Gaming Archives - Fehu Games https://fehugames.com/category/gaming/ A Wealth of New Adventure! Fri, 19 Jun 2026 09:59:30 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://fehugames.com/wp-content/uploads/2023/04/cropped-Fehu-rough_BLK-small-32x32.jpg Gaming Archives - Fehu Games https://fehugames.com/category/gaming/ 32 32 192636400 Deepwood Tree https://fehugames.com/2026/06/19/deepwood-tree/ Fri, 19 Jun 2026 09:57:20 +0000 https://fehugames.com/?p=220 At the heart of a great dark forest lies a pond formed by a family of beavers at a river bottleneck. Within this pond exists […] Read More

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At the heart of a great dark forest lies a pond formed by a family of beavers at a river bottleneck. Within this pond exists a small, lush island dominated by a tree that towers above all others. Its sprawling branches gather awkwardly near its top, 200 feet above the pond. The canopy is a verdant umbrella of great wonder. The treetop appeals to many species of birds and creatures who live in and protect the tree. The leaves of the Deepwood Tree are of many different species: poplar, maple, birch, basswood, oak, and more. It is known to the druids as the grandmother of all trees. They are sure it communes with all the trees in its realm.

A small, carefully tended path leads to the base of the tree from across the water. Only when elder druids make their final life journey does the Deepwood Tree reveal its doorway to them. The tree welcomes the druid in to inhale their last breath of the mortal world and become part of the Deepwood. With each new elder within the tree, the Deepwood grows a little more, expands its power a little farther, and strengthens the roots of the entire forest under its care. Some druids travel for years through treacherous journeys in an effort to ask Deepwood for her acceptance in their final days.

Upon entering, the druid makes their way up a spiraling stairway as high as they like to find their final resting place. When the druid feels they have found their place in the tree, they immediately go blind, no longer needing eyes. They view the entire forest through the roots of Deepwood from this time forward.

Companions of druids making the journey have never been allowed to stay long at the base of the tree. Those companions report an assurance that their druid friends truly became at peace and part of the Deepwood Tree. Those attempting to remain more than a night or two find themselves at the edge of the Deepwood forest domain, and all paths to the beaver pond are confoundingly confusing and impossible to find again.

Possible Adventures:

    • A frail man offers you his life savings to escort him to the Deepwood Tree. It must be with some haste as his days are clearly numbered. The journey will be fraught with danger, but he promises a sight of such a wonder will remain in your eyes for eternity…. And his life savings are significant. He must guide the way.
    • A frail man offers you his life savings to escort him to the Deepwood Tree. It must be with some haste as his days are clearly numbered. The journey will be fraught with danger, but he promises a sight of such a wonder will remain in your eyes
      for eternity…. And his life savings are significant. He must guide the way.
    • After a trying battle in the forest with an owlbear, the party discovers a very unusual nut in the lair. All others of its kind have been lost to the world, and any wizard worth their salt can tell it’s rare and worth attention. They discover the legend of
      the Deepwood Tree. If they have no druids with them, the nut itself guides the way to Deepwood via will-o-wisps. Once joined with the Deepwood Tree, it can be planted anywhere in the world to create a Deepwood sapling. This sapling cleanses
      its area of influence of all dark and evil energy. Wherever they plant the nut, the party must guard the seed for three months. All evil creatures in the area instinctively seek out the seedling to stop its rooting.
    • The Deepwood Tree is dying. A traveling druid has heard the call and offers you everything she has for you to join her in a journey to Deepwood. She tells you the tree contains many grand druid souls and cannot be lost. Once there, it is
      discovered that a large clan of brutish hobgoblins has killed the beaver stewards of the pond and smashed through their dam. The tree is dehydrated, and its leaves are falling. The hobgoblins must be removed, and some very special beavers recruited to take up the job of rebuilding the dam and pond to restore the balance.

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The Curse of the Ten-foot Pole https://fehugames.com/2026/05/20/the-curse-of-the-ten-foot-pole/ Wed, 20 May 2026 18:48:18 +0000 https://fehugames.com/?p=205 Almost every tabletop fantasy RPG gamer (Dungeons & Dragons) from the early 2000s back to the game’s origin knows about the ten-foot-pole. It was added […] Read More

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Almost every tabletop fantasy RPG gamer (Dungeons & Dragons) from the early 2000s back to the game’s origin knows about the ten-foot-pole. It was added to the equipment shopping list quite early on and remained a staple for decades. I don’t play much 5e and later, so maybe it still is a staple. It is a super handy item used for prodding openings, testing spring loaded traps, and poking monsters, while keeping the player conveniently ten feet away from the target. Which is a common range of effect for stinking clouds, poisonous gasses, and triggered collapses.

As a GM and a person who enjoys fishing, this item has always made me twitch. I don’t know how many times during a game after players squeeze through three-foot openings, sneak down passageways, run from danger in winding tunnels, then when faced with a potential trap tell me, “I test it with my ten-foot pole”.

What does that have to do with fishing?

I invite anyone to find a fishing pole, even just a short 6’ spinning rod will do but a ten-foot fly rod is even better. Then go for a hike through the woods with it. Have a nice walk anywhere for an hour or two while carrying it. Maybe just pick one out at your local big box discount store and walk through all the isles with it while shopping.

The issue quickly becomes apparent. A ten-foot pole, even of slightest diameter, is not something you forget you have. It doesn’t allow you to sneak up on anyone and it certainly becomes a problem should you try to turn, fight, or run anywhere (Like folks do in Walmarts).

Yet it persists

Even while presenting this information to a table when someone begins their character creation with the ten-foot purchase, you will be met with scowls of disbelief before you finish talking. It’s as if you suddenly became opposed to iron rations, swords, or armor in Dungeons & Dragons.

Instead of trying to argue about the item before the table even gets rolling, it has become a standard practice for me to just note behind the screen who has a ten-foot pole in their inventory. It isn’t an item a player can strap to their pack, so it most likely will remain in a hand. If it gets strapped to a pack animal, it becomes a hilarious prop when that creature is spooked or tries to turn around in a wooded area. Even just 5 to 6 feet of a pole protruding from the saddle of a war horse quickly spinning around is enough to lay flat half the party in a single action.

If it remains in a hand, where does that player hold their sword? Their shield? The rogue slinking through the shadows of the streets with a ten-foot pole isn’t surprising anyone.

Player: “Melmac the rogue sneaks around the corner to get a better look.”

Party all nodding: “Good idea”

GM: “Ok, Melmac crouches down and heads toward the shadows of the inn. His ten foot pole whacks the eves nine feet up, then the secret meeting of the guild members stare at the long wooden shaft emerging into the light from the corner of the building.”

OK, maybe we don’t need to be so petty as to not mention it until it’s too late, but it is the time you ask the player if they will be proceeding while carrying their ten-foot pole. And before entering the dungeon, “After three days travel down the open road you finally find the dungeon entrance. Melmac and Judy, I see you are carrying ten-foot poles. You have just spent three days manipulating them around tree limbs, trying not to spook the horses, and now you are faced with a three-foot doorway. Will you be taking your poles into the dark?”

The Usual Response

The usual response I get from frustrated players about the pole is that they immediately attempt to shop for a telescoping or collapsible pole. While this might be rather common in the modern world when it comes to light weight camping or tripods, what the ten-foot pole typically refers to is a pole, ten feet long, and at least an inch or two thick and made of solid wood. Making one collapsible might be possible with medieval foot lathes, or bolted sections with mortised joints, but none of these solutions make a ten-foot pole convenient, lightweight, or practical to carry for days or weeks in a pack.

For what practical purpose would a regular medieval carpenter make a collapsing ten-foot pole? It wouldn’t likely be something just lying around.

Should you find yourself at a home improvement store, many of them sell round banister rails that are about how ten-foot poles are often portrayed in games. Compare this for weight and encumbrance.

Solve It With Magic

The ten-foot pole problem will quickly be seen as a thing to be resolved with magic, either through bags of holding or magical poles themselves. Which is fine and makes sense for higher level parties. But perhaps a quest for a magical ten-foot pole could be its own adventure and save many resurrections in future sessions.

No matter how it is addressed or approached, the addition of the ten-foot pole to that first equipment list was a curse. A curse whose cause I frequently find myself addressing at the table. Before your session begins and players begin to balk, maybe have a ten-foot pole in your basement and ask the player to go downstairs and bring it up before lighting into the conversation about it in their inventory.

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