Monday, December 25, 2023

The Troubled History of Adapting English Spelling to the Latin Alphabet

The History and Development of Written English

English is a West Germanic language that originated from Anglo-Frisian dialects brought to Britain in the mid 5th to 7th centuries AD by Anglo-Saxon settlers. Prior to this, the inhabitants of Britain spoke Celtic languages.

The earliest written forms of English used the runic alphabets of the Anglo-Saxons and Vikings. However, with the Christianization of England, the Latin alphabet was introduced for writing in English. The Latin alphabet, adapted from the alphabet used by the Romans for writing Latin, proved problematic for representing some sounds in English.

One major issue was that English has more vowel sounds than Latin. Old English distinguished between long and short vowels, but the Latin alphabet originally only had five vowel letters - A, E, I, O, U. Various solutions were developed over time, such as using the runic letters thorn (þ) and eth (ð) for "th" sounds and the runic letter wynn for "w." The letters ash (æ) and yogh (ȝ) were also borrowed to represent additional vowel sounds.
The Roman invasion of Britain began in 43 AD under Emperor Claudius. The Romans had previously led two expeditions to Britain in 55 BC and 54 BC, led by Gaius Julius Caesar. However, the first expedition in 55 BC cannot be described as an invasion.
Over the centuries, the spelling of English words became increasingly inconsistent from their pronunciation as pronunciations continued to evolve while spellings remained fixed. For example, the /k/ sound in words like "knee" and "knight" used to be pronounced but became silent over time. Other letter combinations came to be pronounced differently in English than in Latin, like the "gh" in "light."

Attempts at spelling reform to better match the orthography to English phonology were largely unsuccessful. Notable efforts included proposing the introduction of new letters, digraphs, and diacritic marks. English spelling ultimately became conventionalized with mismatched spellings retained for etymological reasons and tradition.

The use of the Latin alphabet for English created difficulties in representing its more diverse consonant and vowel sounds. It also led to the irregular spelling system seen today, though it provided continuity with the written form used for Old English before the Norman Conquest. The alphabet's inconsistencies are the legacy of imposing an ill-fitting foreign orthography on the native phonology of the English language over time. Despite difficulties, the Latin alphabet persists as the standard for written English.

Thursday, December 21, 2023

Questing for Rational Numbers: 10 Tabletop RPGs for 4th Grade Math Mastery

10 math game ideas to teach 4th grade rational numbers aligned to Common Core standards:





Here are 10 fantasy tabletop RPG-style game ideas to teach fractions, decimals, and percents:

1. Fraction Dragon Hunt - Students create fraction dragon slaying characters. To hit the dragons, they must answer fraction comparison questions correctly. 

2. Decimal Dragon Dungeon - Students navigate a dungeon by solving decimal place value puzzles to open magical doors. Boss battles involve decimal rounding.

3. Percent Portals - Students portal jump through mysterious fractions and decimals to rescue Percent Town from the evil Lord Numerator. 

4. Equivalent Empire - The evil Emperor Improper rules the land. Students must answer equivalent fraction problems to raise an army and siege his castle. 

5. Fraction Phoenicians - As traders, students sail to foreign lands solving fraction word problems to broker deals and gain riches. 

6. Decimal Deceivers - Exploring a pyramid, students use clues to see through fake walls that disguise where decimal numbers should be placed on a number line.

7. Percent Pirate Treasure - Competing pirate crews race to solve percent of a number problems to dig up buried treasure and win gold coins. 

8. Improper Invasion - As adventurers, students fight monsters like Count Converter to restore order to the Chaotic Kingdom of Fractions. 

9. Fraction Fraction Revolution - In a faction war, students compare fractions on a giant number line battlefield to defeat the enemy for control of Rational Realm.

10. Decimal Domination - Rival wizard schools battle by creating potions from decimal recipes. Correct calculations make more powerful spells.

The fantasy themes and RPG elements can make practicing fractions, decimals, and percents more engaging and rewarding for 4th grade students.

1. Fraction Feud - This is a card game where students compete to make fractions from a deck of cards. The player with the highest fraction wins. Targets CCSS 4.NF.A.1, 4.NF.A.2.

2. Equivalent Expedition - Students roll dice and move their game piece around a board, landing on spaces that give equivalent fraction problems to solve. Targets CCSS 4.NF.A.1.

3. Fraction Capture - This is a digital game where students shoot the correct fraction to "capture" enemy robots. Targets CCSS 4.NF.A.1, 4.NF.B.3.d.

4. Comparing Fractions - Students draw fraction cards and have to determine which is greater. The player with the greatest fraction wins the round. Targets CCSS 4.NF.A.2.

5. Rational Number Bard Battles - Students work in teams to create rap lyrics that include comparisons of rational numbers using >, <, and = symbols. Targets CCSS 4.NF.A.2.

6. Fraction Planet Rescue - In this game, an evil villain has taken over Fraction Planet. Students have to answer fraction word problems to rescue it. Targets CCSS 4.NF.B.3, 4.NF.B.4.

7. Decimal Diner - Students role play running a diner and have to add up checks with decimal amounts. Targets CCSS 4.NF.C.5, 4.NF.C.6, 4.NF.C.7.

8. Fraction Formula Racing - Students race cars around a track by solving fraction multiplication and division problems. Targets CCSS 4.NF.B.4.

9. Rational Number Round Up - Students play as cowboys trying to round up rational number cattle into the correct pens. Targets CCSS 4.NF.A.1, 4.NF.A.2.

10. Fraction Frenzy - This fast-paced digital game has students shooting fractions arrows at the correct targets. Targets CCSS 4.NF.A.1, 4.NF.A.2.








Here is an expanded explanation of the 4th grade Common Core benchmarks for rational numbers, along with detailed examples:

Fluently add and subtract multi-digit whole numbers using the standard algorithm:

- Understand place value for multi-digit numbers (thousands, hundreds, tens, ones)
- Line up numbers by place value when adding/subtracting 
- Starting from the right, add/subtract each place value column
- "Carry" or "borrow" between columns if needed

Example: 

32,107
+ 54,383
----------
86,490

1) Line up the numbers by place value
2) Starting from the ones column, 7 + 3 = 10. Write the 0 in the ones place and carry the 1.
3) In the tens column, 1 + 0 + 8 = 9. Write 9.
4) In the hundreds column, 1 + 3 + 4 = 8. Write 8.
5) In the thousands column, 2 + 5 + 1 = 8. Write 8.

Multiply a whole number of up to four digits by a one-digit whole number:

- Break the problem into partial products by place value
- Multiply each place value digit by the one digit number 
- Add the partial products

Example: 

243
x 6
-----
1,458

1) 3 x 6 = 18 
2) 40 x 6 = 240
3) 200 x 6 = 1,200
4) Add the partial products: 18 + 240 + 1,200 = 1,458

Apply understanding of models for multiplication (arrays, area models):

- Recognize that an array with x rows and y columns has x * y total boxes
- Use area models to visualize a multiplication problem

Example: 

5 x 4 = 20

This can be modeled as an array with 5 rows and 4 columns, having 20 total boxes.
Relevant 4th grade CCSS:

- 4.NF.A.1 Understand fractions as part of a whole
- 4.NF.A.2 Compare and order fractions
- 4.NF.B.3 Understand fraction equivalence
- 4.NF.B.4 Build fractions from unit fractions
- 4.NF.C.5-7 Use decimal notation for fractions

Here is an example of a progress monitoring test for 4th grade rational numbers, decimals, fractions, and percents covering addition, subtraction, multiplication, and division:

4th Grade Rational Numbers Progress Test
1. What is 25% of 80?
A) 20
B) 32
C) 40
D) 50

2. What decimal is equivalent to the fraction 2/5?
A) 0.35
B) 0.4
C) 0.45
D) 0.5

3. What is 12.34 rounded to the nearest whole number?
A) 12
B) 13
C) 14
D) 15

4. What is the product of 3/4 and 2/3?
A) 1/2
B) 2/3
C) 1
D) 2

5. What is the quotient of 3.2 ÷ 0.4?
A) 0.08
B) 0.8
C) 8
D) 80

6. Order these numbers from least to greatest:
0.5, 1/2, 50%
A) 1/2, 50%, 0.5
B) 50%, 1/2, 0.5
C) 0.5, 1/2, 50%
D) 1/2, 0.5, 50%

7. Simplify:
5/6 + 3/4
A) 2 2/12
B) 2 1/3
C) 13/12
D) 1 7/12

8. Simplify:
2.75 - 1 3/8
A) 1 1/2
B) 1 7/8
C) 1 2/8
D) 1 1/4

9. Evaluate:
(3 x 2/5) / (6/10)
A) 1/2
B) 1
C) 2
D) 3

10. Which inequality is true?
A) 1/4 < 1/3
B) 2/7 > 3/8
C) 5/9 < 5/8
D) 3/5 > 2/3

Here is an example of a 4th grade global screening test for rational numbers, with some ideas for follow-up probes:

4th Grade Rational Numbers Global Screening
Part 1: Fractions
1. Circle the larger fraction:
1/3 or 1/4

2. Write a fraction equivalent to 1/2:
_____________

3. What decimal is equal to 25%?
_____________

Part 2: Decimals
4. Round 378.592 to the nearest tenth:
_____________

5. Order these decimals from least to greatest:
0.7, 0.43, 0.273
_____________, _____________, _____________

6. Write 0.35 as a fraction:
_____________

Part 3: Percents
7. What percentage is the same as 0.3?
_____________

8. 50 is ____% of 100.
_____________

Follow-up probes:
- Give students fraction manipulatives and have them show their thinking for comparing 1/3 and 1/4.
- Have students draw models and explain equivalencies for fractions like 1/2.
- Give decimal place value charts and ask students to explain rounding to tenths.
- Ask students to create number lines to order decimals.
- Have students model decimals and percents with base 10 blocks.
- Present word problems involving decimals and percents and ask students to model and explain their reasoning.
This allows you to better understand student thinking beyond the screening.

Dungeons & Dragons has a fascinating history intertwined with rational numbers, probability, and statistics:

- D&D was created in 1974 by Gary Gygax and Dave Arneson, inspired by miniature war games. Players took on the roles of heroic characters like fighters, wizards, and rogues.

- A key part of D&D is using polyhedral dice (4, 6, 8, 10, 12, and 20-sided) to determine outcomes. Rolling dice and consulting tables is how players resolve actions.

- These dice and probability tables were originally derived from war gaming and historical simulations done by actuaries. D&D co-creator Dave Arneson adapted existing actuarial models.

- For example, the early D&D "Attack Matrix" used in combat is essentially an actuarial table determining hit probability based on attacker skill, defender armor class, and dice rolls.

- Stats like strength, intelligence, and charisma were also given numeric ratings to quantify a character's attributes. These could be generated randomly using dice.

- So at its core, D&D used rational numbers, percentages, and probability to simulate fantasy combat and action. All rooted in earlier actuarial science!

- As D&D evolved, these game mechanics became more complex. Tables were expanded, percentages tweaked, new stats added. But rational math remained at the heart.

- Today these game systems are still defined through interlocking rational numerical systems, probabilities, and formulas. So learning the math behind it shares principles with understanding fractions, decimals and percentages.

In summary, D&D fundamentally relies on rational number mathematics and statistics to bring its fantasy world to life. The history of the game is intimately tied to using rational math to simulate complex situations and probabilities.

Here are some fourth grade rational number benchmarks for addition, subtraction, and word problems:
Addition
  • Students should be able to add up to four two-digit numbers.
  • Students should be able to use objects, representations, and numbers (0-20) to add and subtract.
  • Students should be able to add or subtract within 1000, and justify the solution.
  • Students should be able to use the relationship between addition and subtraction to solve problems.
  • Students should be able to add or subtract mentally 10 or 100 to or from a given number within 1000.
  • Students should be able to represent and solve problems involving addition and subtraction.
  • Students should be able to write and solve problems involving addition and subtraction within 100.
Subtraction
  • Students should be able to use objects, drawings, and equations with a symbol for the unknown number to represent the problem.
  • Students should be able to compare a variety of solution strategies to build their understanding of the relationship between addition and subtraction.
  • Students should be able to develop, discuss, and use efficient, accurate, and generalizable methods to add within 100 and subtract multiples of 10.
  • Students should be able to compare whole numbers (at least to 100) to develop understanding of and solve problems involving their relative sizes.
Word Problems
  • Students should be able to solve addition and subtraction word problems, and add and subtract within 10, e.g., by using objects or drawings to represent the problem.
  • Students should be able to decompose numbers less than or equal to 10 into pairs in more than one way, e.g., by using objects or drawings, and record each decomposition by a drawing or equation (e.g., 5 = 2 + 3 and 5 = 4 + 1).
  • Students should be able to find the number that makes 10 when added to the given number, e.g., by using objects or drawings, and record the answer with a drawing or equation.
  • Students should be able to add and subtract within 5.
  • Students should be able to include groups with up to ten objects.

Saturday, December 16, 2023

Why Executive Function Matters for School Success

Building Better Brains: Why Executive Function Matters for School Success 

Executive function refers to the cognitive control skills that allow us to focus, switch tasks, control impulses and process working memory. These skills are crucial building blocks that affect a child’s ability to:
• Stay on task: Children with strong executive function can concentrate on schoolwork, avoid distractions and follow multi-step directions. Week executive function leads to losing focus and lack of productivity.

• Self-regulate behavior: Executive function allows kids to think before acting, resisting impulsive behaviors in favor of actions that align with goals and rules. Poor inhibition control is linked to disruptive actions in school.  

• Handle planning, organization: Students with robust executive skills can create schedules, set goals, keep track of materials and assignments and manage their time effectively to complete projects. Deficits lead to last-minute, scattered work.

• Access recall and working memory: Executive function impacts how much information students can keep in mind and retrieve to apply to academic tasks. Lagging skills slow complex skill acquisition that involve retaining and processing several concepts simultaneously. 
In the 21st century digital age, mastering self-management skills may matter more than IQ for determining school readiness and success. Boosting executive function through games, aerobic play and mindfulness could give kids cognitive benefits that transform their academic journeys.

This covers some key points regarding why executive function matters so much for children’s achievement in and enjoyment of school. Please let me know if you need any clarification or have additional questions!Hero Quest Treasures: Cards Cultivating Executive Function and Habits of Mind

Patience Pouch (5 points)

This small pouch contains magic dust that helps the bearer wait calmly in difficult situations without getting frustrated. Illustration shows the pouch emitting sparkling dust around an impatient adventurer.

Planning Shield (7 points)
A lightweight shield etched withmaps and diagrams. Grants a +2 bonus to rolls made when strategizing and thinking ahead. Illustration depicts battle plans and maps covering the shield's surface.

Sword of Self-Control (10 points)
This magic sword grants a +3 bonus to saves against impulsive actions. Its wielder is able to stop and consider consequences before acting. Illustration shows the sword emanating waves of calm energy.

Helm of Curiosity (4 points)
Wearing this sturdy helm embellished with question marks gives the user advantage when gathering information and learning new things. Illustration shows a puzzled adventurer with large question marks emanating from the helm.

Boots of Persistence (6 points)
These rugged boots are etched with encouraging mottoes. Their wearer gains advantage on rolls to keep trying when faced with setbacks or failures. Illustration depicts an adventurer with skid marks on the boots, but still marching forward determinedly.

Bracers of Focus (8 points)
These bracers are adorned with eye designs. They give the wearer advantage on rolls made to concentrate amid distractions. Illustration shows an adventurer intently reading a scroll while chaos ensues in the background.

Ring of Responsibility (6 points) 
This metal ring is etched with images of characters diligently performing good deeds. The wearer makes Wisdom saves with advantage against urges to blame others or give up. Illustration shows several small scenes of heroes helping people depicted on the ring.

Cloak of Empathy (9 points) 
A vibrant, patchwork cloak mystically granting the wearer insight into others' moods and feelings. Provides advantage on rolls made to understand motivations or provide emotional support. Illustration depicts the cloak radiating a soothing aura over a distressed character.  

Boots of Open-Mindedness (7 points)
Embroidered with fanciful creatures, these boots grant resistance against judgments about unfamiliar people or ideas. Wearer also has advantage on rolls to find value in alternate solutions. Illustration shows boots with creatures like dragons and wizards on them. 

Circlet of Integrity (10 points)
A gleaming silver circlet engraved with honorable symbols. Wearer has advantage on Saving Throws against selfish impulses and always knows the honorable path. Illustration depicts proud coat of arms, badges, and other integrity symbols adorning the circlet.

Gloves of Cooperation (5 points) 
Sturdy leather gloves etched with images of adventurers working together. Grants +2 bonus on group checks when assisting allies or contributing ideas. Illustration shows engraved vignettes of successful collaborative efforts.  

Necklace of Resilience (7 points) 
Chunky pearl necklace with one cracked pearl. Advantage on Wisdom saves against hopelessness and despair when facing setbacks. Illustration depicts philosopher or sage contemplating a cracked pearl, deep in thought. 

Shield of Self-Reflection (9 points)  
Brilliantly polished steel shield decorated with mirrors, acting as an aid to reflection and self-evaluation. Grants inspiration to face and overcome personal weaknesses. Art depicts a warrior gazing evaluatively into the mirrors after battle.

Bow of Creativity (8 points)
Intricately carved longbow seeming almost alive, with flexible limbs and fluttering string. Provides creative inspiration, granting +3 on artistic checks or creative problem solving. Illustration depicts abstract patterns and animals flowing across bow.  

Quill of Clarity (6 points)
Goose feather quill pen that organizes thoughts and aids in clear expression. While held, grants advantage on checks related to explaining ideas or articulating arguments. Illustration shows quill pen resting on top of neat stacks of perfectly aligned paper.

 Here is a draft outline for a 32-page illustrated fantasy book to teach kids executive function skills and positive habits of mind through an engaging story. The main character will model growth in areas like focus, planning, and curiosity.

A Most Unusual Spell (Working Title)

Target audience: Ages 6-10

Page 1 
Illustrations show disorganized wizard tower with enchanted dust and overflowing books to set scene

Page 2
Introduction of Bartholomew, a kind but rather chaotic young wizard with poor cleaning habits who has trouble perfecting his spells and is mocked by other wizards 

Pages 3-4 
Dialogue from his mentor wizard Lina: 
"Your spells go wrong because you lack focus and preparation. A great wizard must cultivate orderliness of mind by better organizing his enchantments and reducing clutter than distracts."

Page 5  
Montage illustration of Bartholomew developing organization systems but still struggling with messy habits 

Pages 6-8
Bartholomew feels down, dialogue from Lina: 
"Do not lose hope! Stay persistent and curios! Experiment to find spells that aid concentration. Read books on enchanting techniques. I know you will discover the focus you seek!"

Page 9
Illustration shows Bartholomew determinedly reading books with titles like "Attentive Spellcasting" 

Pages 10-16
Various illustrations depict Bartholomew trying focusing techniques and casting spells that fail comically.
Sample dialogue after a failed spell:
"Hmm, that enlargement spell got a bit out of hand! But each attempt teaches me something new. I will carefully analyze what went awry and try again."




Pages 17-20 
Montage of small illustrations show Bartholomew slowly improving his workspace organization and habits while also learning from his magical mistakes. Dialogue reflects his growth mindset.

Pages 21-24 
Bartholomew discovers an ancient book on a high shelf he finally cleaned and dusted. It describes a potion to enhance concentration and memory. The ingredients represent executive function concepts (e.g. crushed emeralds = focus) 

Pages 25-30  
Illustrations and dialogue depict Bartholomew gathering ingredients, creating the potion, and dramatically casting spells successfully with his new mental clarity and control. He becomes renowned for his wondrous magics in the land.

The End
Bartholomew continues perfecting his spells and habits, showing grit and lifelong learning. He now mentors other young wizards.

Using Progress Monitoring Data to Drive Effective Multi-Tiered Reading Interventions

Using Progress Monitoring and Small Group Instruction to Deliver Effective Reading Interventions: Lessons from Success for All

Achievement gaps in literacy continue to widen across student subgroups, contributing to long-term academic failures that perpetuate inequality. Research shows that students who do not learn to read proficiently by third grade tend to struggle in school for years after, especially impacting low-income populations (Hernandez, 2011). This crisis demands urgent solutions for identifying and remediating reading difficulties early before they result in entrenched deficiencies. Fortunately, response to intervention (RTI) frameworks provide guidance for catching struggling readers through research-based assessments and targeted, multi-tiered interventions (Fuchs & Fuchs, 2017). 

One particularly effective RTI reading program - Success for All (SFA) - offers a model for frequent and specific progress monitoring coupled with dynamic supports at increasing levels of intensity to address lagging skills. SFA’s approach emphasizes responsive, data-driven decision-making to modify instruction so no child slips through the cracks. Studies on program impacts reveal SFA methodology holds promise for closing equity gaps. SFA schools have posted impressive reading gains for at-risk learners, reducing the proportion of struggling readers referred to special education by over 50% (Smith et al., 2022).
 
This paper reviews SFA’s best practices utilizing progress monitoring and adaptive interventions across instructional tiers to rescue failing readers. Components of how students’ literacy skills are assessed, analyzed, and addressed differentially based on response data are discussed. Finally, implications are shared for how incorporating elements of SFA’s approach could bolster other schools’ RTI programming and capacity to reverse downward achievement trends. By learning from models like Success for All, educators can take more informed action towards closing literacy gaps while upholding every student’s right to read.
1. Set ambitious but attainable expectations for reading growth through benchmark targets and aimlines at each tier.  

2. Determine key reading skill indicators and conduct brief, reliable measures of those skills frequently (e.g. weekly fluency checks).

3. Make data visual through graphs so that student response patterns over time are clear and easy to analyze quickly.  

4. Plot student progress against other data points like benchmarks, attendance, grades, etc to evaluate multiple variables impacting performance.

5. Establish regular meeting schedules to review progress monitoring data and make timely intervention decisions. 

6. Use progress data to provide direct, standards-aligned feedback to students about their reading growth.  

7. Create data decision rules for stepping interventions up or down in intensity based on rates of improvement over set time frames.

8. Progress monitor with increased frequency and sensitivity for students receiving Tier 2 and 3 services.  

9. Customize interventions to target skill gaps revealed through diagnostic assessments rather than taking a one-size fits all approach.

10. Use progress monitoring methods that capture generalization of skills to other contexts like independent reading or comprehension versus isolated skill drills.
Tier 1: Core Classroom Instruction and Progress Monitoring

SFA’s framework recognizes that effective reading interventions must start from a solid base of research-based core literacy instruction, also known as Tier 1 (Slavin et al., 2010). In SFA schools, students receive 90 minutes of daily reading instruction using SFA curricular materials like Reading Wings or Reading Roots (Slavin et al., 2013). To enable data-based differentiation, students are placed strategically into reading groups by performance level called Reading Roots Homogenous Reading Groups. This small group instruction targets student skills efficiently while allowing for progress monitoring by group.

During the Tier 1 instruction, SFA teachers utilize specific assessments aligned to priority reading competencies expected at each grade level. Reading Roots groups administer 2 minute timings to measure oral reading fluency rates regularly. For example, teachers examine student growth on freeze frames, a type of fluency exercise focused on phrasing. The Reading Wings curriculum advocates tracking student mastery on discrete phonics and word analysis skills such as phonemic awareness using curriculum-based measures (Slavin et al., 2013). Both reading programs integrate comprehension questions and vocabulary assessments as well to ensure a balanced approach to literacy. Special attention is given to program-defined checkpoints which benchmark expectations for gains during each month of the school year.

By plotting student performance on these reading measures over time, Tier 1 instruction alone allows teachers to identify struggling readers in need of Tier 2 or 3 intervention. Within the SFA assessment system, struggling readers unable to maintain grade-level trajectory are referred to as “low-performing” readers requiring differentiated support addressing their lagging skills (Chamberlain et al., 2013).

Tier 2: Small Group Interventions with Increased Monitoring

SFA’s primary Tier 2 intervention is delivered via certified reading tutors who facilitate small groups of 1-3 identified students for daily 20 minute sessions (O’Connor & Sanchez, 2011). The initial goal is remediating skills gaps through targeted, manualized instruction on the high leverage reading competencies like alphabetics, fluency, vocabulary, or comprehension. Tutors draw materials from the SFA library to build customized intervention plans relying heavily on modeling, guided practice, and independent work differentiated to student needs.

A key instructional technique used is scaffolding students across skills through gradual release of responsibility. For example, the tutor might think aloud initially when demonstrating a decoding strategy like breaking apart phonemes. Across subsequent sessions that skill is practiced collaboratively with the tutor providing feedback before students demonstrating independence applying the strategy while reading increasingly complex texts.

The increased intensity of Tier 2 instruction also enables reading tutors to progress monitor students weekly or even daily to judge the efficacy of interventions (O’Connor & Sanchez, 2011). Brief oral reading or phonics assessments might be administered as exit tickets to gauge skill acquisition. Tutors track performance quantitatively to visualize growth and adjust supports accordingly. If progress is insufficient, tutors first revisit their instructional techniques or materials. However, recurring performance deficits below aim lines or benchmarks would trigger referral to Tier 3 services.

An important element of SFA Tier 2 instruction is timely evaluation of intervention effectiveness using eight week cycles (SFAF, 2022). Every eight weeks, reading teams meet to analyze progress monitoring graphs for students receiving Tier 2 tutoring. Intervention groups that have achieved reading gains sufficient to close achievement gaps are transitioned back solely to Tier 1 classroom instruction. This frequent re-evaluation ensures resources stay concentrated on the students demonstrating the greatest needs. For students continuing to struggle, new interventions are initiated, such as new group configurations, revised learning objectives, or extended tutoring sessions.

Tier 3: Intensive 1-on-1 Remediation

Students exhibiting limited responsiveness in Tiers 1 and 2 are provided sustained 1-on-1 support through SFA’s Tier 3 instruction delivered by certified reading specialists (O’Connor & Sanchez, 2011). These students undergo comprehensive diagnostic evaluations identifying deficits in specific reading components like phonics, fluency, vocabulary, or comprehension. The exam results allow creation of a personalized RTI plan outlining skills-based goals and tailored interventions believed capable of remediating those gap areas.

Tier 3 instruction applies the same scaffolding and release of responsibility used in small groups but with greater intensity made possible via individualized attention. Materials and lesson pacing are adjusted to the struggling learner’s needs also. To manage such highly personalized instruction, the reading specialist maintains a detailed intervention grid mapping interventions attempted to dates implemented and student outcome data (SFAF, 2022). This grid allows efficient tracking of response patterns over time to determine the most impactful strategies for a given student.

Progress monitoring throughout Tier 3 needs to be frequent and sensitive to smaller gains given the severity of reading needs (SFAF, 2022). Curriculum-based measures like word reading fluency timings may be administered weekly. Likewise, reading specialists prioritize continual collection of diagnostic data using informal reading inventories or decoding assessments. Progress towards IEP goals is evaluated routinely as stipulated. All assessment data both guides ongoing intervention modifications to best remediate the identified skill deficits unique to that struggling reader.

Should students exhibit insufficient progress following multiple Tier 3 approaches, referrals are made for psychoeducational testing and evaluation for IDEA services like special education. Here the detailed Tier 3 progress monitoring provides helpful information establishing how the severity of student reading needs necessitates resources beyond what can be delivered through the RTI tiers alone.

Implications for Schools’ Reading Programs

While Success for All offers one blueprint for organizing assessment and interventions across tiers, schools can apply elements of this model more universally to enhance all students’ reading outcomes. Most critically, SFA provides a framework for rational, data-driven decision making guiding dynamic service delivery (SFAF, 2010). First, reliable indicators of reading proficiencies must be routinely collected schoolwide through standardized, skills-based assessments. Reading achievement data must then be expressed quantitatively to enable comparison of student trajectories against validated benchmarks and projections of adequate growth. Struggling readers can thus be identified quickly and objectively as those failing to reach synchronous reading levels or make customary gains alongside peers (Fuchs & Fuchs, 2017).

Upon identifying which students require intervention, SFA offers guidance on defining intensity levels of that support by tier. Tier 2 interventions represent a ratcheting up from Tier 1 through reduced group size and increased time spent in supplemental instruction. Tier 3 interventions build further intensity via individual, diagnostic-driven teaching. SFA research supports this measured continuum of services model for catching struggling readers (O’Connor & Sanchez, 2011).

Additionally, SFA provides a framework for actively monitoring progress once interventions commence to ensure their effectiveness. Establishing short cycles for evaluating interventions eliminates assumptions that a given set of instructional supports remains appropriate indefinitely without evidence the student is responding positively. Progress monitoring data both justify continuing interventions producing gains and prompt modification for those demonstrating futility. This data-based adaptability could cut down on persistence of interventions misaligned to student needs.

By studying SFA’s rigorous attention to data tracking and analysis to inform action, schools can take a more proactive, responsive approach in their own RTI process. Schools should continually examine the quality and frequency of assessment data they collect around essential reading competencies. Do those data produce a precise enough picture of abilities and growth curves across specific subskills to pinpoint lagging areas? Are data reviewed with enough regularity to identify emerging reading gaps rapidly before they become entrenched deficiencies? Are struggling readers’ responses to interventions monitored consistently enough to evaluate what combination of group size, materials, and instructional techniques produce an uptick in skills versus further decline? While rarely perfect, schools’ RTI programming could still be adjusted closer toward SFA’s example in using progress monitoring and adaptive interventions to target instruction efficiently to the appropriate tier for each learner.

In summary, stalled reading trajectories contribute greatly to long term student academic failures. But SFA’s approach offers guidance to interrupting declining achievement through frequent and specific progress monitoring coupled with dynamic reading supports by tier. Their model for catching student reading needs early and responding with data-driven interventions could significantly benefit schools’ capacity to close equity gaps and improve literacy outcomes for all.

The tiresome static of SFA's faultfinders

Once again we find the literati circling their wagons against the Success for All program, that ongoing experiment in enforced literacy among the young which has so vexed critics and so vitalized elementary education in this country over the past quarter century. What is their complaint this time? It is ever the same: that SFA overturns the sleepy hollow of entrenched school bureaucracies by making reading, writing, speaking and listening the paramount goals of the system. Efforts at early language mastery offend those who prefer their districts top-heavy, prefer that things remain below par, and would rather not make progress monitoring of pupils mandatory. 

But we should know by now that whenever an earnest initiative arises promising to equip students with the fundamentals they so lack, the establishment will bat its eyes in disbelief and murmur vague nothings about implementation and resources. Have we ears so delicate that we cannot abide frank speech about the failures of the status quo? 

I myself have lingering attachments to so-called "balanced literacy" and recognize SFA as imperfect, wanting in parts. Yet I look askance at critics so denuded of magnanimity that they cannot entertain reforms even as they bemoan systemic inadequacy. What should concern us are not administrative inconveniences but the black-and-blue marks of illiteracy that so many carry from institutions that nominally "teach" them. 

Read SFA's history: early indictments in places like Baltimore, Memphis and Houston provoked adaption and change. Its overseers were not doctrinaire; they altered course. Compare this receptiveness to the obstinacy of anti-SFA voices who rarely offer concrete alternatives. Naysayers gesture airily at the "difficulty" of implementation, the countless man-hours required. But cries from the gallery about labor are no substitute for action. 

No administrator relishes systemic shock. But we do our charges no greater service by defending firewalls around bad customs than by encouraging pedagogies centered on the foundational skills so absent among undergraduates. Insistence on this priority in the early grades invariably jars what many consider the "balance" of elementary education. But we do young readers no favors by sparing their feelings at the cost of their empowerment. And literate, numerate graduates are surely recompense enough for ruffled feathers in the short-term.  

SFA's approach is doubtless sharpened in places by animus towards inertia. I myself raised doubts about Reading Wings, that bizarre attempt at pedagogy-by-ornithology. Likewise the program's crusading spirit risks zealotry in some incarnations. But weighed against the vapid self-assurance of critics satisfied with shallow learning, such excesses prove venial indeed. 

After much empty talk about "resources" and "adaptation," the underlying truth emerges plain as day: those aligned against Success for All favor the tranquility of a failed status quo over the hazards of reform that demands accountability. We must get over this arrested development. For until those opposed can advance something beyond paternalistic worry and bureaucratic euphemism, their opposition scarcely merits consideration. Our children deserve an education befitting their brilliance. And literacy is the wellspring of erudition; we do them a bold injustice by anything less.

Sunday, December 10, 2023

The Wonder Quest: Gamifying Discovery, Imagination, and Scholarship in the Classroom

The Wonder Quest

The Wonder Quest is a gamified system where students can go on "quests" by asking thoughtful questions, making creative connections between ideas, conducting research to learn more, or producing works that demonstrate academic skills.

Students start by creating an adventurer avatar that travels to different lands on an epic quest for knowledge and discovery. The lands represent different academic subjects - for example, the Kingdom of Math, the Isles of Literature, the Realm of Science, etc. 

To move through a land, they need to collect Wonder Coins and purchase magical items. These are earned by:

- Asking insightful questions related to class material 

- Making links between concepts from different subjects

- Choosing independent research topics to study further

- Completing academic projects above and beyond requirements

- Assisting peers and enriching classroom discussion 

Examples:

Asking Insightful Questions

"How does x historical event connect to current events?" (1 Wonder Coin)  

Making Deep Connections  

"The descriptive writing we're doing is like adding details to a painting, while math proofs are like following logical clues, step-by-step." (1 Wonder Coin)

Research Discovery

A student decides to research the history of algebras from around the world for their math class. (5 Wonder Coins)

Exceptional Work

A student writes a short story utilizing stylistic techniques from their literature studies. (5 Wonder Coins)  

As students collect more coins, they can use them to unlock shortcuts, equipment, badges and ranks within the lands - making their adventurer stronger, revealing more about the subjects, and motivating further achievement.

The gamified system taps into curiosity and friendly competition, encouraging kids to challenge themselves in practicing critical thought and academics. 

Here is an idea for a magical item called the Shield of Medusa:

Example  

Shield of Medusa: Cost 40 Wonder Coins

This thick bronze shield is formed in the visage of a screaming gorgon, with a mane of writhing metallic snakes surrounding the horrific face. The shield grants a +2 bonus to AC for its bearer. 

Once per day, as an action, the wielder can activate the power of the shield by holding it forth and speaking the command word. When activated, all creatures within a 30 foot cone originating from the shield must make a DC 15 Constitution Saving Throw. On a failed save, creatures turn completely to stone until freed by magic that can reverse petrification. On a successful save, creatures are instead restrained as their legs turn to stone for 1 minute - making movement impossible but allowing them to still act. 

Creatures turned to stone by the Shield of Medusa can only be returned to flesh by spells like Greater Restoration or Stone to Flesh. The shield's grim power recharges at next dawn after use.

When holding the Shield of Medusa, the bearer must also make DC 15 Wisdom Saving Throws whenever encountering their own reflection in polished metals, still waters, mirrors or other reflective surfaces or risk self-petrification from meeting the baleful gaze of the gorgon visage.

1. Ring of Invisibility - This ring allows the wearer to turn invisible for up to 3 turns. During this time, enemies cannot see or target the wearer unless they use magical detection. The wearer cannot attack while invisible.

2. Boots of Speed - These boots double the wearer's movement speed for 5 turns. They can use this to quickly maneuver around the battlefield or flee from enemies. Afterwards, their speed returns to normal.

3. Necklace of Fireballs - This necklace has 3 charges. As an action, the wearer can expend 1 charge to cast the fireball spell. The necklace regains 1d3 expended charges each dawn.

4. Bag of Holding - This bag has an extradimensional space inside that can hold up to 500 pounds of gear. The wearer can access the contents as a bonus action while wearing or carrying the bag.

5. Gauntlets of Ogre Power - While wearing these gauntlets, the wearer's strength score becomes 19. This lasts as long as they continue to wear the gauntlets.

6. Potion of Giant Size - When consumed, this potion causes the drinker to double in size and have advantage on strength checks and saves for 1 minute. Does not stack with other magical effects. 

7. Crystal Ball - This magic crystal ball can be used once per day to give a glimpse into the near future, granting advantage on one attack roll, check or save before having to take a long rest to recharge.  

8. Deck of Many Things - This deck has 22 cards with various magical effects. Drawing a card causes its magic to take effect. The deck then disappears.  

Here are details on what could be in a Deck of Many Things:

1. Vizier - This card offers the character insight and advice that could aid them significantly on their adventures.

2. Sun - This card grants 50,000 XP to divide among the party as they choose. It promotes growth and life.  

3. Moon - This card grants the character 1d4 wishes if they make them within 1 minute of drawing this card. The DM determines the effectiveness of the wishes.

4. Star - Immediately increases one of the character's ability scores by 2. The maximum score is now 24.

5. The Fates - Reality's fabric unravels and spins anew, allowing the character to avoid or erase one event as if it never happened. The DM spins the threads of fate.  

6. Throne - The character gains proficiency and right to a small keep, tower, and nearby peasants who pay them taxes and owe them loyalty. The spatial location is up to the DM.

7. Key - A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.

8. Knight - You gain the loyalty and service of a 4th level fighter who appears before you. As GM, I would detail their personality and motivations.  

9. Gem - You choose one type of gem worth 25,000 gold pieces or 50 gems worth 1000 GP each. 

10. Talons - Every magic item you possess disappears permanently as a powerful entity strips you of property, dignity, and secrets.

11. The Void - This black card spells disaster, as an interdimensional rift opens underneath you, sending you and all you possess into a void between dimensions where you are stranded alone.  

12. Flames - A powerful devil becomes your enemy, seeking your ruin and plundering your home and valuables until one of you dies. This enmity cannot be ended short of divine intervention.  

13. Rogue - A non-player character of the DM's choice becomes hostile to you. All their abilities are bent on destroying you until death, without possibility for diplomacy.  

14. Balance - Your mind suffers a wrenching alternation between lawful and chaotic alignments. Each day brings a new alignment as order and anarchy struggle for your soul.  

15. Ruin - As this card appears, all forms of wealth, jewels, property, and other valuables you possess disappear permanently. All except what you have on you right now.

16. Euryale - The medusa-like visage of Euryale, daughter of Medusa, spring from the card and her gaze turns you instantly to stone, unless you succeed on a DC 15 Luck saving throw.  

17. The Skull - You summon Death itself. Death appears before you to claim one creature of the GM's choice within 30 feet of you. Nothing can intervene, and Death cannot be defeated or persuaded. 

18. Fool - This card reduces your Intelligence by 1d4+1 points permanently. Your brains will never fully function as they once did ever again.  

19. Donjon - You disappear, becoming entombed in an extradimensional sphere in an unknown location on the Ethereal Plane. All your possessions go with you. You remain there until released by the spell or intervention of other powerful magics.  

20. Flame - A powerful infernal Duke emerges to serve you for one year and one day. After this time though, your soul belongs to the Nine Hells unless terms are renegotiated.

21. Avatar - Three Simulacrums that look exactly like you appear. They match your abilities and levels and unfailingly obey your commands.

22. The Fool - Xanthous gases billow from the card dealing 10d12 necrotic damage to you immediately with no save possible, as your flesh turns black and necrotic.

9. Medallion of Thought Projection - This medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Sending spell from it. The medallion regains 1d3 expended charges daily at dawn.

10. Folding Boat  - This object can be folded down to the size of a small box. When activated, it transforms into a boat large enough to hold 6 people comfortably. It moves at normal boating speeds across water. It reverts back after 6 hours or when told to fold.  

11. Wings of Flying - These wings grant a flying speed of 60 feet for 1 hour. As a bonus action, the wearer can fold or unfold the wings. They cannot be used with heavy armor or if the wearer is carrying a heavy load.  

12. Horseshoes of Speed - These iron horseshoes come in a set of four. When affixed to an animal's hooves, they double the creature's walking speed. This effect lasts for 12 hours or until removed.

13. Rope of Climbing - On command, this 50-foot silk rope animates and slithers up surfaces like a snake at 10 feet per round. It can anchor itself securely to horizontal or vertical surfaces. It has 10 hit points and can lift up to 3000 pounds.

14. Stone of Controlling Earth Elementals - Once per day, channeling energy through this red stone allows the user to cast Dominate Monster on an earth elemental. The effect lasts 1 hour unless concentration is broken. The stone must recharge for 1d4 days before it can be used again.  

15. Dragon Orb - This glass orb contains red-golden smoke that twists into miniature dragon shapes. When activated, the true form of a young red dragon emerges from it and serves the wielder for 1 hour before disappearing. It cannot be used again for 1 week.

16. Mask of Disguise - While wearing this wooden mask, the wearer can use an action to change the mask's appearance within their size specifications. The form lasts for up to 12 hours or until willingly reverted. removes the mask.

17. Quiver of Ehlonna - This leather quiver has three compartments that function like extradimensional spaces far larger than their outside dimensions. It can hold up to sixty 2-foot-long objects while only weighing 5 pounds when full.  

18. Mantle of Spell Resistance - This stylish cloak grants the wearer advantage on saving throws against spells and other magical effects cast by creatures of 6th level or lower. This property fades if exposed to sunlight for more than 12 hours.  

19. Periapt of Proof Against Poison - This pendant protects its wearer from poison. If the wearer fails a saving throw against poison, they can make another saving throw with advantage. Once it prevents poison damage, the periapt's magic fades temporarily until the next dawn.

20. Gloves of Missile Snaring - These brown gloves allow the wearer to use their reaction to make a DC 15 Dexterity saving throw to catch one missile targeting them, such as a ranged weapon attack or a spell like fire bolt. If caught, the missile disappears with no effect rather than hitting the intended target or area.

21. Deck of Illusions - This set of 24 large-sized cards depicts various creatures, objects, and effects. As an action, you can pull a card at random and create an illusion of the depicted image, lasting until dispelled or you use the deck again. The illusions are visual and audible but not physical.

Here are some examples of illusory cards that could appear in a Deck of Illusions:

1. Dragon - Pulling this card creates an illusory image of a ferocious adult red dragon that appears life-like and roars loudly. It could intimidate enemies or cause a diversion. The image lasts 1 minute.

2. Troll - This card conjures an aggressive troll wielding a spiked club. Though harmless, it could serve to scare off creatures or trick bridge guards into thinking you have reinforcements. The troll illusion persists for 5 minutes.

3. Carriage - Playing this card generates the realistic image of a fine horse-drawn carriage fit for royalty, complete with the sound of trotting hooves. Useful for bluffing your way into fancy events. The carriage lasts 10 minutes.

4. Ship - This card produces a hazy vision of a massive three-masted sailing ship floating twenty feet off the ground that remains for 1 hour. You could "board" it to make an aerial escape or stage false naval attacks from above.

5. Unicorn - Appearing in a glimmer of light, this lifelike unicorn illusion shimmers with rainbows glinting off its white coat and silver horn. It allows safe passage near woodland creatures or could inspire peasant allies for 2 hours.

6. Angels - Two angelic humanoid figures with feathered wings emerge from the card surrounded by gentle music and light. They could bless party members or convince others the gods favor your righteous quest before vanishing in 3 rounds.

7. Forest - This card produces light images of verdant trees, flowering bushes, and stones that create the illusion of a serene, spacious forest. It lasts 30 minutes, potentially masking quick travel or sheltering companions.

8. Guards - Drawing this card generates ghostly apparitions resembling four armed royal guards wielding glaives who stand at attention facing outward. They cannot attack but could feign security for 2 hours.

9. Treasure Chest - This card materializes a mound of gold, jewels and riches spilling out from a battered pirate chest faintly stamped "Captain Blightbeard." The chest could distract greedy pursuers for 4 rounds while you escape.

10. Sphinx - This card conjures a huge illusion of a regal sphinx with an enigmatic smile. It speaks vague fortunes in cryptic rhyming couplet riddles for 5 minutes to awe tavern or marketplace crowds.

11. Waterfall - With sweeping gestures, this card fills a 30-foot cube space with the roared sound, cool misty spray and rainbows of a majestic waterfall for 1 minute, refreshing and invigorating allies before fading.

12. Skeletons - This card produces ghostly undead skeleton warriors clutching weapons rising from illusory graves of cracked earth. Their eerie appearance could frighten peasants from a village or scare off cowardly threats when summoned for 10 rounds.

13. Mirror Image - When drawn, 1d4+1 convincing illusory duplicates of yourself emerge that mimic your appearance, speech and movements perfectly for 1 minute or until destroyed by enemies. Provides excellent camouflage for a stealthy exit.
14. Fire Elemental - Flames erupt into a Medium quadruped form resembling a blazing fiery beast that sheds bright light in a 30 foot radius for 1 minute, intimidating attackers or lighting dark passages before evaporating into smoke.

15. Pit Trap - This card conjures an incredibly realistic 10x10 foot illusory pit filled with wooden spikes in the earth. Any creatures walking into it get a saving throw to realize it is fake after 'falling' through. The seeming hole remains for 10 minutes.

16. Throne - Appearing in regal glory, this card produces a tall imposing seat of gold, jewels, rich fabrics and carved wood - suitable for an emperor or goddess. Sitting upon it grants an illusion of height and power for impressing or commanding obedience from onlookers for 5 minutes.

17. Storm Cloud - Dark, ominous clouds swarm over a 60-foot radius area with booming thunder, sheets of cold rain, flashes of lightning and powerful wind gusts masking the area for 1 hour or until dispersed by magic. Provides cover for companions to slip away unseen.

18. Meteor Swarm - Flaming meteors and asteroids seem to rain down from the sky over a huge area causing explosive impacts. In reality, they burst harmlessly 20 feet above the ground, but the illusion convinces onlookers of impending epic destruction for 1d4+1 minutes.

19. Color Spray - When this card appears, vivid multicolored laser-like beams spray over a 30 foot cone for the next minute, hypnotizing those that see it and potentially distracting others in chaotic barred disco light-like fashion before disappearing.

20. Invisible Bridge - This card conjures up an apparent 20 foot long, 3 foot wide translucent magical bridge of arcane energy able to support 500 pounds linking two solid surfaces. It really is just an illusion however - making pursuers think you have a way to safely cross when you actually don't! After 1 minute it fades.

21. Mansion - For the next four hours after playing this card, a huge, majestic and opulent mansion appears with soaring marble columns, numerous rooms, and glittering lights, all being entirely intangible. You and your party can 'rest' inside while the illusory servants attend to you and any visitors see only what you wish them to see. Those inside cannot physically interact with the illusion but others see and hear an elaborate façade of your false splendor and power.

22. Army - This card conjures the imposing sight of an entire deadly regiment of 1,000 battle-ready soldiers, 500 archers, and 100 mounted knights including siege weapons like catapults and towers menacingly preparing for an invasion. While invincible due to being just images, you could intimidate regions into surrendering or paying you protection fees for the next 2 weeks—or until met with real forces.

23. Utopia - This powerful illusion becomes whatever idyllic fantasy paradise the drawer imagines most intensely. They control its every detail and aspect: glittering towers of glass, an idealized hometown, feasts with loved ones, soaring through desired skies, or the perfect society—anything at all limited only by imagination. The user and allies can blissfully experience this euphoric domain for the next 8 hours—though none of it is solid or real to others—before the dreamscape melts away.

24. Ruins - When drawn, the landscape surrounding you appears shattered by some cataclysmic disaster. Nearby forests smolder in flames, mountains collapse into rubble, river waters boil and run red with blood, and cities are razed leaving only haunted foundations. Plants die in a spreading black blight and crumbling remnants of civilization all point to the dreadful end of the world coming within days. Only your party knows the projected hellscape is illusion albeit one that can persist for days if not actively dispelled—potentially urging evacuation of populations or deterring any from wanting to live in ‘cursed’ lands again.

22. Eversmoking Bottle - When uncorked, this metal urn creates a 60-foot radius cloud of thick smoke around it. The smoke lasts as long as the bottle is open and for 1 minute after it is recorked. Gusts disperse the smoke in 4 rounds.  

23. Boots of Levitation - While wearing these leather boots, you can use an action to cast the Levitate spell on yourself at will. Each levitation lasts 10 minutes or until concentration is broken. Afterwards, the boots cannot levitate for 1d4 hours.

24. Hat of Disguise - Using an action while holding this cloth hat allows you to cast Disguise Self at will. The illusion lasts 1 hour or until you remove the hat. Perfect for blending into any surroundings.

25. Dust of Disappearance - Found in a small packet, this dust turns invisible once released into the air in a 10-foot radius. All creatures and objects enveloped by the dust become invisible for 2d4 minutes. The effect ends if an affected creature attacks or casts a spell.  

26. Sovereign Glue - Contained in an iron bottle, the thick adhesive can form an instantenous bond between any two objects. It can hold up to 10,000 pounds with an area of up to 1 square foot. Once open, the glue quickly dries out and loses its magic in 1 minute. 

27. Robe of Useful Items - This plain-looking robe has cloth patches depicting numerous mundane items. As an action, you can detach one patch and cause it to become the real object (up to 25 pounds) until the robe recharges at dawn.  

28. Wand of Secrets - This rosewood wand has 3 charges to cast Detect Thoughts, Locate Object, or See Invisibility without components. The wand regains 1d3 expended charges each day at dawn.  

29. Lantern of Revealing - While lit, this lantern illuminates a 30-foot radius bright light and a dim light for an additional 30 feet. Invisible objects and creatures are visible in the lantern's bright light. It burns for 6 hours on 1 pint of oil. 

30. Belt of Dwarvenkind - You gain a +2 bonus to Constitution while wearing this thick leather belt with dwarvish runes. You also gain 60 feet of darkvision, proficiency with dwarven combat training, and +1 hit point per level if you aren't a dwarf already.

31. Cloak of Phasing - This shimmering dark green cloak allows the wearer and anything they are carrying to pass through solid stone and up to 5 feet of other solid matter 1 time per day. Moving this way damages the cloak each use.

32. Ring of Invisibility - While wearing this golden ring, you can turn invisible as an action. Anything you are wearing or carrying also becomes invisible. You remain invisible until the ring is removed, you attack, or you cast a spell.  

33. Javelin of Lightning - This javelin has 3 charges. When thrown, you can use a bonus action to speak its command word and cause a bolt of lightning to streak from the javelin, dealing 4d6 lightning damage to the target creature. It regains 1d3 expended charges daily at dawn.  

34. Cube of Force - When activated, this dull gray metal cube creates an invisible 10 foot cube barrier on each side, lasting up to 1 minute. Nothing can physically pass through the barrier while it remains active. The cube cannot be used again until the next dawn.

35. Dust of Dryness - Found in a small pouch, this fine sand can absorb up to 10 gallons of water it is sprinkled over. 24 hours later, the pouch regains its absorbing powers. If heated above 150 degrees Fahrenheit, the pouch bursts and releases the absorbed water in a 30-foot radius.

36. Carpet of Flying - This intricate carpet can be commanded to hover and fly. It moves according to mental direction, traveling at up to 80 feet per round and can carry up to 200 pounds. If overloaded, it cannot move. After 8 hours of flight, it loses power until the next dawn.  

37. Sword of Sharpness - When attacking with this magic sword, you score a critical hit on a roll of 19 or 20 on the d20. Each time you attack a creature, the target must make a DC 15 Constitution saving throw or take an extra 2d6 necrotic damage.

38. Pearl of Power - This seemingly normal pearl allows you to recall one spell slot of up to 3rd level once per day. After using it, the pearl turns to dust and loses its magic.  

39. Talisman of Ultimate Evil/Good - This item radiates an aura of evil or good, depending on its alignment. You gain advantage on saving throws against spells cast by enemies of the talisman's alignment. This advantage does not apply to other magical effects. 

40. Portable Hole - This circular black cloth can be unfolded into a 6-foot diameter interdimensional hole 10 feet deep. It weighs just 1/2 pound. Anything placed within remains there weightlessly until the cloth is folded and stored. If folded while contents remain inside, they are expelled into the nearest open space.

Here are 4 male and 4 female HeroQuest characters with backgrounds, stats, equipment, and stories:

Thorin, Male Dwarf Warrior

Background: Thorin comes from a long line of proud dwarf warriors. He began training with axes and hammers from a very young age alongside his brothers in the Lonely Mountain clan. Thorin has honed his skills over decades of practice and many battles defending his mountain home.

Stats:
Attack Dice: 3
Defend Dice: 2
Body Points: 14
Mind Points: 10

Equipment: Thorin wields a mighty warhammer and carries a stout dwarf-crafted shield. He wears a mail hauberk over leather breeches and a sturdy helm with raven wings.

Valdis, Female Human Wizard

Background: As a young girl, Valdis discovered her innate magical abilities which her villagers in the Western Glades feared and shunned. She fled into the forest where she has learned druidic arts and commune with natural spirits over many solitary years.

Stats:
Attack Dice: 1
Defend Dice: 2
Body Points: 10
Mind Points: 14

Equipment: Valdis carries an ornately carved oaken staff and a leather pouch containing herbs, runestones, and arcane components. She wears a cloak of feathers over her brown tunic and skirt with leather boots.

Goruk, Male Orc Barbarian

Background: Goruk is an outcast from his warlike orb clan in the Northern Wastes for showing cowardice in his first battle. He wanders alone, becoming increasingly feral and aggressive, desiring to prove his might.

Stats:
Attack Dice: 4
Defend Dice: 1
Body Points: 16
Mind Points: 8

Equipment: Goruk wields a gigantic spiked club and wears piecemeal armor scavenged from his fallen foes - a dented helm, rough hide shirt, and fur boots. An ornate axe and shards of a shield hang from his crude leather belt.

Alyndra, Female High Elf Wizard

Background: As the daughter of the Elf Lord Erathain, Alyndra has spent her long years studying ancient lore, magic, philosophy, and art in the glittering towers of Elfheim. She has only recently embarked on adventuring to see the world beyond.

Stats:
Attack Dice: 1
Defend Dice: 1
Body Points: 8
Mind Points: 14

Equipment: Alyndra bears an intricately runed elvish staff passed down through generations of high elf sorcerers. She wears a finery silk robe embroidered with silver scrollwork over elegant leather shoes and breeches.

Kellat, Male Human Barbarian

Background: Exiled from his village for raiding and pillaging, Kellat turned to selling his martial talents as a mercenary warrior to make his way. He is arrogant and overbold but has also developed keen battle instincts and skill with blades.

Stats:
Attack Dice: 4
Defend Dice: 1
Body Points: 16
Mind Points: 8

Equipment: Bearing the trophy scars of countless fights, Kellat wears a worn mail hauberk with leather bracers and greaves. His trusty and notched longsword hangs in a baldric scabbard across his back within easy reach.

Naia, Female Wood Elf Ranger

Background: Naia grew up among the ancient elm groves and greenwoods of the Fayen Forest, learning the ways of the land and bow from her wood elf kin. Though she loves the forest, her adventurous spirit called her away to see the world beyond the trees.

Stats:
Attack Dice: 3
Defend Dice: 2
Body Points: 12
Mind Points: 10

Equipment: Naia carries a sturdy yew longbow carved with leaf patterns along with a quiver of gray-fletched arrows. She wears soft leather armor over her green-dyed breeches and tunic along with a weathered green traveler's cloak.

Rhogar, Male Human Barbarian

Background: Rhogar grew up in the icy northern marches among the fierce barbarian tribes there, joining raiding parties and proving his worth through mighty deeds in battle with axe and spear. His wanderlust has led him south into more civilized lands.

Stats:
Attack Dice: 4
Defend Dice: 1
Body Points: 16
Mind Points: 8

Equipment: Rhogar wields a cruel-bladed greataxe along with a roundhide buckler shield attached to his left forearm. His chest and shoulders are covered in a patchwork of fur pelts, augmented by leather bracers and iron-shod boots. A thick furred cloak protects him from the cold.

Alancia, Female High Elf Ranger

Background: As a young elf maiden, Alancia spent decades diligently training in archery and the ways of the hunter and scout under renowned elven rangers, eventually joining the elite Silver Arrows garrison charged with guarding Elfheim’s borders. Now she walks the mortal realms to test her skills.

Stats:
Attack Dice: 3
Defend Dice: 1
Body Points: 12
Mind Points: 10

Equipment: Alancia bears the legendary bow Fellwing, carved from evenwood imbued with magical elf-runes to grant it power and accuracy. She also carries a quiver of swan feather arrows and wears green elven chain mail armor. Her golden hair flows freely under her pointed helm.

Here are 30 potions with descriptions of their magical effects and durations:

1. Potion of Healing - Restores 2d4+2 hit points when drunk. The red liquid has a bitter herbal taste. 

2. Oil of Swiftness - After drinking this potion, the user's speed doubles for 1d4+1 rounds. The oil is a light green syrupy liquid.

3. Philter of Love - Causes the drinker to become enamored with the first creature they see for 1d4 hours. The pink philter is sweet with a floral scent.  

4. Potion of Diminution - For 1d6+1 minutes after drinking this vial of purple drank, the user shrinks to a height of 1 foot tall. Their weight and strength become proportional to their new size.

5. Elixir of Water Breathing - Allows the user to breathe underwater for 24 hours after ingesting this bubbly blue elixir.  

6. Oil of Slipperiness - Extremely slick bright yellow oil typically used to grease objects to help escape grapples or tight spaces for 1d6+1 minutes.

7. Potion of Flying - After drinking this light blue potion with white wispy swirls, the user gains a flying speed equal to their walking speed for 1 hour.  

8. Potion of Giant Strength (Storm giant) - Imbues the drinker with the strength equivalent of a Storm Giant, granting 29 Strength for 1 hour. The electric blue liquid is almost sparkling.

9. Oil of Fire Resistance - Grants resistance to fire damage for 1 hour. The green oil fizzles slightly.

10. Potion of Animal Friendship - Allows the user to befriend one beast they touch within 1 minute of ingesting this potion with earthy sediment. The effect lasts 24 hours.  


11. Potion of Growth - Causes the drinker to double in size for 10 minutes. Clothes and gear worn do not grow. The muddy brown liquid is bubbling.

12. Oil of Etherealness - Transforms the drinker ethereal for 10 minutes after drinking this smoky gray, viscous oil. While ethereal, they can see and move through solid objects and terrain until the potion ends.

13. Philter of Stamina - Restores up to half the drinker's hit point maximum and grants advantage on Constitution saving throws for 1 hour. This thick, hearty green fluid is warm going down.

14. Elixir of Fire Breath - Allows the user to cast Burning Hands as a 2nd level spell once within the next minute. This elixir smells of ash and peppers.

15. Potion of Clairvoyance - Grants the drinker a telepathic 120 foot radius sense of their surroundings for 10 minutes after ingesting the electric blue elixir swirled with white.

16. Oil of Dullness - Applied to armor, this oil grants a +3 bonus to AC for the next HOUR. The oil has minute razor-like particles suspended within it that nulls melee aracts.

17. Philter of Glibness - Grants the user +20 bonus on Charisma (Deception, Intimidation, Performance) checks for 1 hour after drinking this viscous, glossy syrup.

18. Potion of Mind Reading - Allows the drinker to read the surface thoughts and memories of creatures they touch for 10 minutes. This azure liquid has an almost imperceptible glow.

19. Oil of Misty Step - Upon drinking this wispy gray oil, the user can teleport up to 30 feet to an unoccupied space they can see once in the next minute.

20. Potion of Heroism - For 1 hour after ingestion, the user gains 10 temporary hit points and is immune to fear. This pink elixir fizzes lightly with glowing vapor.

21. Oil of Sharpness - This clear oil can coat one slashing or piercing weapon, granting a +3 bonus to attack and damage rolls for 1 minute. After this time, the oil loses potency.  

22. Potion of Growth - Drinking this muddy brown bubbling liquid causes the user to enlarge to twice their size for 10 minutes. All equipment worn or carried also grows proportionally. 

23. Elixir of Tongues - Allows the drinker to understand all spoken languages for 1 hour after ingesting this thick, azure liquid. They also gain the ability to speak and write fluently in any language heard during that time.  

24. Oil of Elemental Aversion - Rubbing this murky gray oil on the skin protects the user from nonmagical fire, cold, acid, lightning or thunder damage for the next 2 hours by absorbing the element.

25. Potion of Water Walking - Enables the drinker to traverse any liquid surface as if it were solid ground for 1 hour after drinking this aqua-colored potion. If the effect ends while still on a liquid, the user sinks.  

26. Philter of Persuasion - Grants the user advantage on Charisma checks for 1 minute after ingesting this bubbling golden elixir swirled with blue.  

27. Oil of Magic Vestment - Anointing one suit of armor or clothing with this gleaming silvery oil grants it a +1 magic bonus to AC for 8 hours.  

28. Potion of Magic Detection - Drinking this glowing azure potion allows the user to see the magical auras of any magic items, spells or creatures within 60 feet for 10 minutes.  

29. Elixir of Health - Cures any diseases, neutralizes any poisons currently afflicting the drinker and restores all ability score damage when this thick, verdant fluid is drunk.  

30. Oil of Timelessness - Rubbing this rare golden oil on an object allows it to stand the test of time without decay for 1d4 x 100 years. If applied to a creature, it suspends their aging completely for 1 year.

Here is a HeroQuest Style quest outline featuring a secret Arcane Library:

Quest: Seekers of Forbidden Knowledge 

Map Tiles:
- Wizard's Lair
- Catacombs
- Tomb of Terror
- Corridors
- Secret Passages
- Library Doors

Rooms & Passages (in order):

1. Entry Hall - 2 Goblin Guards
2. Feast Hall - 1 Orc, 1 Chaos Warrior 
3. Blood Pit Trap - Dexterity Test to avoid 2 pits full of spikes
4. Armory - Gain 50 gold pieces & the Silver Warhammer artifact
5. Wizard's Lab - Solve potion puzzle to proceed safely 
6. Hidden Stairs - Climb down to the Dark Catacombs silently 
7. Burial Chamber - 1 Mummy, 2 Zombies - fight to proceed
8. Underground Lake - Wizard drowns if they fail 2 power casts  
9. Old Library - Answer the riddle door's questions correctly
10. Collapsed Tunnel - Strength test to clear rocks
11. Underground Gorge - Crossed by a rotted rope bridge
12. Crypts - ambushed by 1 Chaos Warrior & 2 Skeletons
13. Secret Stairs leading down to the Tomb of Terror
14 Shrine of Eternity - Praying here gains insight (+1 Body)   
15. Hall of Suffering - Fend off illusionary spectral torture
16. Jeweled Observatory Platform - Wizard learns new spell
17. Ancient Arcane Library Doors - Unlock doors with Treasury Key



Objective:

- Overcome all obstacles and foes to safely reach the legendary Ancient Arcane Library and plunder its forgotten secrets of forbidden magical knowledge.

As you descend the stone stairs leading under the city, the stench hits you first - the overpowering odor of feces, mold and filth. The stairs open into an immense underground cavern, with 20-foot high ceilings held up by natural stone columns. The wet floor lies at least 20 feet beneath you, fed by streams of brown muck trailing down the walls and a wide sewer tunnel on the far side. This sewer opening disgorges a foul, chunky liquid from the city above. 

Suspended in the sewage are gobbets of grey, rotting meat. Before you can wonder at their origin, two enormous eyes reflect the torchlight from across the cavern. A horrific creature emerges—a hulking mass of putrid flesh in the shape of an enormous worm or serpent. Razor sharp teeth protrude from a circular maw large enough to swallow a horse whole. The sound of iron bars slamming shut seals your fate as the gate traps you on the platform.

The water quickly rises up the stone walls as the monster continues regurgitating its vile meal, flooding the room. You have only minutes before you'll be submerged with the beast. Your only hope lies in the two sealed wooden doors with torch sconces, their flickering light revealing nothing of what lies behind them. You'll have to work quickly to break through one of the doors and escape a gruesome, sewage-soaked fate.