Sunday, August 31, 2025

#RPGaDay2025 Day 31 Reward

What is reward, really?

Is it gold? XP? Magic items? The thrill of leveling up and unlocking that next power, that new spell, that coveted domain?

Sure. It can be all of that.

But if you’ve been playing for a while, really playing, you know the real rewards aren't measured in coin or mechanics.

The real reward is the story you still remember fifteen years later.

It’s the time your witch stood alone in the haunted chapel, torch flickering, casting Augury with a deck of real tarot cards, trying to divine whether the village elder was possessed, or worse.

It’s the argument your players had, in character, about whether or not to open the sarcophagus sealed with silver nails, or follow that perfectly innocent-looking elf into the dark alley.

It was a battle so tense that you all jumped to your feet when the last die finally landed. 

My oldest’s Sunday D&D sessions will often get quite loud. I’ll turn to my wife and say “oh I wonder what happened this time!” Especially with his recent “It’s Always Sunny in Waterdeep” campaign. I know it will be something crazy.

You don’t tell stories about how many XP you got. You tell stories about the time the halfling bard tricked the lich into believing he was its long-lost apprentice, and somehow, it worked.

You tell stories about that game, the one that went off the rails in the best possible way. The one that ended at 2 a.m. with laughter and a hastily scribbled map and a blood pact to absolutely pick this up again next weekend.

The reward is connection. It’s the friendships forged in dungeons and dark forests. It’s the notes passed between players when they think the DM isn’t watching. It’s the memes, the inside jokes, the long-running gags about cursed dice or that one player who always rolls a natural 1 during stealth checks.

And yeah, sometimes it’s the bragging rights. The tale you tell at the next Gary Con or your local game store. The story you pull out at dinner when someone says, “Wait, you play D&D?”

The reward is knowing you built something together, something weird and magical and fleeting. A tale that never existed before you sat down to roll the dice.

And maybe, if you’re like me, the reward is watching your players squirm when the signs and portents line up just right, and they realize they’ve been dancing on the edge of something much older and darker than they imagined. 

Or when they finally connect all the dots and realize that they, and they alone, are the ones to save the whole freaking world.  When Willow & Tara held hands and jumped into the maw of Leviathan. When my son’s paladin used the Sun Sword from Ravenloft to split the Chaos Stone Lolth was using to cover the world in Darkness. And so many more that have meaning to me and my players.

So yes. Reward is treasure, sometimes.

But more often?

It’s the echoes of shared imagination, still lingering long after the dice are packed away.

It’s the memory of that witch, that warlock, that paladin who fell but didn’t break.

It’s the experience of creating together.

And that?

That’s priceless.


Questions

What. Nostalgic. Character. What Character am I nostalgic for? I have to admit I LOVED playing Johan, my AD&D 1st Paladin. I have played a version of him in every edition of D&D and many other fantasy games. I have even tried a couple of versions of him in Baldur's Gate 3 and other video games. But nothing really compares to that goldenrod sheet and those old sky-blue dice from my Expert set.

--

And that’s a wrap on another #RPGaDAY! Huge thanks to David F. Chapman (Autocratik) and Casting Shadows Blog for keeping this tradition going year after year. It’s been a great excuse to reflect, reconnect, and rediscover why I love this hobby so much. Whether you joined in with every prompt or just caught a few along the way, I hope you found something that inspired you.

See you next year! 

#RPGaDAY2025

Saturday, August 30, 2025

#RPGaDay2025 Day 30 Experience

 Wow. Experience. What a loaded word.

Are we talking about experience points? Game experience? Play experience? Player experience? Or what it means to build experience over time, as a gamer, a DM, a creator?

All of it, really, I guess.

I have been posting my Witches of Appendix N to tap into the experiences of the creators and first players of the D&D game, while also incorporating my own experiences and influences. 

But today I want to focus on the experience of exploring different games, and what we carry with us when we return to the familiar.

Recently, D&D influencer Ginny Di did a great video talking about what she loved about Daggerheart, and what she planned to steal for her own games. And while she didn’t name names, we all know she meant D&D. And you know what? She’s absolutely right.

The best games we play change how we think. They expand the toolkit. They remind us there are other ways to do party dynamics, relationships, mechanical choices, and storytelling rhythms. And even if we come back to the same rules we’ve always loved, we bring something new with us.

For me, this has been a theme lately. I’ve spent a lot of time working on my Witches of Appendix N project, not just reading the stories that inspired the first generation of D&D creators, but trying to feel what they felt. What was it like to play this weird little fantasy game in 1974? What shaped it? What inspired it?

But I’m not Gary Gygax. I’m not Dave Arneson. I’m not sitting in a basement in Lake Geneva trying to rework Chainmail into a fantasy skirmish. My Appendix N isn’t just swords and dragons and pulp novels. It’s Dark Shadows reruns on PBS. It’s D-grade horror movies from the ’70s. It’s weird occult books I wasn’t supposed to be reading. It’s Led Zeppelin and  Iron Maiden album covers (I am listening to “Number of the Beast” as I write this)  and pages from Fangoria, Starlog, and Heavy Metal taped into a spiral notebook.

Those are my experiences. And they show up in every spell I write, every monster I stat out, every setting I dream up. No matter how “old-school” I go, it’s always filtered through who I am, what I’ve seen, and what I love.

And I think that’s true for every one of us.

We all bring our own experience to the table, our own flavor, our own influences, our own emotional palette. That’s what makes the hobby so weird and beautiful and impossible to define.

So yes, learn new systems. Try new styles. Borrow shamelessly. Steal structure from Daggerheart, emotional mechanics from Monsterhearts or Blue Rose, pacing from Call of Cthulhu, drama from Star Wars, or epic deeds from Wasted Lands. Fold it all back into your game.

Because your game, your world, should reflect your experience.

And if you do it right?

It becomes an experience someone else will never forget.


Questions

 What. Confident. Lesson.  What lesson am I the most confident in? I would ahve to say the math lessons I built in my games with my kids. It was great fun.

#RPGaDAY2025

Friday, August 29, 2025

Fantasy Fridays Review: Forgotten Realms City of Splendors

City of Splendors Boxed Set
I have not been very good at keeping up with my Fantasy Fridays. Nor have I been good at keeping up with my exploration into the Forgotten Realms. I think that is why so often they end up on the same post. I had good intentions of doing this one yesterday, but sadly my day got away from me.

So here we are, standing outside the gates of the City of Splendors. I read a lot of material about this place, but today is the day I visit the city proper. Reminds me when I first moved to Chicago to be honest. Big city, lots of new and exciting places.  Let's go.

For this review, I will mostly consider my boxed set I scored at an auction a few years back when I was building up my Forgotten Realms collection. I will also bring in the DriveThruRPG pdfs as needed.

Before I get to that though I do want to read, briefly, the "Welcome to Waterdeep" article from Dragon Magazine #128 from December 1987.

The copy I had was falling apart so I took the "Welcome to Waterdeep" article and put it into this boxed set. It fits...rather perfectly. The boxed set was published in 1994, so this article is the perfect introduction.  While there was FR1 Waterdeep and the North and FR8 Cities of Mystery, this article is the "real" introduction in my mind. The traveler's brochure. It is not long, it doesn't need to be, it just describes some areas outside of the city proper. Wonderful lead in.

City of Splendors

1994. Steven Schend with Ed Greenwood. Three books, one booklet, lots of maps. There is so much going on here it is best just to get into it. I count over 300 pages. I am shocked the PDF at DriveThruRPG was under $7.

Book I City of Splendors Campaign Guide
Book I City of Splendors Campaign Guide

At 128 pages it is the largest book. We learn right away that Waterdeep is Ed's favorite city in all of the Realms. No surprise I think. 

We dive right into the division of the city into the various "wards" Sea Ward, North Ward and so on, and of course the tantalizing City of the Dead, the walled cemetery.

At the time of this writing the population of the city is just over 122,000, so about the size of Topeka, KS. We get some basic geography and some history, but told with the Ed Greenwood charm that makes the reading not seem like a history text. I mean it is, but it is still very engaging. This includes much of the same surroundings as covered in the Dragon article.

The history is split up into the various ages of Waterdeep and then getting into a more detailed timeline. As dry as timelines can be, I do love reading them. I mean I see things like "the Trollwar" and want to go off on a tagent to discover more.  For the record, and mostly for my own record keeping, the current year of this set is DR 1368.

Next up is a chapter on the city wards. This followed by a chapter on Places of Interest & Danger. Honestly there is so much here I could run adventures in Waterdeep for years. The sewer map alone is just begging to be used.

An aside. This came out in 1994, by this time I was working on my first Ph.D. and not buying a lot of AD&D books save for Ravenloft. BUT I was still reading Thieves' World book where I could. Seeing this labyrinth of sewers puts the "Maze" of Sanctuary to shame. Well...it certainly gives it a run for the money. 

There is some minor details on Undermountain. I am not going to get sidetracked by that right now, save that Undermountain only adds to the playability of Waterdeep. I must make an effort to learn more.

Chapter five covers the Lords of Waterdeep. Some of these even I know by name, and others are familiar enough. 

No city book would be complete without a section on Law & Order. (Damn. Now I want to do a "Law & Order: Waterdeep" campaign!)

"In the criminal justice system, the people are represented by two separate yet equally important groups: the City Guard, who investigate crime; and the Magisters, who prosecute the offenders. These are their stories."

Sorry. I had to do that.  ðŸŽµ Dun Dun.🎵

One of my favorites is next. The Magic of Waterdeep. So all new spells and magic items. 

Appendix One covers trade and travel. One that is very important for our "It's Always Sunny in Waterdeep" game, travel from Waterdeep to Baldur's Gate via the High Road is 32 days. 

Appendix Two covers Skullport a city beneath the waves. 

Appendix Tree covers the Blue Alley.

Appendix Four is a conversion of old and new map keys from previous books, and Appendix Five is a very robust index.

Book II City of Splendors Who's Who in Waterdeep
Book II City of Splendors Who's Who in Waterdeep

Let's be honest. Ed LOVES his NPCs. There are so many characters here that I should never, ever run out. So what do I get? A 96 page book of MORE characters!

Ok, it is not all characters, there are also roles (that people fill) and the expectations of society. 

Chapter 1 covers Waterdeep Society. I actually take to this one rather easily. There is my social psych background and I have written similar characters for Victorian era games about London. This one is rather brief though.

Chapter 2 has our nobles of the city. So we are leaving "Law & Order" and headed into "Bridgerton" territory. I guess Xenk can be "the Sexy Duke" here too! I wonder who our Lady Whistledown is? My guess is Laeral Silverhand in her Irusyl Eraneth guise. 

That is only a third of the book and I am already overwhelmed with ideas.

WATERDEEP. Not on Netflix

Chapter 3 covers the money and guilds. Back in 94 this would have been the chapter for me. But right now  can't get past the Waterdeep/Bridgerton crossover I am now currently planning. Though I don't want to undersell this chapter. The Forgotten Realms was built on the idea of Adventuring Guilds. It is a world that supports the AD&D rules and vice versa. We get more details on Adventuring Guilds in Chapter 5. 

Likewise, in the 1980s, I would dive headfirst into Chapter 4, Religion. I do wish this one was a bit longer. I was looking forward to details on the Temple of Selûne and the abandoned Temple of Shar.

Chapter 5 covers the independent operators in Waterdeep. This includes some details on select Adventuring Guilds. This is a chapter of loose groups and some personalities, but really, this feels more like "Realms" to me. If nothing else, it is a great source of names. The same applies to all the NPCs listed after the groups. Waterdeep also has its own Aleena. Who knew? Well, not me until a few minutes ago. 

Chapter 6 covers the enemies of the City. This gives us a glimpse of Xanathar from the cover of Book I.

Appendix One here is a tale about adventure. Appendix Two is about The Thirsty Throat. 

Book III City of Splendors Adventurer's Guide to the City
Book III City of Splendors Adventurer's Guide to the City

Slight editorial aside. I love this cover. It might be one of my favorite Elmore covers ever.

Chapter 1 covers a local's guide to Waterdeep. What I love about this book is it is done from the point of view of locals from Waterdeep. This includes what the common folk know about the various rulers and locales. It covers much of the same territory as the first book, but from a different point of view, so the material does not feel like it is repeated. 

Chapter 2 gives us details on Waterdeep's festival life. This includes a brief coverage (too brief) of Watedeep's nightlife and the various festivals through out the year. 

Chapter 3 covers what it is like to be a Waterdhavian adventurer and what benefits there are to that. We get into some game mechanics here with new Proficiencies. 

Chapter 4 discusses the Waterdeep campaign. This is some good information for new DMs and New-to-Waterdeep DMs. Chapter 5 continues this idea with NPCs of the Adventuring Quarter. Great as NPCs to help/hinder characters. Certainly PCs are far more likely to rub elbows with Branta Myntion than they are Elminster. 

Chapter 6 has some adventure seeds. Though they are going to have to battle for room in my mind since "Law & Order: Waterdeep" and my "Brigerton/Waterdeep" crossover are both being very loud right now. Though seeing how our "It's Always Sunny In Waterdeep" went, I think my Brigerton/Waterdeep crossover will end more like "Laeral Silverhand's Fight Club."

Book IV City of Splendors Secrets of the City

This 16 page booklet really could have been folded into Book III to be honest. It covers similar territory. It is just a more fleshed out set of adventure seeds. But I suppose it works like an adventure pack.

City of Splendors Boxed Set

The boxed set also came with more AD&D 2nd Ed Monstrous Compendium sheets. I copied them here at home to stick in my binder and kept the originals in the box.

There a lot of maps too. 

Maps

Maps

Maps

My favorite is the last one, the map of Waterdeep and all the streets. I'd hand this one up, but I know the lights in my office will bleach it out like it did to my map of Chicago and is doing to my map of Victorian London. 

City of Splendors Boxed Set

City of Splendors Boxed Set

I have always loved city and urban adventures. There is just so much to do. Hell I am not even sure when the last time characters leveled up in "It's Always Sunny..." but everyone is having a great time. 

It's always Sunny in Waterdeep

I knew this boxed set was going to be great and it lives up to the hype in my head about it. I know I have more books about Waterdeep to work through, especially with 3rd edition coming up later (likely next years really) and 4th and 5th as well. 

I can see why this is Ed Greenwood's favorite city in the Realms. 

I don't recall what I paid for this, but I do know it wasn't a lot. In fact, my memory of it now, I got it pretty cheap. Whatever I paid it was worth every penny. 

Sinéad, Nida, and Company

And what of my erstwhile adventurers in the Forgotten Realms? Well Sinéad and Nida are sticking around Waterdeep for a bit, though my plan was to have them begin going East.  I do know that my characters, Rhiannon and Jaromir, were anxious to return to Rashemen*.  Like I mentioned above, there is no great change to their stats just yet.  Since I am using Sinéad as my way to experience the Realms, I would have to say that, like me, she is fascinated with the city. Her "pagan" background has totally unprepared her for any large city, let alone the largest one on the Sword Coast. 

This is the same with Rhiannon and Jaromir. *Because I have not figured out which witch class to use for her nor how I want to replace the barbarian class for him, they have been largely absent. I said they have gone home, but looking over my notes I see they are still staying in the cheap inn with everyone else. I am going to have to do some work on these two. Maybe a side quest. I could follow the Minsc example and make Jaromir a Ranger. I have to admit that while he began as somewhat generic barbarian, I have been playing him more like a member of the Fianna. I think I'll take a side trek to figure out their AD&D 2nd Edition classes prior to their return home to Rashemen. Rhiannon then should very obviously be a Rashemi witch. 

The question is now, will Sinéad and Nida go with them? That was always my idea. But who knows now. I'll have to see how the games go. I do know that Nida is going to pick up some spellcasting levels. I thought witch, but maybe it will be magic-user/wizard. 

DriveThruRPG PDF

The PDF from DriveThruRPG is a single file of 377 pages. The images are a touch fuzzy but the text is sharp and clear. All the maps are here, but they are in letter-sized chunks. The Monstrous Compendium pages are here too, and can be printed for obsessive/compulsive completists like myself. 

Like I said above, at under $7 this is an absolute steal. 

Final Thoughts

Between the PDF and the used but in fantastic shape boxed set I have, I feel like I robbed someone. There is no way I have paid more than $20 for all of this (boxed set and PDF), and the value is an order of magnitude beyond all of that. 

I loved the AD&D 1st Edition Campaign setting Boxed set, and this is akin to that. Rock solid, enough for decades of play, and I am not likely to run out of ideas for it anytime soon.

Honestly, just so much great stuff here, I am overwhelmed. 

#RPGaDay2025 Day 29 Connect

Nothing in this game works without a connection.

You can run the most finely crafted dungeon, write the most terrifying villain, drip suspense like wax onto the map, but if there’s no connection at the table, it falls flat.

No tension. No stakes. No spark.

Because in the end, this is a shared experience. Between players and the DM. Between the characters and the world. And, maybe most importantly, between the characters themselves.

We talk a lot about storytelling in RPGs. Plot arcs. Mystery reveals. The slow burn of occult horror. But the game isn’t just what happens. It is who it happens to, and why that matters.

Suspense only works if the players care.

Horror only works if the players believe in it.

Mystery only works if the players want to know more.

Danger only matters if they don’t want to lose what they’ve found.

Daggerheart is good at this. So is Blue Rose. They help foster connections that matter. Even the FFG/Edge Star Wars I have been dipping into has this. It’s not really new, of course, we did this a lot with DC Heroes and Marvel Super Heroes.

That’s why I care so much about connection in my games. The bonds between players and characters are the emotional engine behind everything else. When those bonds are strong, everything hits harder. The betrayal cuts deeper. The rescue means more. The shared victory feels earned.  It makes the stakes feel higher and the victories feel better.

Sometimes this connection happens naturally. A few good players click, and suddenly you’ve got a party dynamic that could fuel an entire campaign. Other times, you have to work for it. Give them moments to talk. Space to share. Conflicts that force them to choose each other over the easier road.

And it’s not just about the characters. It’s about the people at the table.

As a DM, I try to read the room. I listen. I adjust. I check in. Because every suspenseful pause, every creepy whisper, every climactic reveal, only works if the players trust me enough to lean in. That connection is the unspoken contract we all agree to when we sit down and roll dice together.

Even when I’m building strange, mythic, symbolic games, when the world feels uncanny and the magic is layered with secrets, what holds it all together is the bond.

Between the witch and her familiar. The rogue and her rival. The paladin and his doubts. The players, sitting together in a shared dream.

Connection makes it real. Connection makes it matter.

And without it?

You’re just telling stories in the dark, hoping someone’s still listening.


Questions

 What. Grateful. Rule. I might have answered this one or some variation of it. What rule am I grateful for Rule #0 that says the GM can change what they need to. 

#RPGaDAY2025

Thursday, August 28, 2025

#RPGaDay2025 Day 28 Suspense

I love combat. I love magic duels, chaotic tavern brawls, dragons roaring from the sky while the players scramble for cover. There’s a thrill in the crash of dice, the rush of tactics, the immediacy of it all. 

But you know what sticks with players longer than the fight?

The silence before it.

Suspense is the slow blade. It’s not about surprise, it’s about anticipation. That creeping sense that something is wrong, but no one’s named it yet. It’s the moment when the music fades. When the torch flickers once and then goes out. When the NPC who always answers the door… doesn’t.

As a DM, building suspense is one of the most powerful tools I have. And unlike combat, there’s no initiative roll for it. It lives in pacing, description, rhythm. It lives in what I choose not to say.

I’ll lower my voice a bit. I’ll describe something small. Too small. I’ll pause more often. I’ll ask, “Are you sure you want to do that?” even if I’m not planning anything. Yet.

Suspense is a collaboration between the DM and the players. I give them the shadow, they give it teeth. The more room I leave, the more their imaginations fill in the gaps. And usually, what they come up with is far worse than what I had planned. As I mentioned already, often it is best to let the players’ own imaginations fill in the gaps. 

But here’s the trick: suspense isn’t just for horror games. It’s not just ghosts and witches and the slow creak of a basement door. Suspense works anywhere there’s uncertainty. Fantasy thrives on it.

  • The crypt that hasn’t been opened in centuries.
  • The noble court, where one wrong word will get you exiled or executed.
  • The ancient artifact that hums when no one is looking.
  • The character’s dream that ends with a name they’ve never heard… and the next day, an NPC says it.

Suspense turns every room into a question. Every choice into a forked path. Every moment into a heartbeat you feel at the table.

In my Occult D&D projects, I lean hard into this. I want the players to hesitate. To ask, “Wait… is that normal?” I want the moment before they open the book, before they cast the spell, before they step through the arch. Because once they do? That’s when the reveal comes. That’s when the real danger starts. But the suspense is what makes that moment matter.

There has not been enough danger in finding an old spell book in current games. It’s a spellbook. In Occult D&D, it's an ancient grimoire that belongs to an ancient witch queen, then passed down to a corrupt warlock who talked to spiders and learned their secrets. Is that human skin it is bound in? Why does it feel a little too warm to the touch? Did the book flinch when it was touched?

You can run a game without suspense. Plenty of people do. But once you start using it, once you learn how to play the table like an instrument, quiet, careful, patient, you’ll find your players remember those moments just as clearly as the big battles.

Maybe more.


Questions

 How. Enthusiastic. Person.  Ok...How enthusiastic am I to game in person? Hey, it's what I live for! 

#RPGaDAY2025

Wednesday, August 27, 2025

#RPGaDay2025 Day 27 Tactic

Witchcraft Wednesday Edition

Dungeons & Dragons, at its roots, is a game of tactics.

It grew out of wargaming. Miniatures on a battlefield. Movement rates. Ranges. Terrain. Planning your strike before the other side rolls initiative. That foundation still lingers, even in the wildest fantasy campaigns. Position matters. Choices matter. You can feel the wargame bones in every hit die and saving throw.

But today I want to talk about a different tactic.

 And a very different kind of fight.

My current opponent doesn’t breathe fire or lurk in dungeons. It’s not a dragon, or a lich, or even one of those slippery players who always find a loophole in your spell descriptions.

It’s my Occult D&D project.

This thing has grown far beyond what I thought it would be. What started as an experiment, "What if I treated witches as seriously as clerics and magic-users, and they had been part of D&D from the start?" has turned into a full-blown system of spells, subclasses, traditions, monsters, mechanics, cosmology, and philosophy.

And the tactic I’ve used to wrestle it all into something cohesive?

 Research. Years of it. I looked back at my first notes on this back in mid-July (they are sitting here now), and they are dated 2013. Not my first notes ever, just the first notes I began collecting for an AD&D book. I have notes still dating back to the 1980s. All carefully kept (much to my wife’s chagrin sometimes) in three-ring binders. I might be obsessive, but it works for me. 

I’ve read historical witch trial records. I’ve gone deep into Margaret Murray, Jung, and Campbell. I’ve pulled from Golden Dawn rituals, folk magic, Wicca, Kabbalah, medieval grimoires, Victorian spiritualism, and pop culture from Dark Shadows to The VVitch. I’ve cross-referenced monster entries, spell levels, class XP charts, and Dragon Magazine articles like I was studying for an occult-themed Ph.D. dissertation.

And every time I thought I was close to done?  Another thread appeared. Another tactic had to be employed. Another heretic idea needed a place on the page.

This project hasn’t just been about building something.  It’s been about learning how to listen, to myth, to symbol, to rhythm, to the structure of D&D itself. And then figuring out where my work fits, and where it pushes back.

There’s tactical thinking in this, even if it doesn’t look like a battlefield. 

  •  What does each Tradition offer? 
  •  How do I balance the occult with the arcane and divine?
  •  Where does narrative shape the mechanics, and where do the mechanics open new story paths?

And yes, I am using the word “story” here. Why? Because that's what the player is going to do with this. I am fairly sure that the audience here is the ones that will look at the traditions, subclasses, and classes I have and say, “yes, these are different from each other.” They are the ones I want to reach. 

It's not always straightforward. Sometimes it’s sitting at my desk, staring at a spell description for 20 minutes, trying to decide if it should be second or third level. Sometimes it’s rewriting a single monster power because it breaks one of the unwritten rules of AD&D logic, or it is too close to something already done, OR even because I need it to be closer to something already done.

But that’s the work. That’s the tactic. Slow, careful, deliberate construction.

I love a good battle map. I love clever flanking. I love using the environment to turn the tide.

But sometimes the most satisfying tactic isn’t found in the order of initiative.

It’s in building something that others can use.

And knowing that somewhere, someday, a new player’s character might light a candle, draw a circle, and say, “I cast an occult spell.


Questions

 Where. Confident. Accessory. Hmmm...Where am I confident I can get the latest accessory? Easy, my FLGS, Games Plus.

#RPGaDAY2025

Tuesday, August 26, 2025

Mail (and Yard Sale) Call Tuesday, 80s Style!

 Double hitter today. Went out on a hunt for some old-school D&D and came home to some mail.

Old school games and books

Dragged my wife and youngest out to a yard sale way north of Chicago because I saw online they had a ton of D&D books. A box of adventures, hardcovers, a box of Dragons, and a bunch of old Ral Partha minis. We got there in plenty of time, but the boxes were stanched up by, well... I never got a satisfactory answer. My wife and kid suspected (with some good reason) that the people running the sale held it back for someone. I kept getting a different answer from the workers (it was a managed sale) and the person buying them all didn't seem like a gamer because they really couldn't answer and questions.

Oh well. I did get a chance to look into the boxes, and I had about 95% of it all anyway.

I DID manage to score boxed sets of Top Secret and Indiana Jones. This gives me more evidence that person buying didn't know what they had. These were right next to the books and were ignored. That's fine, I didn't have these, so score for me! I also got the Doctor Who Technical Manual to replace my old one that was lost. 

Yard Sale score!

Yard Sale score!

The boxes are in worn shape, but the contents are good. Missing dice, save for the saddest looking d10 I have ever seen.

On the mail front, this was waiting for me when I got home.

The Folio Black Label #3

The Folio Black Label #3 White Witch and Black Stone from Art of the Genre.

And it looks like I got the last copy! Sorry all. But honestly, how could I have said no? It features Duchess and Candella as NPCs and the main antagonist is "the White Witch."  I mean, come on? 

While print is sold out, the PDF is still available

I'll get a proper review of this up soon. Now I just need to figure out where I am going to slot this into my War of the Witch Queens.