The Reluctant Hireling
Friday, September 23, 2022
My favorite D&D media
Tuesday, September 6, 2022
Age of Worms (the current campaign)
Wednesday, October 27, 2021
The Best D&D Modules for Halloween
The Haunting of Harrowstone: Part of 1 of the Carrion Crown adventure path for the Pathfinder Roleplaying game. This adventure sees the characters come to a small village that is quickly becoming plagued by the spirits of an abandoned prison on the outskirts of town. Well those ghosts aren't going to go away on their own, the characters will need to venture into the haunted ruins and save the town.
Death Frost Doom: From Lamentations of the Flame Princess, you can likely expect things to go wrong for the players, and you would be correct in that assumption. An exploration of an out of the way cabin in a frigid country-side turns into the revelation of an apocalyptic cult and it's undead leaders being unleashed. Good thing we're just running a one-shot here, this campaign is ending sooner than expected! Really great and atmospheric module, highly recommend.
Night of the Walking Dead: Back to the domains of Ravenloft for this one. Themes are centered around a Bayou like village about to experience a night of terror. This adventure is clearly an homage to the pulp culture movie, Night of the Walking Dead with a Dungeons and Dragons spin. Props for not having the domain lord involved in this adventure, as the night goes on the threat increases unless the characters address the root of the issue driving the dead to march on the small village. This is a very underrated module and probably one of the best for the 2nd edition Ravenloft line.
Castle Xyntillan: This one may be a bit too whimsical and gonzo at times for some, but there is no better module to represent a romp through a haunted castle than this one. This is everything Tegel Manor should have been. A cursed family with dark secrets still plaguing the castle where riches are abundant for the brave and foolhardy to explore. This is one of the best modules ever produced for the OSR. The faction dynamics of dealing with the various and numerous family members presents a complicated mess for the players to weed through, and I mean that as a sincere compliment. This adventure is like being on the Haunted Mansion ride at Disney expect you may not survive.
Thursday, October 21, 2021
Does the hobby need gatekeeping? And, is it too late?
Wednesday, September 29, 2021
Make your VTT games better!
My group and I have been playing online RPG tabletop games now for several years now following a few of the members moving out of state. At first, I hated it, I missed the in person interaction, having the attention of the players while I DM'd, being able to see their expressions and reactions fueled some incredible roleplay and drama in our games. We moved our games to Roll20, so much of the below will apply to that specific application, but honestly this advice will help with any system you are using for your games.
The move to virtual tabletop was clunky at first, but over time, I've worked to refine and become much more proficient in the use of the virtual tabletop to make our games just as good as they were in person. Here are few tips to help your games:
1) Practice and learn the system you're using. Much like the DM should know the rules of the RPG system, so should they also know the workings of the virtual tabletop application. I cannot count how many times we've had games break or pause with questions on how to make rolls or use tokens or fix the visibility. Even knowing the application well won't prevent these issues, but it will hasten the correction to get back to the game.
2) Visuals Visuals Visuals!: I can't stress this enough. Art and imagery is an important part of the game. DM's can describe items until they are blue in the face, but a simple piece of art showing the object or character says more than anything I could describe in most cases. It helps with the immersion and setting of the game you are trying to portray to players. Google is your friend here, even when comes to tokens, maps and general handouts. There are many talented individuals in our hobby who have done the hard work to illustrate, use them!
3) To piggyback on imagery for your game, sound is just as important to set the mood. My group uses Discord for our audio and I've been lucky to find several Discord apps that let you play music / sound through the voice channel. Set the mood with a dark ambience as they venture into the dungeon or play that epic battle track from Conan the Barbarian when a fight erupts. It keeps the players engaged and immersed which can be a struggle at times online.
4) Fix the player tokens. Just like in person when the players would bring a miniature to the table, make their online tokens fancy with the image they want to use along with any system settings: such as vision, aura's, quick reference information like hit points and armor class. For Roll20, all of this can be preset by the DM and saved, so once established, you never have to touch it again. Make their life easier and it will makes yours easy too.
5) Lastly, use the available resources and prebuilt modules / rules tomes. WoTC not including digital content with the purchase of the physical book is a whole other issue and a big one at that, but having the content preloaded from maps, tokens, handout, dynamic lighting; all of the heavy lifting work done for you is priceless when using a VTT. Save your prep time for what matters as a DM: making your players lives difficult haha, knowing the encounters and NPC's, not for drawing lighting on a map or custom loading monster sheets. Both Roll20 and Fantasy Grounds (especially Fantasy Grounds) have a plethora of modules and system rule books right at your fingers for purchase. Many will balk at essentially buying the book twice, if you own the physical book, but what you're really paying for is the labor to put all of that into a VTT for use, trust me it is worth it.
Tuesday, September 28, 2021
The Wild Beyond the Witchlight (Thoughts, is it good?)
So let me preface this before I even dive in. I don't like to review modules that I have not run. Reading them is great, but you don't know how they play until you play it. Also, I give WoTC a lot of crap...most of it pretty justified, plus most of the employees there would toss me into a gulag based on my political views if given the chance...but is a totally impartial impression of my first quick read through on "The Wild Beyond the Witchlight".
There will be some minor spoilers here, so proceed with caution.....this is your warning players....seriously.....don't read this if you intend to play in this adventure, your DM will thank you and some of the spoilers are worth finding through play.
OK....all clear....here we go. This is a level 1-8 adventure for 5th edition D&D, published by Wizards of the Coast, this is their annual marquee adventure release. The book is available in both a standard and collectors edition copy with alternate art. The guts of the book remain the same through both copies. The setting is agnostic and can be placed in any game setting with little difficulty, this is a welcome change and I'm glad to see it. The Sword Coast has been beaten to death at this point.
Two new character races are presented: the fairy and the harengon. The summaries are brief, no real background or roleplay nuggets. The fairy starts with flying...yikes....and the harengon is anthropomorphic rabbit person. A few character background and trinket options specific to the adventure are presented and then it is onto the adventure itself. There the standard appendix goodies of new monster stats, NPC stats, magical items along with a NPC card section which is a new feature highlighting the personality and ambitions of many of the notable NPC's found throughout the adventure. I wish this on the same page as of the adventure where said NPC was encountered as opposed to a appendix area, but step in the right direction. Lastly there a few organizational charts provided to jot down the interactions of the players throughout the adventure as choices as consequences and possible rewards, I really freaking love this despite it being a lot of DM work....just note, please for the love god, don't write in your actual book....just photo copy or print this out haha.
To start the adventure there are a couple of lead hooks presented for use. One is magical man can't magic, hires players to go fix....blah....the other is more interesting, the players having previously encountered / visited the carnival lost something of note and have returned to seek it back. Go this route, there are fun roleplay criteria addons applied with having lost this "thing" and is certainly a more unique approach to kick things. The Witchlight carnival is detailed fully in chapter 1 of the adventure, presenting games, encounters, timeline of events and mood meter that the players impact by their choices and play. Really great stuff here, the games are unique and fun and I can imagine the players venturing every which way to try their hands in all that is presented here. I'll make a quick note that the maps in the adventure are beautifully illustrated, but it is definitely a tone shift from the standard grid/hex maps of previous adventures. Be ready to do lots of theatre of the mind as you run this module.
As things unfold and are revealed at the carnival, the players are presented the option to venture into the Feywild to further their search for their missing items. Chapters 2,3 and 4 detail the area of the Feywild called Presmire which is been broken up into three sections, each ruled by a different NPC, the areas are Hither, Thither, and Yon. I'll really keep the spoilers here low, but each section is unique in atmosphere and environment, presenting the journey through the realm to the eventual encounter with that realms lord. For the players to set things right, they must venture to all three domains and encounter the said lord. The domains themselves are very sandboxy in presentation, but there is still the driving plot which the players can follow as needed, encountering numerous flavorful NPC's and monsters throughout. There is an enchanted and fairy tale vibe in many of these which I adore....a bullywug kingdom ripe with political intrigue, a "lost boy" settlement living atop their treehouse on a roaming treant, and a heroic dandelion chasing his beautiful bee lover...flavorful, intriguing and memorable. Side quests can derail the players as they seek allies and items to aid their quest, but all funnel back to the end goal of seeking the lord of the domain.
The last chapter of the book covers what I could call the more dungeon crawling part of the adventure: The Palace of Heart's Desire. Here the players must venture to finally free the true queen of the realm and return the Feywild to its "normal" state. Break out your 80's action figures because the League of Malevolence is back, albeit randomly. Warduke and Kelek are up to no good as usual...the players must venture through the enchanted gardens and castle, tackling difficult puzzles and avoiding a legit scary for a 7th level character Jabberwock that haunts the castle. With luck and some careful planning the characters may even get a great Easter Egg reveal of who the queen of Presmire actually is.
Overall, wow, I'm a huge fan of this one. This may be the best 5E adventure to date and I'm shocked honestly, I has such low expectations here, but I seriously want to run this one. It has been noted by many others, that the book presents alternative means to success outside of "hitting it with the axe" on every encounter and this is true. You could in theory do a full passive play through here with good roleplay and wits....to me, this seems unlikely, but I bet a number of groups will go this route or try....I would note that you certainly want to do a session 0 with the players to go over the feel and style of adventure you will be undertaking here, this isn't your standard heroes of violence scenario. As noted before, DM's will need to be heavy note takers as actions early on affect many as the adventure progresses all the way up to the end.
I will eat my words here, great work WoTC for a change, more of this please...at least before they push the new edition changes onto us haha!!!