Frank help give birth to some brand new gamers, I remembered why I make and illustrate RPG products. Because gaming is fun, it’s cool, and it’s a great thing to share.

Thanks Frank for inviting me along and sharing your space and a little of your lime-light. The trip certainly has renewed my vigor and approach to conventions.

 

~Lloyd M
Fail Squad Games

 

 

 

Print

Curse of the White Mine is designed as a 5E, non-linear, single session adventure. Major campaign disruptions are kept to a minimum so as not to intrude on your master plan or current quests in progress. This adventure is not arranged in a ‘railroad’ fashion. Players are not required to push through encounters in any particular order.

This one-off adventure will finalize in the 20-24 page range. It will be printed in Full premium color all the way through from cover to cover.

Writing & editing is completely finalized. 95% of illustration and layout is currently finished (One illustration remains) and should be complete before the Kickstarter is over.

Get in on this one RIGHT NOW!
The print version will be just $10!! the .pdf only $5!
Bundle the two together for $13!!