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.




Monday, June 6, 2016

Elemental Magic of Zahkara - A somewhat biased review



So fair warning, this is far from unbiased, as I gave development feedback as this was being written, but you should all check out Elemental Magic of Zakhara. Based mostly on 2nd edition Al Qadim sourcebooks, Thomas has done an excellent job bringing the flavor of Zakharan Elemental wizard traditions into 5th Edition. Not only are the five wizard traditions provided more thematically coherent and interesting than most of the core traditions from the Player's Handbook (I'm looking at you Conjurer) but there are options for Elemental Monks, quick options to turn a boring Eldritch Knight into an exciting Inferno and Earthquake Knight with access to the domains of Flame and Sand or make an Arcane Trickster Pirate who gets spells of Wind and Sea.

To say nothing of the fifty plus spells which fill the much needed gap of elementally thematic utility spells (while not neglecting to add interesting and well-done attack spells). And then as if that wasn't enough, there's a write up of how to use the Brotherhood of True Flame as a faction.
Needless to say, but for the last week or so I've been wishing I had a game to play in where I could play a Zakharan wizard, though I can't decide at all whether I'd want to play a Sea Mage Pirate, enjoying blasting enemies with a Cone of Teeth, with it's evocative flavor text of “The spell leaves a bit of water on the ground (and often blood too), and extinguishes candles and other small flames.” or a Wind Mage with a Flying Jambiya and flying Wind Carpets to look forward too. Or a Magician who could combine the best of Wind and Sea, commanding a ship with Ghost(ly) Rigging and drowning opponents with Command Water Spirits. Never mind that other times I'm dreaming of running a Sand Mage, able to put a spell, like Sleep or Charm Person, into a handful of sand to toss onto an adversary and Sand Tools and Sand Blades available at a moments notice.

In addition, it's a mighty fine looking product, one of the best formatted I've seen so far (in my admittedly still limited) perusing of the DM's Guild. With 27 jam packed pages of content, it is more than worth a buck or two, in my humble opinion. You should check it out, give it some feedback, a rating or review (since I've refrained out of propriety) and enjoy.

You can find Thomas' other excellent DM's Guild products here.

Friday, January 15, 2016

Thought of the Day #4 - D&D Initiative Deck

Or rather, shuffle and draw instead.


Thomas asked me about Initiative Tracking apps and in our discussion this morning I had this thought... A quick Google Search shows this might be a distillation or alternative to an existing alternative Initiative systems, but I'll flesh it out here quickly anyway.

Part of the tediousness of rolling initiative is having all the players roll, do the (basic) math of adding DEX and other bonuses and then getting everyone organized to tell their initiative to whoever is tracking it. One thing Thomas wants to try (and I do too, now) is maybe having initiative change each round (or could of rounds) to keep players on their toes and great a more dynamic combat. The roll method makes this difficult and existing initiative apps might have their own drawbacks, so why not...

  • Take 20 blank playing cards for each player and number them from 1+ the PC's initiative modifier to 20+ the PC's initiative modifier with the PC name on them as well.
    • So the Cleric with +0 to DEX would have cards from 1-20, the Rogue with +4 to DEX would have cards from 5-24 and so forth.
    • I had initially proposed 10 cards per deck, which you could still do, but Thomas correctly points out that would inflate the impact of DEX bonuses.
  • Instead of "rolling" players would shuffle and draw their card for initiative.
    • These could be quickly sorted and displayed.
    • The cheap alligator clip photo display stands would work well for this, or just binder clips.
    • This method also lets Barbarians draw two cards when they have advantage on initiative checks.
  • The speed of shuffling, drawing and sorting could possibly allow you to redo initiative each round of the combat.
  • The DM could have their own set of initiative cards for monsters, or could just roll a d20 as normal. I find that getting monster/adversary initiative in the order doesn't take as long.
    • If the DM uses cards, they could pre-roll or draw initiative before the session, to prevent them from having to sort through their decks of cards.
    • I'd use blank playing cards for sturdiness/ease of shuffle, but you could also do flash cards or half-size index cards to get different colors.
The biggest downside I see, is that I just got a swanky Dice Tower with magnetic initiative tracker for XMAS... But... I could have the players use them, keep their cards where they could see and then I could use just the magnetic tracker on my side of the screen for my tracking, then I would cut out the time I spend keeping the set of initiative the players see on their side of the screen...

Tuesday, January 12, 2016

Thought of the Day #3 - Two Toss Off Campaign Pitches



Two quick campaign pitches that have been on my mind that I'll probably never run in D&D.

  • Megadungeon Siege
    • The PCs are in a city under siege and tasked with clearing out the megadungeon under the city to open a supply line out of the city.
    • Good for a limited series, 6-12 sessions.
  • Bounty Hunters
    • Probably because I saw the Hateful Eight, but I think having the PCs play Bounty Hunters could provide a good frame for a D&D game that runs on an occasional basis with easy to identify goals for each session.

Tuesday, January 5, 2016

Dortherdoreft: Initial Thoughts and Lessons

Spoiler: the Derro babies in cages totally stole the show...


So, Thomas and I ran our two session, same dungeon, themed New Year's D&D, Dortherdoreft. First he ran a party of all Dwarves through and then 48 hours later I ran a party of all Drow through. We wanted to both have some iconic player character class choices, like Dwarven Cleric and Drow Priestess of Lolth, and also to feature some icon Underdark features. We also decided to try and provide both some challenges for the PCs but also some places where their iconic abilities could shine. Here are my thoughts about how it went and lessons learned, both as player of a Dwarf Battlemaster Fighter and as a GM. We're hoping to tweak and write up the adventure for everyone to take a look at, but for now, here's some initial thoughts. You can find Thomas' thoughts on Dortherdoreft on his blog.


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...

No ICE in Minnesota itch.io bundle

My silly one page RPG about throwing a holiday party for vampires, That Familiar Holiday Spirit , is part of the No ICE in Minnesota bundle ...