Dice Holder Beholder

Crafting Corner: Dice holder, Beholder

A few weeks back while falling down a Pinterest hole I stumbled on these adorable dice holder beholder figurines made out of Sculpey.  I liked them to darn much not to try my hand at making them myself.  So I pillaged the spare Sculpey that was laying around the house and set out to make some beholders.


They were a fun little distraction and for the most part fairly easy to make. I had the first one together in relatively short order. That was when I had realized my first dilemma, I just could not seem to get the cute little guy’s eyes to look right. For two reasons really.  For one I did not have the whites for their eyes in Sculpey. Secondly I just honestly was not good enough to make them to my satisfaction.  Right as I was about to give up I had an idea, well more of an inspiration. I recalled having once a monster manual where someone had placed googly eyes on each of the beholder’s eyes.  Eureka, I had a solution!

The Result

Dice Holder BeholderSo I headed to the store and picked up a couple of sets of eyes and returned home to finish up my project.  I stuck the cute little beholders in the oven and let them bake till they were done. Then I glued each of their eyes in place after they had cooled. The result was just as I had hoped.  A little derpy dice holder beholder, success! I decided to glue them down on some large bases so they were less likely to tip or fall over at the table just in case.

As of this posting, I have made four of the little guys and I am getting a little better with each attempt.  I think I will attempt to make another 4 or five and maybe give them away as gifts or sell them at the upcoming MACE con. I may even set one aside and do a little give away on the page.


So what do you guys think of them? Which is your favorite?

If you enjoyed this you might also enjoy this other craft blog.

Crafting Thursday, Making D12 Containers

Tempting Fate with FATE Dice in D&D

Recently on Twitter, I saw a Tweet from Mike Mearls on the topic of Using Fate Dice in a game of D&D. The idea was to allow players to tempt the fates for luck. His example in the game he ran was this.

House rule I used in AD&D this last weekend: Get a big pile of FATE dice, d6s with two blank sides, two with plus signs, two with a minus. At any time, a player can tempt fate and roll the whole mess of them. More pluses, something good happens, more minuses, something bad happens Literally works for almost any RPG ever invented, so how is that for platform-independent design? Best sequence was a horrid role leading to the party stumbling across a huge guard patrol, and then a crazy good role leading to the guards mistaking the PCs for new recruits.

Now, this got me thinking about how I might use a rule like this at my table. Essentially it is just the implementation of a narration dice into your game. This mechanic has existed in one form or another in several tabletop games over the years. They are an excellent tool to add a bit of creativity and storytelling into even in the simplest of dice rolls that occur at the table. In many RPGs like the newest edition of Star Wars, narration dice have been implemented wonder into their games.

My Take on the Idea

Use one Fate dice along with all your D20 rolls. You could use it as a narration aid. The blank = result as expected, on D20 + = Something beneficial in addition to dice result. A – = Something Negative occours. 

So my thought process on the topic is this. When you want to add a mechanic to your game you need to take into account a few things.

  • Will it improve an aspect of your game?
  • Is there already a rule that exists for this?
  • Is this a needed rule?


A narration or fate dice might improve aspects of your game if you as a GM like prompts of this type to help you add a deeper element to your game. There really are no rules that exist at this time that could do it better. Lastly, if you want to add more narration elements to your game then the could be an easily adopted rule.  Just remember when you want to insert new mechanics like this into your game.  You need to make sure it adds to the game and does not complicate or slow the game down.  This is the reason why I would choose not to roll a handful of dice but just one FATE die with a D20.  

Do you think this could help your game? Could you see your group adopting something like this at your table?

If using FATE dice in your D&D game is going too far, or not far enough.. Give a look at my mini review of FATE Freeport!

FATE Freeport My Impressions & a Mini Review

#RPGaDay 18 Favorite Game System


Favorite Game System. I will cheat a bit again. I will not pick one game system but a a type of Game systems. I am a fan of a good core system. When done well it gives you the ability to run a game in any backdrop with a familiar set of rules to run by.  A great case in point would be the D20 system.. While not the perfect core system by any stretch of the word.  For some reason it took the world by storm. And from it spawned an endless number of game settings based around its rule set. And I have always been a fan of this model of game mechanics.  It gives the GM more wiggle room to run the story they way he sees fit. So With that I will give you my personal top five Game Systems that do this the best.

5. G.U.R.P.S. Generic Universal Role Playing System.



This old cult game is as good as they come but there are so many books that they have stacked up beyond the rafters that there is just too much content anymore. By the sheer Irony that over the years they have put out so many amazing supplements instead of GURPS being a Generic game.. it turns into a Insane collectors drive “catch them all” and get each and every book in the system. Sadly the fact is you really only need the core book and one or two other main books.. But once you sink your teeth into this beast you quickly become a crack fiend for the rest of the line. Its a good base set of rules. And their followers are dire hard lovers of the game.


4.    D20 System.


Like it, Love it  or hate it .. You have to admit. The D20 System was one of the most sweeping Game systems to hit the market of all time. It spawned numerous well established game company’s to do entire rewrites of their own games to produce D20 versions of their game. And do this day one of the biggest RPG’s on the block is sill running off the D20 OGL.. Pathfinder. So why #4… Only because for as successful as D20 has been.. the remaining four just did it better.
As a point another note that Pushed D20 over GURPS is the new Trend of SRD for game settings.. Making things quicker and easier.. and darn it I just like it more.

http://www.d20srd.org/ For all things Fantasy

http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/srdhome.html And Modern


#3 D6 System’s GDW


Open D6 is wonderful. This my be because I am such a fan of GDW D6 Star wars but as a whole I have always found that D6 is like sitting down with an old friend. I can run it with my eyes closed. The rules are basic and just make sense. And as an Open D6 Setting it plugs in Fine with Pulp Adventure, Fantasy, or Space games.


#2 Savage Worlds


Savage worlds swept caught fire in the last few years and it can be found everywhere. It is a good system that you can plug in any game setting in the blink of an eye. If it has any weakens it would be its magic rules. But It is a solid game none the less and you can run anything you can think of with this one book.. Also they have a HUGE community that has made free setting material for everything from Dragon Age to Halo or Mass Effect. If there is a flavor of game you want. Its probably had a few ideas penned down in the Savage Pedia.



#1 FATE.


This has become the new go to system for many people.. With the simple FUDGE dice system and its super creative use of Aspects. Its hard not to like what this game offers. Because with a little big of work FATE can be anything.