Tuesday, March 3, 2026

In Search Of...The SIU Connection and the Illinois RPG Pipeline

The Pipeline
I am a Saluki, you fools. I am a Saluki, and I will destroy you.” 
Bob Odenkirk, SIUC Grad 1984

Growing up in the Midwest in the 1980s was interesting. I was far away from both Chicago and St. Louis, the two largest cities, which I didn't get to very often, and stayed relatively stuck in my smallish town.  We had our own run-ins with the Satanic Panic, and generally speaking, I couldn't wait to get out, thinking that if I moved away, I could at least find better access to cool RPGs.

How little I actually knew back then.

I later learned that I actually lived near what I have started calling the Illinois RPG pipeline. Games would flow down from Lake Geneva via Chicago to universities in Champaign-Urbana (U of I), Bloomington-Normal (Illinois State), and Carbondale (Southern Illinois University, SIUC). Mostly via I57. Of course, SIUC was the Alma Mater of Tim Kask and, later, yours truly. 

Given the availability of material, I also assume that there was a pipeline that went through Springfield, IL as well. That route would have been Lake Geneva to Chicago, down I55 through Bloomington to Springfield, and then on to St. Louis and again, Carbondale. 

From the early 1970s through the 1990s, these contiguous corridors stretching from Lake Geneva through Chicago and central Illinois to Carbondale functioned as a sustained creative and distribution spine for tabletop role-playing games, linking publishers, university clubs, conventions, retailers, and designers into what can reasonably be called the Illinois RPG Pipeline.

The Illinois RPG Pipeline was not just a metaphorical flow of ideas, but a physical corridor of products and ideas.

Gen Con in particular was not just an event. It was the first distribution node. Designers, retailers, and university gamers attended in person and brought the product home. Its position in late summer was ideal for purchasing content and then packing it up to take back to school in a few weeks. 

What I once thought was isolation in southern Illinois was in fact proximity to one of the most important role-playing game corridors in the country: a 400-mile pipeline that carried ideas, designers, products, and play culture from Lake Geneva through Chicago and central Illinois to SIU, shaping the growth of tabletop gaming for decades.

Talking with Tim at Gary Con 2025, I learned even more. 

Tim Kask from Little Egypt

Before he was TSR’s first full-time employee and editor of The Dragon, Tim Kask was a married student at Southern Illinois University in Carbondale. From there, he cold-called Gary Gygax, having found the Lake Geneva address in the back of Chainmail. Chainmail was popular with the Strategic Games Society then, as it was when I got there a decade later.  Kask got invited up, dropping his wife and daughter off in the Quad Cities, and the rest is history. Kask’s own reminiscences place that contact in late ’73/early ’74, while he was at SIUC. During this time, Kask would talk with Gygax about what a "mess" the rules were and how he taught the SGS how to play, but needed to figure them out himself first. This is key: the rules, given their state, lent themselves to being taught in play rather than being read to play. This became a viral campaign long before that term was coined and is still one of D&D's greatest strengths; people who watch it being played want to play more.

This area of the state in known as "Little Egypt." SIUC's school mascot is a Saluki, an Egyptian running dog. The school's daily newspaper is called "The Daily Egyptian." This dates back to the 1830s, when severe weather caused crop failures in Northern Illinois. The Southern Illinois area (today anything south of I-70) became very attractive to settlers due to the fertile land and rivers (the lower Mississippi and Ohio) that rarely froze. The richness of the soil there is so deeply ingrained that 150 years later, when I was there, people still talked about it.

Kask and I talked a lot about SIUC. Salukis never forget their erstwhile home. Tim lived in married housing while his brother lived in the dorms called "Triads," and he would go and visit him and play D&D. I also lived in the Triads. He was in Boomer Hall, and I was in Wright Hall, separated by about 13-14 years. Sadly, Boomer, Wright, and Allen halls, the Triads, were all demolished in 2012. I guess sometimes you can't go home again. 

But that time was influential in shaping how D&D grew beyond those three little rulebooks. 

Kask refereed the "Qualishar campaign," described in local coverage as the first Dungeons & Dragons campaign played at SIU and likely one of the first outside Lake Geneva. That’s a huge claim, but it’s coming from a contemporary profile built around Kask’s Carbondale years. Note the spelling drift you’ll see in fan histories: Qualishar in news pieces vs. Kwalishar in later forum posts and anecdotes.

Side Note: Kask has also said his first PC was named Kwalish, which fans often connect (informally) to the item name Apparatus of Kwalish. Treat that as apocrypha-but-plausible; it’s sourced to Kask comments preserved in community threads, not a primary TSR memo or publication.

The Strategic Games Society and The Egyptian Campaign

The Strategic Games Society was the gaming group that formed back in the early 1970s at SIU Carbondale. They would meet in the Student Center (3rd floor if I remember right) and play war games. At the time, prior to 1974 their membership was only about a dozen. Tim Kask and his brother were members 14 and 15, according to his recollections. 

Back then, SGS at SIUC was a wargaming RSO (registered student organization) that bridged the pre-D&D and early-D&D eras. Exact rosters are hard to pin down in print, but the through-line is clear: SIU had an organized strategy gaming scene in the early 1970s, and by the mid-to-late 1970s that group was already intersecting with the brand-new role-playing hobby. There’s an active SGS presence today; they still meet in the Student Center.

The Egyptian Campaign (1987–2007)

If you gamed around Carbondale, you probably remember The Egyptian Campaign, the local convention that ran from 1987 to 2007, peaking at around ~750 attendees. It was anchored at the SIU Student Center and, for years, was the spring gaming date on the regional calendar. Even recent DE coverage of successor shows calls out Egyptian Campaign’s footprint and dates.

I went to it in April of 1988. I missed the preregistration and was unable to get into any games.  It happened around the time of Spring Fest and Carbondale's famous "Cardboard Boat Regatta," so I often missed it. 

What the SGS was doing through the late '70s and into the '80s, as D&D exploded, is harder to document; rosters and meeting records from that era haven't surfaced publicly, but the convention scene that emerged in 1987 didn't spring from nothing. Conventions do not appear ex nihilo. A 750-attendee show requires a pre-existing culture.  One thing is certain: there was quite a bit of D&D being played there.  A side effect of this? Cheap D&D books at 2nd hand book stores. I picked up a near-mint looking Deities & Demigods with the Cthulhu and Melniboné mythos for just $18. And it was not the only one. 

An Aside: The Trampier Thread

Then there’s the Carbondale connection we can't escape: David A. Trampier (DAT) the AD&D 1st edition artist and creator of Wormy. After vanishing from the hobby in the late ’80s, he resurfaced in a 2002 Daily Egyptian ride-along story… as a Carbondale cab driver. He later died in Carbondale in 2014, just weeks before he was slated to surface at a local con (yes, Egypt Wars). If you’ve ever wondered why Carbondale keeps coming up in old-school circles, that story alone would do it. 

Back in the early to mid-90s, I walked by that Yellow Cab depot all the time. There was this bar that all the TAs went to as soon as we were done teaching. There were more than a couple of occasions I left the bar, walked by the Yellow Cab, and got on the Amtrak to see my girlfriend in Chicago. The cabbies all sat outside and smoked. I can't verify this at all, but I know I walked by Tramp more than once.

The Pipeline

From the mid-’70s through the ’90s, a contiguous corridor of publishers, conventions, and university clubs, TSR and Gen Con in southern Wisconsin; Chicago-area publishers and retailers; UIUC’s Winter War; Judges Guild in Decatur; and SIU’s convention scene and retailers in Carbondale, created a reliable Midwest supply chain for RPGs. That infrastructure, plus TSR’s 1979 Random House book-trade deal and later Midwest distributors like Chessex/Alliance, made new D&D material easier and faster to find along this route than in regions that lacked equivalent clusters.

I have no sales figures. I have no hard data. What I do have is the recollections of many gamers and some other anecdotal evidence. But here is what I do know.

Mayfair Games (Chill, Role Aids line) was founded in Spring 1981 by Darwin Bromley, his brother Peter Bromley, and friends, and Darwin Bromley himself had practiced law in Chicago from 1975 to 1981 before starting the company. It was named for the Chicago neighborhood in which it started.  Darwin Bromley was involved with the Chicago Wargaming Association and its CWAcon convention, where the first Role Aids fantasy adventures were debuted and run. Chicago had its own organized wargaming association running its own convention. That's not just a waypoint, that's an active gaming culture node.

FASA (founded in 1980 in Chicago) pumped out Traveller material early on, then Star Trek, Doctor Who, BattleTech, and Shadowrun. Further concentrating RPG/miniature culture (and distribution reps) in Chicagoland. Founder Jordan Weisman was first bitten by the gaming bug in the mid-'70s when he began playing D&D at a summer camp. The game followed him all the way to the Merchant Marine Academy and the University of Illinois at Chicago, where it ultimately pulled him away from his degree and led him to found FASA in 1980.  Weisman and Babcock sold those first Traveller adventures to a local Chicago store before sending them to nationwide distributors. 

FASA brought William H. Keith, Jr. and his brother J. Andrew Keith into the company from freelancing for Game Designers' Workshop. The downstate node was feeding back into the upstate one.

Games Plus (Mount Prospect, IL) has been serving the region since 1982, one of the Midwest’s longest-running RPG FLGS anchors. I would order minis from them and have them shipped to me when I was living downstate. 

Moving south.

Champaign-Urbana (UIUC) as the mid-corridor node. Winter War launched in January 1974 and is still running, often cited as the Midwest’s longest consecutively running independent gaming convention.  This is where Marc Miller tested out some of his classic Traveller adventures. Game Desinger's Workshop actively playtested here as well. My first connection with the Call of Cthulhu game was the summer a friend's older brother brought it back from Urbana. 

Bloomington-Normal, IL was the home of Game Designer's Workshop (1973) and Illinois State University. The GDW collection at the McLean County Museum in Normal, IL shows central Illinois as a parallel wargame/RPG publishing hub feeding the same stores and cons. 

Marc Miller, creator of Traveller, attended Illinois State University (in Normal), where he joined the ISU Game Club, created by future game designers Rich Banner and Frank Chadwick.  ISU is as important to the development of Traveller as SIU was to Dungeons & Dragons. GDW did not advertise locally but instead focused on conventions and word of mouth. 

Decatur, IL as the south-central publisher node. Judges Guild began publishing in 1976 and became the premier third-party for D&D in the late ’70s–early ’80s; TSR’s formal license lasted into the early ’80s. 

Bob Bledsaw was born and raised in Decatur, Illinois, and in 1975 began running a D&D campaign after friends asked for help after four failed attempts to run the game themselves. On July 4, 1976, Bledsaw and partner Bill Owen traveled to Lake Geneva to visit TSR, where they met with Dave Arneson and received verbal approval to produce play aids for D&D. At the time, TSR's general feeling was that no one would be interested in supplemental materials.

By 1980, Judges Guild had scaled to a 14,000-square-foot facility in Decatur with a staff of 42. At that time this central Illinois town was home to one of the world's largest RPG publishers.

Springfield, IL, White Oaks Mall (Center of the State) had two book sellers (Waldenbooks, B Dalton's) that kept a regular high stock of D&D/RPG items from the early 1980s on. This was due to the Random-House distribution deal that put D&D and other games into malls all over. Many other stores also carried D&D and Wargame titles within the city. At one point, a city of just 100,000 people had five sources of D&D books. 

I have talked to gamers from all over. Some had to hunt for books, drive long distances, or rely on mail order. Here, I had choices of a couple of locations in my own small hometown, and I could drive the short distance to Springfield to have even more choices. 

Carbondale, IL, Castle Perilous. Coming full circle, Castle Perilous opened up in Carbondale in 1990 by SIU alum Scott Thorne.  Steve Chenault of Troll Lord Games played games here while searching for Trampier.  

Continuous convention calendar along the route. Gen Con (WI), Winter War (UIUC), and the Egyptian Campaign (SIU) created a reliable annual circuit for retailers, designers, and GMs to move product, run events, and cross-pollinate.

Time Line

1968–1978: Gen Con grows in southern WI (Lake Geneva to UW-Parkside).
1973: GDW founded (Bloomington-Normal, IL).
1974: Winter War launches at UIUC (Champaign-Urbana, IL)
1974: Tim Kask attends first GenCon, begins playtesting D&D at SIUC
1976: TSR opens Dungeon Hobby Shop at 723 Williams St. in Lake Geneva.
1976–83: Judges Guild (Decatur) is a primary third-party D&D publisher under TSR license, then beyond.
1979: Random House distribution deal with TSR begins (book-trade availability).
1980: FASA was founded in Chicago.
1981: Mayfair Games was founded in the Chicago area (Role Aids 1982).
1982: Games Plus opens (Mount Prospect, IL).
1984: Pacesetter was founded in Delavan, WI (near Lake Geneva, WI).
1987–2007: Egyptian Campaign runs in Carbondale, peaking ~750 attendees.
1990: Castle Perilous opens in Carbondale. Second only to Games Plus in size and sales. Still open today!
1987–98: Chessex (Fort Wayne, IN) expands Midwest distribution; Alliance forms through a 1998 merger.

The PLATO Bonus

There was another, parallel pipeline. Gary Whisenhunt and Ray Wood at Southern Illinois University in Carbondale wrote the first role-playing video game in the TUTOR programming language for the PLATO system between 1974 and 1975. Called dnd, it was named after Dungeons & Dragons and is notable for being the first interactive game to feature what would later be called "bosses." 

This makes Carbondale and SIUC part of the earliest lineage of digital RPGs. Dungeons & Dragons and computers go all the way back to their origins and are interlinked. While computers will be forever associated with "Silcon Valley," RPGs will forever be associated with the Midwest. 

The Midwest did not merely birth Dungeons & Dragons; Illinois sustained and propagated the hobby through a connected north-south corridor of publishers, universities, conventions, and retailers that formed a durable cultural infrastructure from Lake Geneva to Carbondale.

Selected Sources / Bibliography

Tim Kask Interview, Part I - Grognardia (2008) https://grognardia.blogspot.com/2008/09/interview-tim-kask-part-i.html Kask's account of his SIUC years, the Chainmail cold call, GenCon '74, and his hire at TSR.

Tim Kask Interview, Part II - Grognardia (2008) https://grognardia.blogspot.com/2008/09/interview-tim-kask-part-ii.html Kask on the development of Basic and Advanced D&D, viral spread of the game, and his role as "midwife" to AD&D.

Bill Owen on Bob Bledsaw - Goodman Games https://goodman-games.com/remembering-bob-bledsaw-sr/ Co-founder of Judges Guild's first-person account of the Decatur wargaming scene and the founding of the company. Essential primary source for the Decatur node.

Bill Owen's ICD/Judges Guild Precursor Blog https://wargamecampaign.wordpress.com/2017/06/10/icd-judges-guilds-precursors/ Owen's detailed account of the pre-Judges Guild wargaming club scene in Decatur and Springfield, including connections to other Illinois clubs.

Marc Miller Interview - The Escapist, "A Perpetual Traveller" https://v1.escapistmagazine.com/articles/view/tabletop/columns/days-of-high-adventure/7023-A-Perpetual-Traveller-Marc-Miller Miller in his own words on returning to ISU on the GI Bill, founding the ISU Game Club, and how D&D instantly made sense to him because of prior political roleplaying at U of I.

Dragonsfoot Tim Kask Thread https://www.dragonsfoot.org/forums/viewtopic.php?t=92246
Primary community source for Kask's SIUC recollections and the Kwalish/Apparatus connection outside of my own conversations with him.

"An SIU Gaming Club Played an Integral Part in the Development of Dungeons & Dragons" - The Southern https://thesouthern.com/news/local/an-siu-gaming-club-played-an-integral-part-in-the-development-of-dungeons-dragons/article_a2c8bcd5-0d4c-5df3-a4cf-1f3a4225286d.html Local news coverage of the Strategic Games Society and Kask's Qualishar campaign at SIUC.

"Club Part of Dungeons & Dragons Creation" - Jacksonville Journal Courier https://www.myjournalcourier.com/news/article/Club-part-of-Dungeons-amp-Dragons-creation-14341261.php Additional local coverage of SIUC's role in D&D history.

"Exchange Club Played Part in Dungeons & Dragons Creation" - Daily Herald https://www.dailyherald.com/20190818/news/exchange-club-played-part-in-dungeons-dragons-creation/ Third regional news source documenting the SIUC pipeline connection.

Winter War - About Us (official site) https://www.winterwar.org/about Confirms 1974 founding by the Conflict Simulation Society on the UIUC campus.

"A Winter War for Gamers" - Smile Politely https://www.smilepolitely.com/culture/a_winter_war_for_gamers/ Detailed history of the Conflict Simulation Society's founding in 1969 and the birth of Winter War. Confirms the UIUC origin and the 1974 launch.

"Annual Winter War Gamers' Convention Returns to Champaign" - Herald-Review https://herald-review.com/entertainment/local/annual-winter-war-gamers-convention-returns-to-champaign/article_5f22fea4-2a5b-11e0-9c99-001cc4c03286.html Confirms Winter War as one of the oldest continuously operating wargaming conventions in the world, 38 years without a break.

Books

Gary Gygax, Empire of Imagination by Michael Witwer (Bloomsbury, 2015).

Ben Riggs, Slaying the Dragon (St. Martin’s Press, 2022).

Jon Peterson, Playing at the World (Unreason Press, 2012).

Jon Peterson, The Elusive Shift (MIT Press, 2020).

Shannon Appelcline, Designers & Dragons: The ’70s (2015)

Monday, March 2, 2026

Elowen Hale: Tales of the Valiant

Tales of the Valiant Player's Guide 2
 "Elowen is not the storm. She is the candle in the window while the storm rages." 

- From the Journal of Larina Nix.

After the double marathon of TARDIS Captain's The Character Creation Challenge and Barking Alien's RPG CAMPAIGN TOUR CHALLENGE, I thought I'd do another one for March! Just kidding. I didn't find one I liked, but I do want to continue with the themes of those two challenges for this month.

So, for March, each Monday, I am going to post the character stats for my newest witch, Elowen Hale. She was not featured during the character creation challenge, but I was building her network of friends and coven members. She was featured during the RPG Campaign tour as my tour guide, but all of that happened before she was 1st level. Now she is 1st level and ready for some adventures of her own.

For this, I am going use five different systems to describe her. This is her genesis, really. I had just picked up the new Tales of the Valiant Player's Guide 2. My goal at that point was to find a witch that might work for both TotV and Pathfinder 2 nd edition, since both games have a native witch class. 

I also wanted to see how she would manifest in Daggerheart and AD&D 1st edition. Daggerheart also has a witch class in playtest, and I am working on my AD&D witch. I worked to find the intersection of all these witch ideas into one witch that fit them all. 

That witch is Elowen.

Elowen and the Tales of the Valiant

Character Background (Tales of the Valiant)

Elowen was not meant to survive. What returned was not quite the same girl. She breathes. She laughs (more now than when it first happened). She drinks tea. But something in her stands half a step beyond the world.

Clerics say she was restored by divine grace. Wizards insist her resurrection was a planar anomaly. Elowen knows the truth is simpler and stranger: something let her come back.

Since then, the veil between worlds has parted for her. Spirits hesitate around her. Ghosts fall silent. She can see faint threads of fate where others see only empty air.

Unlike many who return from death, Elowen is not hardened. She is gentle. Curious. Soft-spoken. She delights in small things: warm cups, autumn leaves, frogs in rain puddles. She has decided that if she were given a second life, she would live it brightly.

Elowen Hale
Elowen Hale
Human Witch 1 (Twilight Soul)
PB +2

Heritage: Covenant
Background: Chronicler 
Learn Researcher 
Features: Spell Inoculation (advantage on saves from spells targeting her)

Strength: +0 (10)
Dexterity: +1 (12)
Constitution: +2 (14)
Intelligence: +2 (15)
Wisdom: +3 (17) Saves + PB
Charisma: +3 (16) Saves + PB

Skills: +6 Arcana, +5 Perception, +5 Survival

HP: 10
AC: 12

Spells
Cantrips: Dancing Lights, Influence, Luck Bait, Swift Stash
First Circle: Stumble, Withering Gaze

Age: 19
Height: 5'4"
Weight: 114 lbs

Skin: Pale
Hair: White (was black)
Eyes: gray (were violet)

Familiar: Mirepoix (calico cat)

Theme song: Home (Prospertine)

So this was Elowen's conception. Reading through Tales of the Valiant and figuring out their witch options.  The Twilight Soul witch jumped out at me right away. Plus the art features a white-haired witch (as does Pathfinder) I also pretty much got her look in right away.

ToV witch

Last month's posts also helped me establish that Elowen, much like her mentor Larina, keeps a journal. Since I had some character journals for Tales of the Valiant, one of them became Elowen's.

Elowen's Character JournalElowen's Character Journal

Elowen's Character Journal

Sorry for the weird lighting. My wife is turning on her grow lights for this year's garden.

I'll keep notes in this as I run her through various adventures. Yeah, she will be a GMPC for the most part, but her magic isn't going to be the thing to change the tide of a battle. But she can keep notes in her journals that Larina bought for her. Like Larina says, Elowen is not the storm, but she is the comfort away from the storm. She is a comfortable fire and a nice hot cup of tea. She is the one you can tell your horrifying truths to because she won't judge you.

Of course, this is just part of how I defined who Elowen otehr ideas about who she is came from other games too. She is at the intersection of all these witch ideas.

Saturday, February 28, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 28

Day 28 - Parting Thoughts

Day 28 - Is there anything else we should know before we head home?
Any parting knowing you want to leave us with that didn't fit anywhere else?

Elowen’s Journal

"My parents left after their visit.

They wished me well. They told me they thought I was doing really well here. My mother hugged Larina. Larina, even after everything I’ve learned about her authority and power, smiled and hugged her back with the same warmth. I think my father wanted to as well. He hesitated, then laughed, a little embarrassed. That felt important somehow.

I’m getting ready for my first real adventure now. Larina says there’s only so much I can learn in books, though I’ve seen her library and I’m certain it would take several lifetimes to master even a fraction of it. Still, she’s right. I’m heading out with Aisling and Eoddard. They travel with the Free Elves when they pass through each spring. Doireann is coming too. She’s never left the Haven Valley. I haven’t either, not since I arrived here three years ago. She’s scared but excited. So am I.

The last time Aisling and I went on an adventure together, we ended up in an East Haven jail. I’m hoping this time we make it a little farther down the road.

The ghosts surprised me most of all. They wished me well. Even those who had never spoken to me before offered quiet blessings as I passed. That felt…like the end of something, but in a good way. Renee hugged me so tight I thought she was going to choke me. She is quite strong for such a small woman. She gave me a bag filled with little satchels of different teas. She said I'll know which ones to brew when. She also packaged up a bunch of her little pumpkin muffins. Though I think Dori and I ate half of them before we got back to Larina's cottage.

I know that no matter what lies ahead, I have a home to return to. I also hope I can come back with enough gold to get a place of my own. I loved Larina’s spare room, but it’s time. Change is part of the work.

I’m leaving this journal here for safekeeping. Omar stopped by earlier with some gear Larina purchased for me. On top was a brand-new journal and a new witch's hat.

I can’t wait to fill that one too."

Designer’s Notes

West Haven is not just a “Witch Haven.” It is a crossroads and a home, a place where witches from different editions, systems, and eras can meet without explanation. The lens is always whatever game I’m playing at the time, but the world remains consistent. NPCs may follow different rules than the player characters. That’s intentional. Mystery matters.

I wanted to involve as many characters as possible. Some appear more than others. Elowen and Aisling naturally surfaced together. Others, like Rána, remained distant by design. She belongs to the Maiden Wood, and Elowen’s fear of that place keeps them apart, so their tales rarely intersect. BTW I have had more ideas about what the Maiden Wood is all about, but that will be for another time I think. 

Most importantly, I wanted a place characters could call home.

The Lord of the Rings is ultimately about returning. Odysseus is nothing without Ithaca. West Haven exists so characters can leave, grow, break, change, and still have somewhere that remembers them.

Finally, this series is tied directly to Advanced Witches & Warlocks. While I avoided direct statistics, nearly everything described here emerged from those rules or their playtests. This is an invitation, not an explanation. If you want to know how this world works, the door is open.

-

And that is a wrap on another challenge! Thanks to Adam Dickstein of Barking Alien for this challenge; it was a lot of fun. It was great reading others' posts and meeting their Tour Guides. This came at the right time, really. I had just thought up Elowen, and she turned out to be perfect for this task. She is going to be a great character, and I hope she has many great adventures.

Elowen and Shae. May the have many adventures!
Elowen and Shae. May they have many adventures!

Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Friday, February 27, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 27

Photo by T Leish: https://www.pexels.com/photo/woman-in-black-dress-holding-two-pumpkins-5600008/
Day 27 - Amusing Anecdotes

Day 27-Do you have any amusing anecdotes from the campaign?
Forget dramatic, tell us about a moment that made everyone laugh out loud.

Elowen’s Journal

"Witches laugh to stay human. I’m convinced of that.

Doireann is usually the spark. She’s always doing something that sends the rest of us into laughter, often without meaning to. Amaranth and Katrina pretend not to be amused, though sometimes Amaranth cracks despite herself. Katrina is harder to read. Esmé has a dry, razor-sharp wit that sneaks up on you. She’s always wonderful company. And Aisling… Aisling laughs at everything. I swear she finds joy in chores, cantrip practice, and spilled ink. I envy that about her.

Larina is quieter, but when she laughs, it builds. A soft chuckle, a wry smile, and then suddenly it turns into a full witch’s cackle. Sometimes it catches her by surprise, and that just makes her laugh harder. She enjoys flustering Amaranth, and she shares a thousand private jokes with Esmé. We’ve had coven meetings where absolutely nothing got done because something Esmé or Doireann said sent us all into fits.

I laugh more now than I ever did before. Before West Haven. Even before I died.

I want to say it’s a witch thing, but whatever the cause, I know it’s good.

My parents came to visit not long ago. We were sitting in a dwarven restaurant when Omar burst in singing opera at the top of his lungs. I don’t think he has any other volume. The owner came out to join him, singing just as loudly. It was chaos. Loud. Ridiculous. Perfect. So I did what felt right. I clapped. I laughed.

My father nearly cried. My mother did.

They told me it had been more than fifteen years since they’d last seen me laugh like that. I think, more than anything else, that’s how they knew I was adjusting to my new life. That their little girl was going to be okay."

Designer’s Notes

Humor has always been part of my games.

Grenda and I used to get into pun battles. My son and I trade awful Mystery Science Theater 3000 quotes. Every group I’ve ever played with eventually devolves into Monty Python. I can’t walk into East Haven’s Cathedral of Light without thinking, “It’s the Bishop!

Even my most serious games have room for laughter. Especially those. Humor humanizes characters, releases tension, and reminds us why we’re playing in the first place. In West Haven, laughter isn’t a distraction from danger. It’s how people survive it.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Thursday, February 26, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 26

Larina's scar in BG3
Day 26 - Dramatic Events

Day 26-Are there any dramatic events from the campaign you can share?
Tell us about a moment of exciting action or tense thrills that has happened during your game. When and where did it take place?

Elowen's Journal

"Some stories are told softly, even when they involve blood and thunder.

When I first came to West Haven, I noticed Larina’s left eye. It is a different, paler blue than her right, and she has a scar that runs over and through it. I asked about it once, carefully. She does not like to talk about it.

She only said, 'That was the night Aisling came home.'

I could not believe the story when I first heard it. Not really. So I asked people who had been there. I listened to the ghosts. I believe it now.

Céline told me about the night the wards screamed and fell. Émilie told me about potions brewed so fast they cracked their bottles. The witch knight Rowan told me about fighting creatures out of nightmares, holding the line with sword and will alone. Rebecca swore she saw Strix witches tear enormous Olitiau bats out of the sky, fur, feathers, and blood raining down like black snow. The ghosts told me that Mara witches used them as soldiers to fight demons and devils against their will. 

Cassandra and Celeste spoke quietly about the healing of a broken and near-dead Aisling. About how close they came to failing. About how Katrina took risks, channeling magics so powerful no one else would ever have dared.

But everyone told the same part the same way.

They say that Larina ran out of a Gate and into the night, carrying a broken girl in her arms, and called every witch in West Haven to her side.

They say the devil, who had claimed Aisling, came to take her back. They say he brought monsters with him. They say the sky burned and screamed.

And they also say Larina stood in the center of it all. Beautiful. Powerful. Terrible. Levistus struck her, tearing her flesh and eye with a claw. She fell back, and everyone thought she was down for good. 

Then, the kind witch who sang in her kitchen and laughed too loudly was gone. In her place stood the ascendant Witch Queen, unbound. She rose up several feet off the ground to tower over Levistus. 

They say she fought like a sovereign defending her own blood. Even the demons ran in fear of her wrath unleashed. She screamed, and demons died on the spot. She cast sheets of fire and caused lightning to fall from the sky like it was rain. Her hair exploded, crowning her in a halo of flame. She summoned the Old Magic, the magic that binds all witches together. The devil's claim on Aisling became the noose around his own neck.  When he finally knew what was happening, it was too late. 

When I asked what happened to the devil, Larina only said, 'He won’t hurt anyone ever again.'

Esmé and Amaranth told me the truth later on.

They said Larina had Unmade him.

Not killed. Not banished.

Gone. Forever.

I asked Esmé why the Hells have not risen up against us, and she said it was because 'Levistus was incompetent, and Hell does not reward failure.' 

Aisling doesn't talk much about that night either. She just says, 'Witches bled for me. My own family never did that, so this is my family now.'

That night happened before I came to West Haven. But sometimes, when storms roll in hard from the mountains and the air feels tight, the ghosts remember it again.

So do the witches."

Larina inspects her new eye
Designer’s Notes

This was the defining mythic event of modern West Haven. I wanted something to firmly establish Larina as a new Witch Queen. Prior to this event, she had been largely the same, a very high-level witch in my world.  I needed something to push her out of that role into something new. So I came up with the idea of having her rescue a new witch trapped in Hell. And I needed a big bad. My son and I jokingly said it should be Vecna. He is a fan of Critical Role's Vox Machina, and I am a fan of Stranger Things. Both featured a "Vecna." We laughed at that idea and decided that, no, as powerful as Larina is, Vecna is still way too much for her to deal with. I also like to think Vecna is the one thing that can still frighten her. 

So I used Levistus. I never liked the guy, so I came up with the idea that he had been capturing young witches, feeding on their magic, and draining their patrons through their link to break free. Mespitopheles noticed it most, since in my worlds, he is the Archdevil with the most pacts with witches and warlocks. 

Aisling was his last victim; she was "mostly dead." But Larina got there first and rescued her. 

It establishes Larina not merely as powerful, but as fiercely protective. Her authority comes from action, not title. The coven did not follow her because she commanded them. They followed her because she ran first into the dark. Utterly destroying an Archduke of Hell also didn't harm her position any. 

This event also anchors Aisling’s place in the world. She is not just a survivor. She is claimed, defended, and reborn through witchcraft and community. It also highlights the difference between my two "returned from the dead" characters. Aisling was born of blood and violence. Though she never lets that violence define her now. Why is this important? I typically don't have my characters come back from the dead. Dead is dead for my witches. These two are an exception, and even then, they came back before they were characters, really.

Larina also lost her left eye.

She has a replacement now, but the scar remains. This happened when painting a mini of her: my hand slipped, and I ended up with a streak of white through her left eye. It looked rather badass to be honest, so I kept it. It's also a nice, subtle tribute to one of my favorite R&B groups, TLC (I had a huge crush on Lisa "Left Eye" Lopes). We worked it into the game. That same mini fell off my shelf the weekend after the game and broke off her base. So I also said that she ended up with two broken legs. Don't worry, she had the best healers nearby, and I had plenty of super glue. 

Mechanically, this event explains:

  • Why certain extraplanar forces avoid West Haven entirely
  • Why Katrina’s influence rose sharply afterward
  • Why Larina bears lasting scars that cannot be healed (other than it makes her look badass)
  • Why the coven reacts instantly to threats against their own
  • Raises Larina from powerfu, but local, witch to cosmic-level Witch Queen

It is the moment West Haven stopped being merely a refuge and became a sanctuary that fights back. I picked this one because things in West Haven have been remarkably quiet since then. 

In D&D terms, it also did a couple of things for me. It got rid of Levistus, which I have been wanting to do since forever.  Glasya then used this to take over Levistus' layer of Hell.  Mesphitopheles knows that Larina did this, thus protecting his own witches and warlocks, so he is actually rather pleased with this. Dispater, who in my mind despises impropriety of any sort, is pleased that Levistus was caught up in his own scheme and outmatched by a "mere human witch." 

Glasya felt she owed Larina a favor. Yes. Larina has called in that particular debt. But that is a tale for another day.

I focus a lot on Larina in this particular tale, but all my witches had something to do. Larina may have rescued Aisling, but it was Katrina who really gave her new life. The Larina-Katrina-Aisling dynamic is a bit like divorced parents and their adult child. 

Because nothing in West Haven should ever be clean cut. 

Elowen Hale and Aisling Rinceoir
Elowen and Aisling at Renee's Tea Shop


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Wednesday, February 25, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 25

Day 25 - Shopping

Day 25-Where can I do some shopping?
I want to buy some souvenirs from this trip and maybe snacks for the voyage home.

The marketplace in Novgorod, by Apollinary Vasnetsov.

Elowen’s Journal

"I didn’t grow up with shops like this.

Back home, you went where you needed to go, and that was that. Here, I still sometimes wander without meaning to buy anything at all. West Haven is full of places that invite you inside just to see what’s there. I love it when my parents visit, and I take them everywhere.

Omar’s is the obvious starting point. Everyone ends up there eventually. Adventurers especially. You can buy rope, packs, armor, weapons, and things you didn’t know you needed until Omar asks why you’re leaving town. Behind the front room are stranger things, magical things, but you don’t browse those so much as you’re allowed to see them.

Émilie’s apothecary smells like dried herbs, sweet resins, and something sharper underneath. You can buy ingredients for alchemy, remedies for illness, charms for luck, and sometimes things she doesn’t advertise at all. I’ve learned that if Émilie pauses before answering a question, it’s best to listen very carefully to what she says next.

Renee’s isn’t just tea. You can buy blends to take home, little tins wrapped in paper with handwritten notes explaining what they’re good for. Sleep. Courage. Letting go. I’ve seen travelers buy them like souvenirs, not realizing they’re also buying memories. I have to admit I love working there.

There are bookshops here. More than one. That still amazes me. I’d heard of them before coming to West Haven, but I’d never seen a place where books were sold the way bread or cloth is sold. Some shops specialize in histories or spellcraft, others in poetry or strange pamphlets that feel half-finished. Even the smallest shops seem to know which book you’ll reach for first.

Clothing shops are everywhere. Practical things for travel. Robes and cloaks. Dresses meant for dancing, ritual, or both. Tailors who don’t blink when you ask for hidden pockets or fabric that won’t tear if you fly. And food. So much food. I’ve lived here three years, and I still haven’t eaten everywhere I want to.

Market days bring even more. Temporary stalls selling charms, tools, odd trinkets, and gear meant for adventurers heading north or west. If you want a souvenir, you’ll find one. If you want supplies for a dangerous journey, you’ll find those too. West Haven makes sure no one leaves unprepared, whether they realize that’s what they’re shopping for or not."

Designer’s Notes

Shopping in West Haven is designed to support play rather than distract from it. The village offers abundant access to gear, food, clothing, books, and magical supplies without turning shopping into a chore. Familiar anchor locations like Omar’s, Émilie’s Apothecary, and Renee’s Tea Shoppe give players consistent reference points, while smaller shops and market stalls allow for improvisation.

Bookstores are a deliberate inclusion, reinforcing the setting’s emphasis on learning, discovery, and personal growth. Clothing shops and tailors acknowledge the practical realities of witches, travelers, and adventurers living side by side. Market days expand variety without requiring permanent infrastructure.

The goal is simple: if players want something reasonable, West Haven can probably provide it. If they want something strange, meaningful, or slightly dangerous, West Haven might provide that too, but with a conversation first.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Tuesday, February 24, 2026

Mail Call Tuesday: AD&D 1st Edition PoD

 Our Sunday game is doing great, 8 years running! We split it up now between the regular 5th Edition game AND this new game everyone wanted to play. AD&D 1st Edition! My oldest is the DM for the 1st Ed games.

So I picked up some AD&D 1st ed books from DriveThruRPG's Print-on-Demand.

AD&D 1st Edition PoDs

Honestly I like these quite a bit. I grabbed a "players bundle" of the AD&D 1st Ed Player's Handbook and Unearthed Arcana

The binding is sturdy, and the paper is crisp white, so the text is very easy to read. We already had a PoD set, so I picked up enough for all the players that didn't have their own copies. 

PoD books, inside print

These guys are all in their 20s, so they don't have nostalgia for the original covers like I do and my oldest does. So they are extremely thrilled with these. 

How many of these do I need?