Showing posts with label The Shattered World. Show all posts
Showing posts with label The Shattered World. Show all posts

Saturday, June 11, 2016

Shattered World - Ruby Visions - partial Manlorette recap



As I confessed in my last State of the Blog post, I wasn't certain how to proceed with my Shattered World D&D game, we'd nearly reached the climax of the campaign, but with the scheduling issues it began to feel less and less climactic.

To recap briefly, the players a while back had decided to go to the "Sacred" library, and having found and "borrowed" their own elven solid silver flying stealth ship, finally had arrived. They had also learned, in the interim, that a great artifact, The Heart of the World, an enormous ruby that could be used to reshape reality, was kept at the library. Once there, they discovered a magical force field encasing the central Sacred tower, generated by four smaller towers, the Pearl tower, controlled by Blunanda, the Silver tower, controlled by Brontë, a servant of the dwarven wizard Silverhands, the Oak Tower, controlled by Dunsain Joon, a lieutenant of the Elven Princess of Charm and finally the Moon Tower, controlled by followers of Moonbiter. The PCs had run errands for both Dunsain Joon and Brontë, securing the assistance of those two towers in opening the force field long enough for them to secure the Heart of the World. They'd also cleared out the Pearl Tower, vanquishing the marid, sea hags, sharks and Water Monolith (taken from the very excellent Elemental Magic of Zakhara) left by Blunanda and closing off the oceanic portal that had been filling it with water.

So, just one tower left, right? But unfortunately, part of the reason the Oak Tower had been left for last was the player whose PC has the strongest (and only, actually) connection to Moonbiter, has been unable to make it due to a hectic work travel schedule. We were also missing the player of the Cleric of Thor, who seemed to have (at least to me) the strongest vision for what the party might do with the Heart of the World, even if that vision was partly just 'listen to what Thor says' (runner up plan being the swashbuckling rogue's plan to 'steal the Heart of the World').

So, two PCs down, the climax imminent, but forestalled as the players wanted the Moonbiter affiliated monk with them. What to do? Fortunately I thought of an Adventure Time episode I'd seen recently and to the gimmick Thomas had stolen from Curse of Strahd to run my Manlorette D&D game and then I jotted down a few notes and hoped it wouldn't all come off as too much of a Dirty DM Trick.

Tuesday, June 7, 2016

State of the Blog and Games Part Two, the Seconding.

So almost six months ago, just after finishing the holiday season, I wrote a state of the blog post. Since then I’ve only written four posts. Two as “Thoughts of the Day” (though they are more substantial than I remembered), one that was a follow up to my first State of the Blog post (or at least the Battlerager part) and one on the tandem games that Thomas and I ran over the New Years. Then, since January 15th… silence and absence have ruled the blog. Now, I’m going to walk out onto (an admittedly broad and sturdy) limb and say that 99% of the three people who read this blog know me in real life, but maybe there is a loyal stray reader who happened upon this blog by chance and has followed my meandering writings, for that semi-plausible reader, here is my excuse: I got married.




Tuesday, December 29, 2015

State of the Blog and Games / Battlerager Blues

I can't recommend the DesignsByMiranda Etsy shop enough; I got several XMAS gifts for friends from it and they were shipped promptly and high quality and now I'm wishing I'd gotten more for myself.

I did a great job keeping this blog up to date, from this last August (2015) up through November, averaging a little over 9 posts a month. Then the dreaded Holiday season descended from the (mostly) snowless skies and games were postponed and rescheduled due to illness and the holiday business and I didn't keep up my blog posts.

Here's the state of my games in the order that it occurs to me this afternoon.

  • My Shattered World 5e-ish campaign continues apace, just let the PCs hit 5th level and plan on accelerating the plot now. Managed to make use of this swank Dyson hand themed dungeon, but not this other one... (yet). Eventually I'll get back and update my campaign log.
  • Back in early November I began running Out of The Abyss. We're 2ish sessions in, in that we did a character creation session plus short "test" dungeon for the players to get a feel for their PCs, then did about an hour and a half of play in a second session before it was cut short due to illness and finally a short-ish session on 12/20 to finish up Chapter One. So most of the PCs have escaped into the Underdark (one player was only at the character creation session so far, so her PC will be somewhere in the Underdark) with weapons, armor and rope they captured from the Drow, but without food or water. Expect at least one blog post on OOTA (which is how I've decided to abbreviate Out of the Abyss) next week when I sit down and share all the game aids I've found to use and share a few of my own that I've made.
  • Our Antagonist Relations Actual Play: A Red & Pleasant Land Podcast should be returning the first week of January, as the players face off against that Pudding. Maybe someday the Ginger Giant and I will do an Antagonist Relations podcast that isn't an actual play again, but right now time constraints on the Thursday evening's we're free and the joy of the actual play makes that hard as we end up spending most of the two hours playing and then don't get to just sitting around shooting the shit.
  • Thomas' 2nd Edition Al-Qadim Church continues to be quite enjoyable to play and I really ought to write a full post on it. Someday soon I'll have a chance to get my thoughts down right after playing, but running OOTA on 1st and 3rd Sundays has made that a little tougher.
  • Speaking of Thomas, since he is back in the (semi) frozen wastes of MN, we decided that instead of our traditional New Year's D&D we'd each run a session of D&D, using the same maps and tying our two sessions together, because we are overly ambitious. So on New Year's Day, Thomas will run a group of Dwarves through the dungeon of Dortherdoreft and then on January 3rd, I'll run a group of Drow though the very same dungeon. We'll be re-using some of the same elements and we're hoping to write up the adventures once we've run them. 
  • Also due to the aforementioned over-ambition, I'm toying with a bunch of new ideas to put up on the blog for 2016, but I probably will keep that all to myself since I should be continuing all the things I've started like GM Commentaries, Campaign Summary Updates, Gussying Up 5e Monsters and such before I do wacky things like creating custom 5e campaign settings with new (sub)races, class builds and what-not. Though since Thomas has started putting up more stuff for 5th edition Planescape conversions, I know that I'll have at least a few things in that vein coming soon
Since I needed to come up with a 5th level Dwarf PC for the first session of Dortherdoreft I took a closer look at the Battlerager Path as introduced in the Sword Coast Adventurer's Guide (SCAG) hoping it would combine my love of Dwarves and Barbarians but instead it was... disappointing... to say the least, but instead of continuing to pepper Thomas with my problems with the build, I'm going to cover them here and then propose some fixes. Warning, I'm really harsh on the build as presented in the books, because in my opinion, it's awful. Way more awful than the Ranger or other by the book 5th edition classes/sub-classes that have gotten a lot of crap. And it hurts me, because Dwarf+Barbarian should be AWESOME and instead it is so sub-optimal that it isn't even worth playing as a joke. And I should know because I made a bunch of jokey less than optimal 5th edition PCs recently...

Tuesday, October 13, 2015

Extra Life Supporter Rewards + Scattered GM Prep Thoughts + Recent Reading


First, an appeal for dedicated readers of the blog to make a donation to Extra Life. As you've all no doubt gotten tired of reading, I will be playing as part of a 24 hour charity Extra Life event with the proceeds going to Children's Miracle Network on with most of those 24 hours falling on Saturday 11/7/2015. I've actually donated $25 myself, just not to my own profile. I run this blog without asking for any donations or support, mostly out of my own obsessive need to bloviate about RPGs, and while I do have ads at the bottom so far this year they've netted me less than a dollar. Each time I put up a post, I see that it usually gets 10-15 views within 24 hours, so even if only five of your donate $5 we'll double the donation I've already made. It's for a good cause so please donate, even if it's just a dollar or two.

If you do donate because of this blog, let me know and if I can generate $50 of donations from the blog I will let supporters demand that I do wacky (but not game ruining) things during the game sessions that I play and/or run. Here are some options:

  • Force me to play a wacky character off my list of Characters Too Ridiculous to play if I can (the DMs get veto power on PCs, so the intensely wacky characters might require a bit of finagling on my part but I'll try my damnedest or trick one of the other DMs into running a 5 minute mini-session or something or have them show up in a session I run as an NPC)
  • Record a video of myself speaking in character, in an accent determined by donors during play. Those of you who listen to the actual play podcast or who game with me in real life know how mortifyingly bad my accents/voices usually are.
  • Determine my PCs for sessions. I've got one character I definitely want to play (spoiler, it's Alice), but I'm hoping to play in at least 3 of the 3 hour sessions and I've already got 18 potential PCs made, well, 14 if you count the 5 versions of Alice I've made as a single PC.
  • Pick out dialogue from Alice's Adventures in Wonderland or Through the Looking Glass (the books only, not any movies or other adaptations please.) that I have to utter in character as Alice.
I'm also waiting on more details about the location and scheduling, but I may be able to do things like live-blog sessions I play in, and if the schedule works out right, I'm hoping to run one of the 7 versions I've drafted up of the True Tomb of Isidore Philokrates which will be largely improvised and which, if I receive donations, I could allow sponsors to make decisions about what happens in the Tomb, perhaps even in real time through one of the many social media platforms available. 


Friday, September 25, 2015

Extra Life - Thoughts on Not Running D&D 5e - Exquisite Corpse Megadungeon Pt. 1


James and the Ginger Giant have decided to organize an Extra Life event, where players game in support of a worthy cause. They're going to try and get enough DMs to run 24 hours of games and do some live streaming and other media. I'll share more information on how to support them as I get it and it looks like I'm probably going to be a player (hopefully for as much of the event as I can). I was invited to GM but decided to pass as they're going to try to run a single epic storyline set in Ben's homebrew D&D campaign the Known World. Since I'm not in any of the 5th edition groups playing in the setting I don't feel comfortable running the setting and since my own D&D 5th edition game is largely not a 5th edition game (more on that below) and Ben's is also not quite "by the book" I'm not up on what house rules his groups are using. Plus, I don't get to be a player as much anymore outside of AD&D Church and the odd Wonder Plunder Dungeon World game.

So, expect more information when I know more on how to support our adventuring for charity. I'd love to allow people to donate certain amounts to make me play wacky/against type characters like a Horserer , a series of Jameses (obvi Fighters with the Champion archetype who don't use weapons but instead just throw themselves on enemies attempting to grapple them (For those playing the Antagonist Relations Drinking Game at home take a shot for "Zack does a bad LSP impression"), or something else, but since it's in an established campaign, I'm not sure how wacky/goofy I'll be allowed to be, so folk might just have to be content with forcing me to suffer the indignity of playing a Bard or a Fighter with the Eldritch Knight martial archetype. All in all, I'm hoping I can play 12+ hours of D&D and I'm really looking forward to being a part of it.

But the offer to DM did get me thinking about how my "5th edition D&D" Shattered World game is nearly not and also what I would propose if I were organizing a 24 hour D&D event.
An Exquisite Corpse


Wednesday, September 2, 2015

Improv Dwarf Puzzle and other Scattered Thoughts on my last Shattered World session

I ran my Shattered World D&D 5e game last night and here are my scattered thoughts about it in an order of no particularness (if you're playing the Antagonist Relations drinking game, you know why you should take a drink for that sentence).


  • Took out my gussied-up Wights for a test spin which was complicated slightly by a series of natural 20s on my attack rolls...
    • Back in the 2nd session I gave the PCs a bunch of magic items that 2nd or 3rd level PCs have no business possessing. I told the players then that taking and using the items was a 'devil deal' that they'd pay for in possibly unforeseen ways. 
    • One of the ways I'm realizing that the PCs are paying for this devil deal is that I don't pull many punches with encounters, letting them be fairly brutal and being pretty much okay with PCs going unconscious, often multiple PCs at a time, because I know they have potent magic items that they can fall back on.
  • Disclaimed a bunch of responsibility as I had been planning to do, which worked out pretty well. 
    • The four players in attendance talked over some personal/party goals, they filled in the map and a little to my surprise they decided that they want to go to the Library of Sacred Knowledge and maybe find a fire-breathing dragon on the way to get what they need for a gnome-built dirigible.
    • The two goals I got from the group seem to be
      • Go to the Library for more information about what really happened/what the situation on the ground is now.
      • Find a way to go from the Thalemegos, the gigantic flying ship they're on, to the ground. While the NPC pilot can control speed and direction, he can't control altitude. 
    • Despite being down two players, I don't foresee these goals being too incompatible to the missing PCs and I did purposefully leave the Monastery of the Dark Brew off the map so that the player who wrote it in his PC's backstory gets to place it. (for the Antagonist Relations drinking game, take a drink for "Zack uses both foresee and unforeseen in the same post).
  • After a slow start and some NPC questioning that might have been long over-due for the game, the player's volunteered their PCs for an exploration of a mountain top Dwarven fort.
    • Improving the fort during a short break while players decided on the spells they wanted and made some history (I'm trying to help Thomas bring that phrase into wider usage). I wrote down three things.
      • Wights
      • Dwarven puzzle
      • Barrels
    • In the moment, I remembered a promotional trinket I'd gotten from work, a wooden cube puzzle and figured, why not try using that as a prop instead of just trying to describe a trapped door or world puzzle.
    • I grabbed the puzzle and took it apart and reassembled it multiple times during the combat with the Wights, until I felt confident that I could easily complete it below is the puzzle I ran with.

Improvized Dwarf Puzzle with Fire Damage and Wood Prop

  • A smallish room with doors on two opposite walls.
  • In the center of the room is a pedestal with shapes carved into the top.
  • The doors exiting the room (from where the PCs enter) have runes carved into them.
    • PCs with at least a rudimentary understand of Dwarf can make out runes for "Stone" and "Fire" on them
    • Examining the far doors or the pedestal, the PCs can puzzle out that the far doors won't open until the entry doors are shut and something else is done.
  • Once the entry doors are shut the PCs see that the shapes on the pedestal are now free of it and no longer carved into the surface. The PCs quickly figure out that they need to assemble the shapes into a cube to open the far doors as the room begins to become uncomfortable warm.
  • Have the PCs roll initiative at that point. Each round the PCs can move a single piece of the puzzle or make a hard INT check for a clue. 
    • If you're nice you give all the PCs one free bonus INT check.
    • If you're nice you let PCs leave the room through the entry doors if they decide things get too hot for them (take a shot if you're playing the Antagonist Relations drinking game for that awful pun).
  • The room continues to warm.
    1. The first round the PCs take no damage.
    2. Beginning with the 2nd round, have each PC make an easy CON check at the start of each of their turns. If they fail, have them take 1 pt of Fire damage.
    3. CON save or take 2 pts of fire damage
    4. CON save or 3 pts of fire damage
    5. CON save or 3 pts of fire damage
    6. CON save or 4 pts of fire damage, 1 pt on a successful save
    7. CON save or 4 pts of fire damage, 1 pt on a successful save
    8. CON save or 5 pts of fire damage, 2 pts on a successful save
  • Hopefully the PCs won't need more than 8 rounds, and you can speed things up if you have more players as more players will mean more pieces moved/clues learned in a round.
  • Once the puzzle has been completed, the fire damage stops and the far doors open.
So, what did I learn improvising a puzzle prop during a game session?
  • It was a nice change of pace, and it definitely felt more visceral than a trapped door for a rogue to examine and make a couple of skill checks on disarming.
  • It was a little frustrating for the players, which isn't necessarily a bad thing in small doses, but I'm not going to use them that often.
  • Half-assedly mastering a puzzle while doing something else doesn't prepare you to provide useful clues. Several times I had to take a picture with my cell phone of what the players had done, pause, pull the puzzle behind my DM screen, work out the solution again and then use the photo to put it back the way the PCs had left it so that I could provide a clue. 
  • The second time I did this, I actually photographed the puzzle step by step as I disassembled it, giving me a series of photos of the proper assembly (when I viewed them in reverse order).
  • Next time I find a good puzzle prop, I'll play with it and learn all its secrets outside of the game, though I'll probably take a bunch of pictures to use to help provide clues.
  • Stakes! I'm really glad that I had the ambient fire damage that kept escalating, otherwise the puzzle would have felt really tacky and meaningless. The need to solve the puzzle before the PCs went unconscious from heatstroke provided a sense of tension.
  • Time! I wish I had a timer so I could have given players 15-30 seconds each turn to make their roll for a clue or to move a piece, between my taking the puzzle behind my screen and a few long player turns as players made full use of the metagame advantage of 6 seconds of game time not being 6 seconds of play time the puzzle dragged on a little longer than I wanted (not to blame the players, that was all my fault).
Once they got the puzzle solved and the door opened, the PCs found the supplies, including barrels(!) that they had come seeking and after taking an inventory decided on a long rest, which will have appropriate consequences when we pick up there next session. Overall, a fairly lowkey session, but it gave me a chance to provide some plot-correction and try out a few new things. And now I know to watch out for props that would make good in game puzzles and to master them when my players aren't watching (Those playing the Antagonist Relations drinking game can take a shot for "Zack starts a sentence with And") . 

Monday, August 31, 2015

The Shattered World - Setting without a Plot

Previously, on this very blog, I've written about my Pitch for my 5e D&D campaign, the Shattered World, and the Icons I created for the setting. You should go read that post to get an idea of what I'm working with. What I've come to realize since that blog post, and having run an additional session of that game in the meantime, is that while I set up a rich setting (at least I think so) I did a piss poor job of setting up a plot. In order to keep this post shorter, I've put up a separate post with a bare bones summary of the game so far that you can find here. Below the jump is the conundrum I find myself in and what I'm trying to do to fix it.


Shattered World - The Story So Far: A Summary Bare of Bone

Being a bare bones, long after running the game, GM based record of what has transpired in my D&D 5e Shattered World campaign. It goes without saying, but this is all to the best of my recollection.

last updated 10/04/2015

Calendar created with the donjon fantasy calendar generator. To see the calendar I created, go to the "data" option on the donjon generator and paste in the text below and then click to another option to get the data to reload with my settings:
{"year_len":300,"events":1,"n_months":10,"months":["Newmonth","Leanmonth","Calmmonth","Stormmonth","Greenmonth","Warmmonth","Harvestmonth","Baremonth","Coldmonth","Darkmonth"],"month_len":{"Newmonth":30,"Leanmonth":30,"Calmmonth":30,"Stormmonth":30,"Greenmonth":30,"Warmmonth":30,"Harvestmonth":30,"Baremonth":30,"Coldmonth":30,"Darkmonth":30},"week_len":6,"weekdays":["Kingsday","Skyday","Rockday","Silverday","Fastday","Templeday"],"n_moons":2,"moons":["Wolf","Farhome"],"lunar_cyc":{"Wolf":30,"Farhome":93},"lunar_shf":{"Wolf":0,"Farhome":0},"year":547,"first_day":0}

Tuesday, August 18, 2015

For the Record: 1547 Leanmonth 20 (4th Skyday)

Picture stolen shamelessly from a player.

For the record...

In the D&D 5th Edition session I ran tonight, the six 3rd level PCs defeated the following during a 3 hour combat...
  • 37 goblins, give or take
  • 3 hobgoblins
  • 1 hobgoblin captain
  • 1 ogre
  • 8 goblin zombies
  • 1 ogre zombie
  • 1 wyvern
  • 1 giant acid slug (stated out with the black pudding stats)
  • 2 bugbears
This is not counting dirigibles filled with goblins and bugbears that they took out from a distance with a ballista. They also survived having an explosive ballista bolt go off when the monk dropped it while rolling as the result of a critical failure. They also rescued a couple of gnomes.

edited 8/31 to add list of Gob Loot they took from the Goblins they fought...

Wednesday, August 12, 2015

The Shattered World - Pitch and Icons

Back in June I started a new D&D 5E game, or D&D 5E-ish game... See, 13th Age has thoroughly corruped me, so I shoe-horned in 13th Age Style Backgrounds (using a ridiculously complicated system that I may post later), the Escalation Die and 13th Age Icons and also Numenera style GM Intrusions in place of the default (and uninspired, in my opinion) Inspiration rules.

The setting was a reboot/homage/hack of the last D&D 4E campaign I ran and I pitched it to players as "Final Fantasy Airships meets Isla's Mist Sea meets Zombie Apocalypse meets Battlestar Galactica meets Mad Max with some Glen Cook Black Company/Garrett PI tossed in too" and "so you're stuck on a giant flying airship that the 'good guys' only have partially under control, there are sections of engineering that are infested with undead, sky pirates attack and you have to drive them off". (Isla's Mist Sea is the 4E campaign where the PCs were on a wizard's floating Island).

The final setting pitch ending up being: Pre-Shattering the world was in the midst of a war between powerful wizards over silver mines and hordes. Wizard rulers/generals were taking ever increasing gambles, raising hordes of dead and making war machines to fight while they floated above the earth in flying castles and city sized flying ships. I deliberately had the PCs put into stasis by a "neutral" wizard during the actual apocalyptic Shattering so that they awoke three years after into a strange world and players wouldn't need to worry about detailed setting information and would get to discover things along with me.

A portion of the Airship dungeon explored during the most recent Shattered World game.

With that loose premise, I decided to make my own Icons and since I was also running an Apocalypse World game and drawing on Apocalypse World's flavor/tactics for some of my inspiration, I decided to base the Icons on the AW Scarcity/Lacks that AW provides as motivating factors.

  • Hunger
  • Thirst
  • Ignorance
  • Fear
  • Decay
  • Despair
  • Envy
  • Ambition
  • Greed
But the new realization I had with Icons is how it serves the GM's interest to set up a PC's relationship with an Icon as a choice about game narratives. For example, one of the Icons I created is Father Machine and I set up the PC choices of Positive, Ambiguous and Negative relationships as follows.

  • Positive: You want to work to spread the machines as replacements for the old arcane magic, you are a warforged who is visted by Father Machine in your dreams.
  • Ambigious: You find the mechanical devices and innovations of Father Machine and his followers useful, but worry about what Father Machine plans. You are a warforged who wants to break free of Father Machine.
  • Negative: You blame the machines and warforged for the Shattering just as much or more than you do the Wizards.
So as the players choose Icon relationships they were also telling me something about how their PC's would react to the world. So far this has worked well, as I can remind myself of the Icon relationships and weave in scenese, places, items and NPCs to bounce of them.

You can see all the Icons here, or rather all but one as I still need to write up my Icon version of Blunanda the Kelp Queen, who was stolen shamelessly from Thomas.

Expect more about the Shattered Worlds as I continue to run.



A Crawl of One's One - Part 1 (Dungeon Crawler Carl RPG)

  Full disclosure:  I  have been a paid contractor for Renegade Game studios, the publisher of the Dungeon Crawler Carl Roleplaying Game in ...