Cloak and Dagger?

Why use a cloak when you can carry a shield?  The answer is simple…panache!  This one page pdf provides five 4E feats that you can use to capture the majestic and thrilling style of cloak and blade fighting.  Enjoy and en garde! Cloak and Blade Fighting

First Official Interview

Brian Fitzpatrick of is a class guy and has done the unthinkable…he’s dipped inside the mind of yours truly.  Presenting my first interview focusing on Escape Velocity Gaming here.


Brian thanks for your time and the great questions…a terrifically enjoyable experience!

Calendar time!

Time to pick up a new calendar as the new year is about a month away.  I can heartily recommend this one

Trust me…my man Billiam Babble has done it again!

Time to Hit the Garage!

WCP’s Monstrous Garage is finally done.  Six monsters that can easily become sixty.  Tons of options for adding and subtracting abilities, traits, and attacks for the monsters included.  The pdf also contains advice on converting your own monsters and ways to make the monsters slightly more or less powerful.  Volume 1 is on sale now with more to follow.  Here’s a look at the amazing cover with art by Daniel Olsen….

Perfect Timing

One of my best friends in the gaming industry, one Billiam Babble of Great Britain, has produced a terrific overview of our products and I have to say I am thoroughly impressed, delighted, and gobsmacked.  Thanks for your effort my friend and your salute to our work. The timing couldn’t be better because the end of October is going to be truly epic for Escape Velocity Gaming as is coming…soon….


Find the full overview here….

The Malicious Moth Invasion Has Begun!

The newest Escape Velocity Gaming monster product is out now!  Check out just one of the six fully-detailed monstrous moths available in Malicious Moths…it’s our level 10 solo Faunus Moth illustrated by Cumberland’s own Sarah J. Salmon-Cooper!

Roll for an Encounter

I was checking out my usual gaming blogs when I realized I haven’t mentioned Trollsmyth yet in my blog.  Specifically this series of articles.  I have absolutely devoured this series on hex mapping and it got me thinking about encounters.

In the olden days (waaaaaaay back in 1st and 2nd edition D&D….lol)  we used wandering monster tables and random checks while crossing wilderness hexes with quite a bit of gusto.  The interesting thing was we almost always used a D8 and low rolls meant encounters.  The result?  My players used to root for a “1” to come up…almost without exception.  They wanted something  to happen.  So most times it did.  The only time the party didn’t root for an encounter to pop up was when the party was low on healing (which happened quite a bit) or low on “big bang” wizard spells (remember prior to 4th edition the wizard was “Gladys Knight” and everyone else was “The Pips”).

I think random encounters may still have their place but I find that in 4E it takes a lot more planning.  I prefer to have “semi-random” set pieces instead of truly random encounters.  I set up three or four encounters in between gaming weeks (we play every other week as almost all of my players have children, jobs, or both) that can be used in a variety of situations.  If I end up not needing them? I just bump the levels of the critters up but keep the framework in place.  That way it’s ready for the next gaming session.


How do you handle “random” encounters?  How do you determine what’s lurking in the wilderness between dungeons?  Leave a comment and let us know!