Star Wars has no business being this good.
With the critical miasma of divisive reviews flooding the airways after The Last Jedi and The Rise Of Skywalker (whatever your personal opinion), this franchise has been in desperate need of a new energy. ...Which is precisely what "Visions" provides. Where the franchise shines is in short vignettes; self-contained stories in a multitude of styles and directions.
The Mandalorian made us love Star Wars again, and reinforced the idea that it was a world we wanted to explore outside of a main cinematic experience. This animated anthology is the next logical step in that exploration.
When the Animatrix came out, Warner Bros. pulled out all the stops. They drew in absolute giants of the anime field; VISIONARY directors and animation studios, truly artful expressions and ideas - some directly linked to sequel bait, others just concentrated, intimate stories - that captured the atmosphere of the setting and respected its potential in storytelling.
Star Wars: Visions is precisely this approach. Acclaimed directors and studios, some of the finest animators in the world, each striking their brush on this titanic canvas. The vignettes and snap-shot stories they produce play with concepts and ideas already expressed inside this universe, and stretch the boundaries of what becomes possible within each frame. In a word, these stories are BEAUTIFUL. Striking, kinetic, magnificent, and driven.
It's worth noting that these tiny stories are considered non-canon, and I think that's freeing to the artists. No one has to worry about tying anything into anything, so creators can explore more deeply the vibrant and weird of their own interpretations. And things certainly get WEIRD.
They also get mega badass. From the first vignette (The Duel), you know you're in for something special. An artistic style thrown back into the realms of the Seven Samurai - black and white cell-shades where the only color is electronics and the glow of a lightsaber; I was ENTHRALLED.
Based on visuals, I actually expected the violence to be a bit more brutal, but it's Disney+, so we ain't getting that here. In fact, if I may, some of our stories DID suffer from their "stream-ability". Each episode is about 24 minutes long, and while some stories filled that time easily, many others carried with them a strange sense of FILLER. It makes me think on Disney's first and second season of Short Cuts - 90-second short films by a menagerie of directors and artists within Disney's animation teams. So much story-driven information had to be conveyed in such a short time and even some of those felt too long, or not long enough. Restriction breeds creativity, yes, but when you have MORE MONEY THAN GOD, maybe you could stretch some of those bindings; give time where it is needed and trim it where it is not.
Lightsabers Work Correctly
Though the nine stories have a dread fascination with Jedi (I mean, seriously, could somebody just NOT be force-sensitive for once?), they definitely understand how a lightsaber is supposed to work. Blades slice through metal and stone, clash against each other, pierce through armor, and cut through droids like paper. Each short sets up its expectations, and stays consistent in the rules of the world (unlike Kenobi, that is - marvel as the old Jedi Master swings a lightsaber like a bat and it BOUNCES OFF stormtrooper armor, but then it deflects blaster fire and THAT pierces trooper armor; not to mention that sabers can easily pierce through blast doors...rant subsided for now).
This anthology plants a highly specific, binding seed of specific knowledge across every vignette: Crystals - the essential component of any lightsaber, each with their own colors and qualities - apparently denote the morality of their wielder. In terms of lore canon, this ALMOST fits.
Each crystal is supposed to have a different color; every game, novel, and comic confirms this. With over 60 to choose from, there are a lot of possibilities, and though each had mechanical benefits, ANY could be used to construct the blade due to the versatility and elegance of a lightsaber's design. However, to my knowledge and research, no mined crystal produces a red beam; red was built from a SYNTHETIC mock-up of a crystal. Something to save on cost and overclock power. In recent lore, it is posited that the energies of the Dark Side corrupt and disfigure a crystal within the hilt, turning it red. Every Sith villain in the canon rocks that red lightsaber, yet we don't see any corruption take place (something I'd LOVE to see, or the inverse of a redeemed Sith); often they just get a new one and it's red.
In Visions, each of the nine stories holds to a purer idea: the Crystal reveals the true nature of its wielder. It is the narrative's lie detector. Somebody's all kind and cool? Oops, their blade is red! This person's kind of a jerk? Except their blade is green, so they must be a double agent! It's a color wheel of morality, and it is utilized in some fun ways.
Not sure if it's a little too "on-the-nose" though, at least moving forward. For Disney, it's a device to clearly illustrate who we're rooting for in a dance of robes and lasers, but for me, an adult, I might be craving a little more nuance. Like I said at the start, THIS IS NOT CANON, so let's go a little crazy. Let's go deeper, ask some bigger questions! Not everything needs to be so black and white, or red and blue/green/yellow/purple/orange/white. (next blog I'm going to don my nerd glasses and go deeper on this whole blade color thing...)
Every story here is DRIPPING with iconic style. The animation studios pulled out all the stops to craft a memorable work of art. So you're not here all day reading about me gushing on this, I'd like to talk briefly about each one:
1. The Duel - set in an alternative timeline reminiscent of feudal Japan, a Ronin comes to the aid of a village ravaged by bandits. "Vintage" black and white cgi where color pops through lasers and electronics, this is a masterclass in shading, light, and taking your time to build tension. Fun fact: this one is so good that it's getting its own graphic novel and full comic series!
2. Tatooine Rhapsody - during the Clone Wars, a Padawan becomes a rock star in a world run by dangerous Hutts. Frenetic and energized animation, injecting some vibrant comedy after that first episode. Not gonna' lie, I wasn't engaged with this one on the first go around; maybe it felt like whiplash from The Duel, or maybe it was little too juvenile for my tastes. A second viewing did better.
3. The Twins - in the remnants of the Empire after The Rise Of Skywalker, two force prodigies battle over the decision to annihilate a planet. This one was WILD. Reminded me a lot shonen anime battles; the over-the-top Naruto fights with huge powers and pregnant pauses. Anyone who has played The Unleashed games will feel right at home with how much power is displayed on screen here - they're fighting IN SPACE, on top of a Star Destroyer. It's pretty nuts. Pay attention to this short's use of color and quick framerate, but be prepared for a substantial suspension of disbelief. Can't explain it? The Force did it!
4. The Village Bride - years after Order 66, a Padawan travels to a distant planet and comes to the aid of a village ravaged by bandits. This one felt powerfully grounded, animation simple and efficient. A coming of age story and another samurai vibe.
5. The Ninth Jedi - many generations after the fall of the Jedi, an old master invites seven Jedi to his temple to receive lightsabers whose design has been lost to time; buy spies are everywhere and not everything is as it seems. ...This one is my favorite; it's clean, powerful, intense, and has a healthy number of twists. Plus, and it's worth noting that the fight choreography has been great so far, but boy did I NOTICE it in this one. I don't want to spoil, but it's real good. If you skip the rest of the series, watch this one at least!
6. T0-B1 - A cybernetic boy, who dreams of being a Jedi, discovers a dangerous truth about his creator. Gotta' be honest, I didn't like this one as much. The art style has that Astroboy vibe, and overall brings some interesting concepts to life (it is quite cute). I suppose after all these serious stories, it's nice to get a little kiddy. Just not my mood (could be yours!).
7. The Elder - A Jedi and his Padawan pursue a dark and powerful presence. Cut and dry Sith hunt; great tension, cool animation, straight-forward (style reminds me a lot of Avatar: The Last Airbender).
8. Lop and Ocho - A family is torn about what to do when the Empire encroaches on their planet. This one features an unnamed race in the character Lop, a bunny-like fursona adopted into a humanoid family. When the Empire colonize the planet and recruit, the two sisters come to an impasse and clash over the independence of their business. Raises some neat questions about the families stuck in the trenches and makes this feel like a military occupation - like a war - and in war, there are consequences.
9. Akakiri - A Jedi returns to his forbidden love to help defend her kingdom from a Sith-like Shogun. Animation style takes some getting used to and it certainly stands out. Feels like a western wrapped up in sushi platter with a dash of True Grit with a twist; shaken, not stirred. It wasn't what I expected, and was definitely memorable.
These stories were made through a love of Star Wars, simple and powerful. They began to push the boundaries of storytelling, and open the setting to fans young and old, which is EXACTLY what Disney needs. To explore droids as Jedi, expanding the racial lexicon of characters, redefining a force-user, and diving deeper into paths of darkness, death, and redemption.
Glad we're getting a Season 2. I'll keep holding out hope for a story about a regular Joe and Jill in this universe.
May The Force Be With You All.
Ankhegs in the fantasy universe are iconic. Massive insectoid monsters with numerous slender limbs, burrowing through the earth and snatching unsuspecting prey from below. Attacks are quick and often deadly to those without plot armor or an Initiative roll, so the only ones who live long enough to tell tale of these critters are those fit enough to fight them or those far enough away. Keeping in mind their superior darkvision, blindsense, and their ability to sense vibrations hundreds of feet away...you're fighting arachnoid versions of the graboids.
The Ankheg has a long history in the realms of Dungeons & Dragons, but they haven't changed much. It's hard to go wrong with "burrowing bug monster." Why fix what isn't broken or problematic?
Let's take a look at the basics.
Ankhegs are born by bursting out of the dead carcass of their father, eggs being implanted inside him by the mother during mating. That's awesome. From there, they grow to Broodling size and take nutrients delivered to them by their mother from the surface. Within a year, they are big enough to leave the nest and burrow on their own, taking some time in their second year to shed their first shell and grow a second - during this time they're pretty killable, so they secrete a foul noxious smell. Unfortunately, this can also make them easier to track. Oops.
A single Ankheg can rule a territory almost entirely unnoticed, snatching local wildlife and soaking up nutrients from the sun and ground as it hibernates. Two or more Ankhegs will grow more aggressive over resources and will attack more frequently, drawing more attention to local towns and cities.
Their habitats can also cause problems to local infrastructure. As little as 40 feet below the surface, with tunnels spanning upwards from 150 feet long, these winding burrows are known to rupture and cave in unsuspecting villages if left unchecked. A single Ankheg's lair is one littered with bones and carcasses, with hollowed domes for hibernation or eating. So imagine what that looks like with multiple bug-brains rooting around in the same territory. They'll dig deeper and longer, and breed more; the cycle can devastate whole regions over a couple decades.
So, you know, always plenty of work for an Adventurer For Hire.
By The Numbers
Decent Armor Class (13-15) and one of the few creatures to actually offer a penalty to AC for being prone, these are still a strong challenge at low level. Hit Points range from 39-66, so they can take some hits, and a Large size category makes them a tough sell for early Advantage. What you have to watch out for is their 60 foot tremorsense and burrowing capability. Their acid spray is no joke either, especially at low levels, and get these bucks in a pack and you might be in trouble (treat it like a breath weapon, and it recharges with a D6 roll). It also grapples one creature at a time if it successfully bites them, and I've run and been at tables where grappled folks have received a face full of acid spray - it totally works. Not nice to be up close for most folks.
Ankhegs At My Tables
After centuries of seasoned adventurers hunting them for their hide, acidic pouches, and resistant carapace, Ankheg broods have been burrowing deeper into the annals of Ionian geology. Only the most chaotic of scholars have glimpsed their extensive underground networks. The information they returned with spells a warning and a challenge to any that dare cross the Sandsea Of Jakt.
BROODLING - descendants of the ancient wyrm, the Broodling is a tempestuous child, often found in birthing sacks (made from the dead husk of a mated male) hung from nooks in winding tunnels of an Ankheg Den. Fresh to life, their carapace is still soft, resembling that of a young prawn. Trappers believe that their hide actually more valuable in this state; as it is pliable and hardens over time, able to be shaped into effective armor. It is this reason that drives trappers and young bounty hunters into the deep cords...and the reason that some do not make it back alive.
Broodlings hang in pods of 6-12 at a time, and must be harvested quickly. For once that pod breaks, all of them wake up. They're fast, frenetic, and feral. Their pouches still growing, they instead use their pincer-like teeth to punch through armor in quick jabs, dealing 1d2+1 damage. They also attack twice in their birthing frenzy, a note of caution to anyone thinking this is an easy kill. Now, yes, their AC is 8, and Hit Points negligible, but all it takes is a few good strikes to fell the party wizard. Still, if you can nab even a couple of these little guys, you should be sitting comfortable for a few months, especially after they shed that first armored coat, and that might just be the price of a level 1 wizard.
SOLDIER - the Soldier Ankheg is the most common iteration of the creature, the textbook example in all its glory. Smarter and stronger than a Broodling, the Soldier Ankheg hunts for itself or its Alpha, consuming, scarring, or capturing prey to be consumed later.
ALPHA - an Alpha Ankheg is a rare sight for most skirmishes. Superior burrowers, the Alpha communicates to its Soldiers through an evolved vibration frequency, pushing and pulling them toward potential prey. Though not every pack will have an Alpha, those that do operate with effective tactics - they lay traps, set ambushes, denote threats, and retreat if overwhelmed.
An Alpha in the field is a frightening visage. Huge in scale, an Alpha is identified by its acidic scarring upon the external carapace in long swathes, resembling streaks of petrified bark. These stripes are strongest part of the Alpha's armor, immune to acid and fire damage. The Alpha's breath is also devastating; due to in-fighting within the pod, an Alpha develops an expanded bile sack, called the Leviathan Pouch, which coupled with their secondary throat produces an acid cone 60 feet long. The Leviathan Pouch also allows extended use of the Alpha's breath, netting it three expulsions before it needs to recharge its bile (Recharge on a D8, 7-8).
Their chitinous plating weathered and tempered, only seasoned warriors dare go toe-to-toe with an Alpha. Resistant armors, healing potions, and blades lined with sharpening oil are their best bets. A friendly cleric couldn't hurt, either.
PRIME - Prime Ankhegs are myths. Said to be Gargantuan in size, those that theorize of their existence point to the ascensions of new Alphas, where a Soldier Ankheg kills a wounded or aging Alpha, and takes their place. The Soldier can only assert this dominance if they too have evolved their chitinous plating, a process of battle and time. They surmise that if a pack of Soldiers without an Alpha lived long enough and fought hard enough, that each could evolve into this "ascended" state. IF such a pack existed and vied for dominance within itself, could it not produce something even more powerful? An Alpha among Alphas.
Beyond this thought, speculations abound. A leviathan of the earth, consuming whole buildings in its wake, its brood a nightmare upon the material world. Perhaps this creature exists beyond the imagination and machinations of the world's scholars, the seed of an ancient phantasm planted; or perhaps they exist already, a mutated corruption growing in realms beyond...
Short and sweet and stupid this month.
THE AFFINITY RECIPE
1 oz Scotch
1 oz Dry Sherry
1 oz Port Wine
2 dashes Angostura Bitters
+ This seems like an odd thing to do to wine.
+ If you're not a wine gal, this might beef up the mix for you, but if you're like me and you like your wine sweeter, this may not hit the way you like.
+ Sherry and Port go well together, but the Scotch is my jam.
+ I recommend some Tallisker and maybe 4 dashes of Ango instead, just to add a little bite and character to the palette.
2 oz Strawberry Schnapps
2 oz Cranberry Juice Cocktail
2 oz Orange Juice
1 oz Sprite
+ Personally, I'd swap the Orange and Sprite amounts. There's enough citrus in here.
+ Also, it's freaking delicious.
+ You might find the tart of the cranberry a little distracting. If so, just add more Sprite or Schnapps or both.
That's all folks. Be safe out there.
This month I'll share with you something I always keep in stock for myself.
As you get into this hobby, you'll undoubtedly try a cornucopia of unanticipated flavors. Some will rest better than others, populating your ever-expanding web of molecular gastronomy and poor life decisions.
From these experiences, we settle on a few simple truths:
1. Campari is a waste of time and ruins almost every drink it's used in, even the ones where it's supposed to be the star. Like a drunk Aunt that just can't seem to get past the idea that men can paint their nails and still bench 250.
2. Bad Irish Whiskey is basically dirty water.
3. People have too many opinions about wine, and sommeliers are guessers with better guesses than you.
4. Stella Rosa may be carbonated, but it's tastier and cheaper than your 20-year old vintage mahogany aged piss.
5. Midori ruined my childhood.
6. Fireball is better than you remember. ...You're still drinking antifreeze, though.
7. Disaronno is the king's amaretto.
8. Jose Cuervo is garbage, liquid and business.
9. The existential dilemma of watching your hair fall out while every other member of your family rocks a full fop is a fate worse than death.
10. Viking Blod is a damn fine mead.
For those uninitiated, Mead is an ancient drink derived from blending raw honey and water and yeast. Sometimes you warm the water and mix in the honey, sometimes you do it with room temp water and honey and a jug and a little dance for arm day, but the mixing is common. The mixture is called a Must, and additional ingredients have been introduced over the ages. Energizers and yeast nutrients, cinnamon sticks and diced grapes, dried orange peels and black tea.
Those who follow me in other venues know my own process in this old world, and I can tell you that this can be both a precise art and a crime of passion; my tastiest recipes and most refined flavors came from the most basic places - the more you add to these ideas, the more opportunity for it all to go horribly wrong. 1/2 a pound too much honey, one too many cinnamon sticks, a must without diced grapes, or a bag of the maligned Mangrove Mead yeast, and the only thing to possibly save this honey wine is a cool, dry dungeon and TIME.
Viking Blod is everything I want out of a mead.
It is warm in color and palette, and you can taste the fine honey notes. They percolate at the beginning, middle, and end, and there is a subtle "wine" taste. That latter normally wouldn't be my jam, but everything else is so good that I don't care. In fact, after a glass or two, I don't care about much.
This stuff is strong. Clocking in at a whopping 19% (38 proof) per glass... This isn't your momma's wine. I appreciate a concentrated burst of efficiency. If I want a tasty buzz while I sip, and I don't want to down a bunch of hard stuff, I can trust that a full wine glass of this and I'll be set. Two in and I'm happily done; warm and tingly on the couch laughing at dumb anime and catching only snippets of Geralt's lines (god bless you, Henry Cavill). Replace your dessert with this and you'll be dandy.
If you're looking for this bottle of concentrated hopes and dreams, you can find it at more and more local wineries and liquor stores, and it ain't even that expensive!
...that's it. It's good. Good day.
The abbey is a gin and juice vehicle, and you'll encounter many variations throughout your life. Some splash in some sweet vermouth, others an ounce of citrus vodka, and still others a plethora of strange bitters. The additions are minute, though, so as never to detract from the original orange identity.
1.5 oz Gin (I recommend Tanqueray if you've got it lying around)
3/4 oz Orange Juice
1-2 dashes of Orange Bitters
+ Gin has always been a match for juice. Its citrus back-burn carries the sweet of the orange juice.
+ And just in case the orange juice hanging out in your fridge is the other side of decent, the bitters will breathe new life into the flavor palette.
This one's weird. Please continue.
2 oz Brandy
1/2 oz Peppermint Schnapps
1/2 oz White Creme de Cacao
1/2 oz Lemon Juice
1/2 tsp. sugar
1 oz Club Soda
+ This is a strange soda.
+ Mint and chocolate always go well together...
+ ...but the Brandy is a curious goose.
+ Lemon and Sugar go well with soda, producing a nearly Sprite sensation.
+ Does it all work together? Uncertain. Carbonation can sometimes serve as a great equalizer in this instance.
+ The mini cocktail of Peppermint-Cacao-Lemon-Sugar is great in the soda, and might be fine on its own.
+ Brandy *might* pull you into a trans-dimensional wormhole. Mint brandy might ground you in reality better.
The Acapulco is definitively an island drink. Garnished with mint leaves and powered by rum, there's a sophistication to the addition of egg white, but no necessity. Considering the use of triple sec, this can be pretty low-brow if you feel like it.
1 3/4 oz Rum
1/4 oz Triple Sec
1 egg white
1/2 oz Lime Juice
1/4 tsp. sugar
2-3 mint leaves
*Mix all but the mint leaves into a shaker, shake like hell, strain over ice in a glass. Stuff in the mint leaves after the fact, and sip on the beachside of Glaz Dukot, the perfect cocktail to view the End of the Age.
+ I have thoughts.
+ Egg White is mainly used to manifest froth in a drink, and though this works, I'm not sure I like it yet.
+ Triple Sec is fine, but I actually recommend Dry Curacao instead.
+ If you feel so inclined, swap out the sugar for a splash of Simple Syrup or Orgeat, and I think that will manifest something a little more special with the mint.
+ Lime works. Don't use Lemon - that would be bad. The Lime and sugar with the shake makes this *almost* a soda.
So as you take in the sights and sounds of a resurrected cthulhu kraken wreaking havoc across the ocean styx, I hope you can, at the very least, get a little turnt on the way to oblivion.
Drink up, me hearties.
Went fought the drudgentree,
Found the sight bequeath to thee,
And discovered here, a chosen three,
Beneath the hallowed wood.
Curled in twain,
A thoughtful mane,
Sleeping, the book his thane,
I reached for the spine.
And there it was,
The subtle cost, very nearly a finger lost,
As the little drak nipped here and there,
Yipping as a small pup.
I rested my arm upon the book,
The drak curling into the nook,
Between the plates and mail,
I have inherited a new friend,
Do not fail.
-- Sir Horace Flagstone, of Leylocke
Not Your Average Dragon
Pseudodragons dwell in the quiet corners of the fantasy realm. Adventurers can stumble upon them in old libraries, nestled in the dark nooks behind dusty tomes. Others will happen upon them sleeping in the hollow woods of a dense forest, curled around their subtle hoard of acorns and berries.
With sharp teeth, shiny scales, and a vicious hooked stinger for a tail, these tiny dragons look almost menacing while asleep, but once those eyes open, they are immediately playful. If attacked, that stinger will be put to good use, rendering other beasts and aberrants catatonic for a few hours. Though sometimes mischievous, a pseudodragon is not a social creature; they tend to keep to themselves and whatever makeshift hoard they have been gathering. Magic users tend to seek pseudodragons as familiars, as their natural magical resistances and superior senses make them awesome companions. But a dragon is still a dragon, and these little guys are no exception. Mistreat or abuse your familiar, and they're out, severing whatever connection you thought you built. They will not tolerate ill treatment.
Though they cannot speak, pseudodragons understand both Common and Draconic, and may learn other languages as well. They communicate through limited telepathy, granting simple ideas like hunger, curiosity, or perhaps affection. They will also utilize common animal noises to indicate these simple responses; a purr for pleasure, a hiss for surprise or alarm, chirping to indicate desire, or a growl to communicate anger. These noises and its limited telepathic imagery akins them to many as fantasy cats - which is, if you think about it, a pretty accurate analog.
By The Numbers
Seems weird to analyze these little dudes and dudettes by their stats - they're quite killable by just about anyone.
Rocking a level 1 wizard's armor class and just as many hit points, they're not really meant for a frontline assault. They have the rare feature of Magic Resistance, though, so saving throws are in their favor, but with such a low hit point count, anything that deals half damage might still fell them (bummer); difficult to charm, though! Plus, their Sting attack can render an opponent poisoned if their Constitution is garbage. Nothing to sneeze about (no, seriously, don't sneeze, it'll kill them).
Out of combat, however, they're extremely useful. Their telepathy reaches up to 100 feet, so they're excellent scouts and their keen senses make them ideal familiars. Darkvision and blindsight don't hurt either.
As a legit Familiar, Pseudodragons can communicate their senses up to a mile away from their companion, and they can share that sweet sweet Magic Resistance while they're hanging out. The only downside to a Pseudodragon as a familiar is that if they can end that service whenever they like, and for whatever reason. Moral of the story: treat your Pseudodragon well, otherwise they might not have your back when you need it.
Pseudodragons In My Worlds
These little buddies are so intrinsically in tune with the magical world that I have taken the liberty to codify a few with magical persuasions of their own. Sure, you'll have the standard pseudodragon flapping around your nooks and crannies and old libraries, but if you dig deep enough and scour long enough, you'll undoubtedly run into one of these variants.
Illusory - Pseudodragons don't have a specific language, instead communicating telepathically simple ideas. Those that are steeped in illusion magic has found a way to interpret the innate basics of their school to help communicate better, manifesting in a sort of "thought bubble" above their heads communicating more intricate picturesque ideas. I just love the idea of a pseudodragon with an ellipsis over its head as it ponders, and then watching it blip back and forth between steak and its studies; the ultimate SQUIRREL moment. :)
Evocata - a little friend who spends a lot of time around battle mages and explosives can evolve into a combustion dragon. Highly emotional, passionate, and excitable, an Evocata will manifest its core magic in explosive bouts. Get too excited? Fireball. Or Fog Cloud. Or Plant Growth. Get too sad? Cast Darkness. Get protective of their master, their binky, or their new bestest friend that they've known for five minutes? Ray Of Frost. Or Finger Of Death. You know, TOTALLY NORMAL reactions.
The list continues, and I have a feeling the more I play with this concept, the more hilarious it will become. Does a Cleric use her Pseudodragon as her own personal lie detector because it's infused with Divination magic? Does a diplomat use his to win over a crowd because he steeps in Enchantment? The possibilities abound!
(and now my players know...good luck)
See you at the table.
This month we take a look at three shots I've drafted and adjusted several times over and are always hits at the table.
Burnt Honey (shot)
1/2 oz Wild Moon Birch Liqueur
1/2 oz Honey Liqueur
1/2 oz Jack Fire
+ Big hit of gentle cinnamon and honey.
+ Slight burn at the back.
+ Honey notes continue to punctuate the taste long after the burn fades.
1/2 oz Dr. McGillicuddy's Apple Pie liqueur
1/2 oz Wild Turkey American Honey
1/2 oz Ginger Ale
+ Bright and refreshing.
+ Apple Pie is often a win.
1/2 oz Johnnie Walker - Song Of Fire Scotch Whiskey
1/2 oz Raspberry Liqueur
1/2 oz Lemon Juice
+ Song of Fire is a bit more burnt than other scotches.
+ Raspberry smoothes this out, though.
+ ...and then the Lemon is straight up a slap in the face...like a Bane on your senses.
+ Luckily...the lemon is over quickly.
So get your dice out and prepare for an onslaught.
Let's get right into it. Three recipes discovered from the archives, plus my take on it. Use these simple recipes to warm your soul and keep the liquor cabinet well stocked.
Jack Knife (shot)
3/4 oz Jack Daniel's Whiskey
3/4 oz Bailey's Irish Cream
+ Easy match.
+ Warm, creamy, slight burn. Good stuff.
Warm Woolly Sheep (shooter)
1.5 oz Scotch Whiskey
1.5 oz Drambuie
Fill the glass with warm milk (approx. 2-3 oz)
+ A throwback to english teas and many a nightcap, the warm milk elevates the dram well.
+ Scotch and Dram always go well together.
Scottish Jersey (drink)
1.5 oz Dewer's Scotch Whiskey
Pour into some fresh hot chocolate
+ Not like it's hard to make hot chocolate boozy. This is good. That is all.
Den Original - The Longknife (shot+)
My take on the Jack Knife doesn't add much, but what it adds makes it something just for me.
1/2 oz Jack Honey
1/2 oz Bailey's
1/2 oz Wild Turkey American Honey liqueur
1/4 oz Drambuie
+ I like my whiskey with honey, so the double tap of Jack and Wild mixes well.
+ Bailey's is always a win.
+ The Drambuie just smoothes it all out.
Shoot well. Never straight.
I've been running campaigns long enough that I've stacked up NPCs like Pokemon cards, ready to unleash them onto unsuspecting players. Sometimes they work wonders, other times they suck wind through a straw. Let's take a look at a few and see what I could have done better.
Jedrek Remo - Blackweave Monk
Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.
Honestly, I write what I want when I want. Often monster lore, sometimes miniature showcases, and the occasional movie/show review.