Monthly Archives: January 2018

As part of the Evil Beagle Movie Club, we’ve watched a few Studio Ghibli movies, and Chuubo’s Marvelous Wish-Granting Engine definitely skews in that direction (though it still relies on Western themes and ideas, too). There’s lots of fairy-tale aspects, especially if you also pick up The Chuubo’s Marvelous Wish-Granting Engine RPG Halloween Specialwhich very specifically serves as an “introduction to its “Fairy Tales” genre.”

The Chuubo’s Marvelous Wish-Granting Engine RPG is the new diceless RPG from Jenna Katerin Moran, author of the well-regarded Nobilis and an important contributor to Eos’ Weapons of the Gods and White Wolf’s Exalted RPG.

It’s a progressive, warm-hearted game that focuses on adventure and slice-of-life stories — think Laputa: Castle in the Sky or Kiki’s Delivery Service, but also Western stuff like Friendship is Magic, Harry Potter, and Adventure Time!

Pursue fabulous quests.

Progress through Issues.

And find a place for yourself in a world of breathtaking beauty.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Onward through Tales of the Fairies Week with this fun gem that features fairies changing character abilities as fast as they can change clothing.

Nope, not even kidding a little bit. It’s fantasy fae mischief as one never-ending costume party. Costume Fairy Adventures is one of those “fun for everyone” games, clearly – kids, kids-at-heart, and anyone who thought putting on a costume should come with extra awesomeness.

Welcome to Costume Fairy Adventures, a game about fairies. In costumes. Having adventures.

(Fairies are not good at creative titles.)

From enchanted forests to star-faring spaceships, and even to your own backyard, fairies can be found just about anywhere – and where fairies go, shenanigans are sure to follow! Drawing magic from the power of mischief, fairies can turn the world upside-down with whimsical wishes and preternatural pranks – and when their usual tricks aren’t enough, new talents are only a change of clothes away.

Costume Fairy Adventures is an improvisational roleplaying game for 2 to 7 players. Gather your friends and a handful of six-sided dice and take on the role of a fairy of your very own. With lightning-fast character creation, over 100 ready-to-wear costumes courtesy of the Core Costume Deck, and a whole passel of pregenerated pranking patsies – including fuddled philosophers, solicitous spiders, and gnefarious gnomish gnecromancers – you’ll be ready for mischief in mere minutes.

What are you waiting for? Adventure awaits!

This product includes:

  • The Costume Fairy Adventures Core Rulebook PDF, in both singles (one-up) and spreads (two-up) formats
  • A 108-card print-and-play Core Costume Deck PDF
  • A zipfile containing high-resolution images of all 108 cards (for use in online tabletop apps)
  • A freely distributable Costume Reference Booklet PDF (for use in online games that aren’t using a tabletop app)*
  • Character record sheet PDFs in both printable and form-fillable formats*

* The indicated items are also available for download from the Penguin King Games website at

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

My friend Lana Smith (AKA Alana Smith-Brown) was asking about fairy-tale oriented games, and thus was launched a Pick of the Day theme week! Kicking off Tales of the Fairies Week is this foundational entry from Green Ronin GamesFaery’s Tale Deluxe takes the alternate spelling popular among gamers and runs off into full-bore “play all the faeries” territory with a complete game system customized for the experience. This is a full-on update and expansion of the highly-nominated original.

Welcome to Brightwood!

Play a pixie, brownie, sprite, or pooka in an enchanting storytelling game of imagination and wonder. Suitable for ages 6 and up, Faery’s Tale is a perfect introduction to adventure games for children and adults alike. It includes:

  • Information on faeries, faery lore, and the fairy-tale realm of Brightwood!
  • Easy rules for creating and playing your own faeries!
  • Seven titles to which faeries can aspire, from knight to faery princess!
  • 35 fairy-tale creatures, from bumblebees to dragons!
  • Three ready-to-play adventures!
  • Over 15 sidebars with tips on playing with kids!

The original edition of Faery’s Tale was nominated for an Origins Award and three ENnie Awards. This new deluxe edition include the entirety of the original game, plus 32 pages of new material.

The realm of Brightwood awaits!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Closing out Adventures in D&D Week with the Dungeons & Dragons Adventurers Guild on the Dungeon Masters Guild seems like the perfect way to end your journey in search of 5e adventure support. These are all the adventures folks have played or are playing around the world as a shared experience with fellow D&D fans, and it all flows through the official Wizards of the Coast filter. Thus, quality control and organically stitched together meta-plots galore!

Note there are hundreds of adventurers available for you via this channel alone, so you are set for a whole lot of D&D campaigning!


The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Kobold Press is another company doing lots of cool stuff for the 5th Edition era, making them a solid choice for today’s Adventures in D&D Week Pick. My focus is on the rather brilliant product idea of having a set of one-shot and mini-adventures ready for when your group of heroes wander off your carefully laid-out path. Alternately, these can be great instigators to new campaign directions, or a really solid way to insert the Plot Point Campaign structure Pinnacle developed to your 5e gaming experience. Prepared 2 is the solid follow up to the very successful Prepared! from 2016.

So, your players went off on a tangent again?

A Dozen 5th Edition One-Shot Adventures for Levels 1 to 11

Never fear—Prepared 2 offers you 12 quick solutions to keep the game moving and players entertained, while you figure out your next move. Here are short, one-shot adventures in full color for every environment, including:

  • A goblin machine of war rampaging through the city
  • Breaches in the ice opening the door to madness from the stars
  • A blight of oozes across the land and a mysterious crypt at its center
  • A long-forgotten boring machine and its crazed automaton pilots
  • A walker, one of the leviathans of the wasteland, is being steered by the darakhul to intercept a city
  • A sinister cult comes a calling during a ship cruise
  • A play in the feylands goes terribly wrong
  • A dragon’s lair by the sea
  • …and much more, lavishly illustrated with maps by Meshon Cantrill

With Prepared 2, designer Jon Sawatsky has created fantastic and highly playable 5th Edition fantasy scenarios ready to use in any fantasy campaign setting, at a variety of PC levels. Never be caught without a plot again!

NOTE: The Prepared 2 PDF includes separate player maps without numbers or labels. 

These adventures feature monsters from the core 5th Edition MM and from the Tome of Beasts.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Here in the middle of Adventures in D&D Week, let’s take a look at the “A Series” published by Troll Lord Games. Great folks publishing high-quality stuff (including their extremely popular Castles & Crusades OSR system), they delved into the 5th Edition era with a line of classic-style modules. It all began with the highly-rated A1: Assault on Blacktooth Ridge, and now we have the latest in that series – A12: The Paladin’s Lament. Anyone wanting a fully-fleshed out and compelling campaign to try their hand at running in 5e should check this out.

5th Edition Adventures

A12 The Paladin’s Lament


Where the Wasting Way ends the gates begin. Named the Ahargon Den, the Mouth of Darkness, the gates stand beneath the dark shadow of Aufstrag, offering entrance to those pits of Hell. But before taking the gates one must pass a wilderness of dangers.

The weak suffer only loss.

A high-level adventure for a party of 3-6 characters. Play as stand-alone or part of a larger series.


A1 Assault on Blacktooth Ridge — Adventures for 5th Edition Rules

A2 The Slag Heap — Adventures for 5th Edition Rules

A3 Wicked Cauldron — Adventures for 5th Edition Rules

A4 Usurpers of the Fell Axe — Adventures for 5th Edition Rules

A5 The Shattered Horn — Adventures for 5th Edition Rules

A6 Of Banishment & Blight — 5th Edition Adventure

A7 Beneath the Despairing Stone — 5th Edition Adventure

A8 Forsaken Mountain — 5th Edition Adventure

A9 The Helm of Night — 5th Edition Adventure

A10 The Last Respite — 5th Edition Adventure

A11 The Wasting Way — 5th Edition Adventure

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Gonna try and stay with 5e products for my Adventures in D&D Week, and this one is an official joint from the Wizards of the Coast themselves. Set in one of the most well-known city regions in D&D history (thanks to some pretty great computer games), Murder in Baldur’s Gate comes from the era in which the Great Transition between 4th and 5th Editions occured. It features a lot of story-driven experiences and roleplay within the structure of the organized play module releases.

Duke Adrian Abdel is a living legend in the city of Baldur’s Gate, and much of the city has gathered to celebrate him and his accomplishments. On tis day of festivities, though, the dukes past will finally catch up with him, with dire consequences. Murder ha returned to Baldur’s Gate, and brave heroes are the city’s only hope to stop the violence.

This Dungeons & Dragons Roleplaying Game adventure is designed to kick off the 2013 August-November season of the D&D Encounters official play program. The adventure comes with one full-color battle map, a short introductory scenario, information on the D&D Encounters program, and statistics to play the adventure using 3rd edition (v.3.5), 4th Edition, or the D&D Next playtest.

Includes the 32-page Adventure Guide, the 64-page Campaign Guide, and the DM Screen that were included in the original printed package, plus the three downloads: the 16-page Launch Guide, the 10-page Event Supplement, and the 24-page Monster Supplement.

Product History

“Murder in Baldur’s Gate” (2013), by Ed Greenwood, Matt Sernett, and Steve Winter, is the adventure for Season 15 of D&D Encounters. It was released for play in August 2013.

Continuing the Encounters. The fifteenth season of Encounters began on the weekend of August 17th with a special “launch weekend”. Participating stores got a 16-page adventure that contained an expanded version of the first week of play as well as player maps, NPC cards, and Bhaal d20s. Because the launch weekend coincided with Gen Con, Wizards was also able to run the event at the con, spotlighting the Encounters program at the world’s largest roleplaying convention.

The “Murder in Baldur’s Gate” module then went on sale on Tuesday, August 20th. This was another big change for the program. The previous seasons of Encounters had all been distributed as limited edition books that were given freely to participating GMs. Now, anyone could buy the Encounters adventures, but they had to buy them. Encounters GMs angrily declared that this new pay-for-play methodology would be the death of the Encounters program. (It wasn’t.)

Meanwhile, selling this season of Encounters also offered some benefits. First, it gave D&D some much needed attention on gaming store shelves during a year where Wizards’ schedule was otherwise filled with reprints of classic rule books and adventures. Second, it allowed Wizards to produce a much more comprehensive supplement. Instead of just producing an episodic adventure, Wizards published “Murder in Baldur’s Gate” as a folio that contained a 64-page setting book, a 32-page adventure book, and a four-panel Baldur’s Gate GM screen. Encounters GMs were saddened to see that cards and other accessories that had been common in previous Encounters adventures were absent, but of course the economics for mass-producing an adventure were very different from making it available on a limited basis.

Besides the core folio, Wizards also produced three additional “Murder” books: the 16-page “Launch Guide” was initially shipped to stores, but then made available as a PDF. In addition, a 10-page “Events Supplement” PDF provided more adventure and a 24-page “Monster Statistics” PDF gave GMs the stats they needed to play.

Though it was produced differently from previous seasons, “Murder in Baldur’s Gate” otherwise matched the traditional format for Encounters play. That meant that it was for levels 1-3 (after a few seasons that were a little higher in level). It also meant that individual sessions were designed for just 1-2 hours of play (though those sessions was much of a free-wheeling sandbox than before).

“Murder in Baldur’s Gate” was the Fall 2013 Encounters season, running for 12 weeks from August 21, 2013 to November 13, 2013. This followed a week of character generation on August 14 (and the special August 17-18 launch weekend)… (Hit the link for much more information).

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!


Today I am launching Adventures in D&D Week with this new offering from Dias Ex Machina GamesChris Dias got on a lot of folks radars as someone who could make 4th Edition a lot more fun than some thought possible, and now he’s tackling 5e with the same enthusiasm, creativity, and talent. So as I am fond of saying in my sign-off on EN World – “The Adventure Continues!”

PS – Take a look at the “Publisher’s Note” at the bottom of the description. That kind of foresight and honesty is what makes for a good publisher. It’s also really smart, as it cuts off nitpickers at the pass.

If only there were real dragons…

The town of Miasto is not a destination. 

It won’t lead to an epic quest or forge long-standing relationships. 

It certainly won’t be a place to settle down in. 

But it could just be the right place at the right time for strangers to make difference. 

In a town absent of leadership, corrupt guilds have employed coercion, theft, and violence to increase power. 

Adventurers arrive amidst growing tension and meet a simple merchant with an equally simple task—return stolen property and perhaps avert a war in the streets.

But in a town full of charlatans, murderers and thieves, who does one trust?

A 5E adventure intended for 4-6 characters of 4th level, this adventure employs more stealth and trickery than direct combat. 

Expect anything. 

Believe no one.

PUBLISHER’S NOTE: Although being listed at 62 pages, this adventure intentionally repeats monster entries for each encounter, repeating again with the appendix.  As such, this adventure is closer to 50 pages.  

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

We started with fantasy, and we will end with fantasy as we close out Guiding the Players Week. As OSR (Old School Revolution) games go, Castles & Crusades is one of the early front-runners and remains a highly popular iteration. The Troll Lord gang (seriously nice bunch of people!) have hit their 7th Printing of the game, with all the fine-tuning that comes with it. This is one of those “all you need to play” players guides, with the necessary focus on character creation and player experience to qualify it for the theme this week.

Castles & Crusades Players Handbook, 7th Printing

We’ve moved to the 7th printing of the Castles & Crusades Players Handbook. A pillar of the table top RPG industry, Castles & Crusades embodies the spirit of the old-school gamer with the easy to use modern mechanics. The Players Handbook has all you need to get started in a wild ride of adventure!

It’s easy to learn attribute-based rules system allows players to choose among 13 archetypal character classes and 7 races to create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades is in this book.

Dice and Monsters & Treasure sold separately.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

One of the most popular Lovecraftian-themed settings has one of the most popular player-facing guides there is, which is the focus of today’s entry in our Guiding the Players Week. The Delta Green: Agent’s Handbook does all the things you might hope for in such a guide – guide you in making the character you want; teach you about the setting and your likely place in it; explain to you how key rules and systems work so you can get the most out of the experience.

At the same time, it does all this with the clean, sharp, evocative award-winning writing that the Delta Green line has always been known for.

Silver Ennie Award winner for Best Supplement, 2016.


Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green spent four decades opposing the forces of darkness with honor, but without glory. Stripped of sanction after a disastrous 1969 operation in Cambodia, Delta Green’s leaders made a secret pact: to continue their work without authority, without support, and without fear. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day—but often at a shattering personal cost.

In Delta Green: The Role-Playing Game, you are one of those agents. You’re the one they call when unnatural horrors seep into the world. You fight to keep cosmic evil from claiming human lives and sanity. You conspire to cover it all up so no one else must see what you’ve seen—or learn the terrible truths you’ve discovered.

The AGENT’S HANDBOOK is a players-only rulebook for Delta Green: The Role-Playing Game. This new incarnation of the award-winning DELTA GREEN game line includes:

  • Rules for creating agents of all types.
  • Rules for tense, fluid investigations. Players who use their agents’ skills in clever ways have the best chance to succeed — and survive.
  • Nerve-wracking rules for combat, where random disasters can undo the most careful planning.
  • Mind-melting Sanity rules that see agents gradually deteriorate — and sometimes snap.
  • Rules for “home” scenes where players see what their agents are fighting for.
  • Quick, intuitive rules to determine equipment and assets.
  • Dossiers on the federal agencies most likely to be featured in play.

Further terrors can be found in the forthcoming core rulebook of Delta Green: The Role-Playing Game, which will include everything from the AGENT’S HANDBOOK and massive resources just for the Handler.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!