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Force Grey: Giant Hunters - Episode 2

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You can watch this on youtube here.

What a nice way to start out the week. Let's see if we find any hints of how the rod of seven parts plays into this campaign.

Chris Hardwick: Apparently there are a number of people who found Chris Hardwick to be annoying on this show. He only said about three sentences last episode, so I guess I'll just wait and see. I don't really know anything about him.

The Party

(Chris Hardwick) Whil Wee-Tawn - Sun Elf Wizard
(Ashley Johnson) Dagny Halvor - Half-Orc Cleric
(Shelby Fero) Katya Horn - Dwarf Fighter
(Jonah Ray) Joppa - Human Monk
(Utkarsh Ambudkar) Hitch - Human Rogue

Last Time: The heroes beat up some of Hitch's old allies, stole a cart and headed off to find a sun dragon.


The adventurers ride north of Waterdeep. Joppa spots remnants of what seems to be a mining camp.

The camp seems to have been abruptly abandoned. There's blood. Hitch finds tracks - very large prints.

Chris Hardwick literally gets up and climbs into Jonah's lap and he busts out a sea shanty. And then Chris won't get off of him.

Apparently, giants were here. Giants, goblins and ogres all seem to be working together.

Up the road a bit further is a barricade. There's a symbol in the language of giants that says: "Serve."

Heyyy they are near the Mere of Dead Men! You may remember the mere from chapter 6 of Hoard of the Dragon Queen. I wonder if we will have a Voaraghamanthar sighting.

Here come some monsters. Wow. We get semi-animated graphics! That is very cool and much appreciated. I still think the people making this show are a little too worried about people getting bored, but maybe that's just me.

I love the 5e ogre:

So the group has a choice - fight the monsters or head into the swamp.

Suddenly, Whil casts a fireball. Yeah, he's definitely an instigator type. We get a cool graphic for it (top of this page).

The goblins die. The ogre turns and runs.

Jonah uses a power called step of the wind and races all the way up to the ogre 120 feet away. Katya shoots a crossbow bolt into the ogre's neck.

This is all a loose scene, no initiative. Darby's gizmo flail lets loose cables and wrap around the ogre and basically tie him up. Her flail is really cool.

The ogre says the dwarves were dead already. Dagny intimidates the ogre by putting her flail under his chin. The ogre admits that a "giant ice man" is giving him orders.

The ogre breaks free. Brawlwin races forward, jumps up, hits it in the stomach and the face, killing it. The group gives her a slow clap.

That's where we stop.

Timestamps

(6:57) Joppas's sea shanty
(15:20) The ogre

Overall

It goes by so quick. Good show! I see what people are saying about Hardwick, but maybe he'll tone it down as the show progresses.

Dice, Camera, Action: Episode 15 - Curse of Strahd

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You can watch this episode on twitch here.

Just so you know, I'll be putting my Guide to Curse of Strahd on the DMs Guild a week from this Friday. I think I'm going to add in the things I have learned from this show to it.

The Party

(Anna) Evelyn - Human Paladin of Lathander
(Nathan) Paultin - Human Bard 
(Holly) Strix - Tiefling Sorcerer 
(ProJared) Diath - Human Rogue 

Last Time: Evelyn brought Strix out of an evil hallucination by hugging her really hard. The heroes got rid of the evil druids at the winery and now they have traveled to Yester Hill to find a magic gem.

When we stopped, Evelyn was about to pull and axe from the trunk of a giant evil tree. There is a giant wicker statue of Strahd.

Blood pours out of the tree when she removes the axe. She can tell it is magical, but she's not sure what it does.

Evelyn holds the new axe in one hand and her magic axe, Lightfall, in the other. She asks the group if she looks cool. She does.

They hear the Friday the 13th noise coming from the stone circle. They smell death on the wind and hear an evil voice calling for its master.

Strix wants to burn the tree down, but Diath points out that if they do that, any creatures in the area will see it.

There's a creature dancing around the wicker Strahd saying "Wintersplinter" over and over. If you're reading along in the Curse of Strahd book, check out page 200 Druids' Ritual for the crazy stuff that might happen.

Strix gets scared and casts fireball at the chanter and the wicker effigy. Now the statue is on fire, which is going to make things more complicated.

The druid takes 23 damage from the fireball and is still standing. In case you are wondering, the statue has 50 hit points. It is burning and taking an additional 2d6 per round.

The druid continues dancing around the statue chanting "Wintersplinter." A tree bursts out of the earth under the statue. It is big, evil and animated. It picks up the druid and bites him in half.

More dirt-caked human barbarians burst up out of the ground wielding great axes. They charge the heroes.

Paultin casts invisibility on himself. Diath hides behind a stone. Strix and Evelyn are feeling a little alone here as the other two are hiding. Anna's dog makes a guest appearance.

Barbarians run up and hack into Evelyn. She has to make a concentration check, as she has a moonbeam spell going. Chris actually looks up concentration check rules in the book. This is why I made that forgotten rules index (cheap plug).

Evelyn's concentration is broken. Chris says that her moonbeam spell may remain there for one minute, but she can't control it.

Evelyn blocks an attack on Strix with a "Mom arm" (which is a little like stopping short), reducing a critical into a regular hit.

The tree leaves and starts heading north. Diath thinks it is heading for the vineyard.

Chris is rolling insanely high. He rolls a critical on Evelyn and drops her. Chris later realizes that Evelyn is actually still up. She only was taking half damage because she's a werewolf and they only take half damage from non-magic weapons. Wow.

Strix drops a fireball right down on the party, using a sorcerer power to protect the group from it.

Poor Paultin has been rolling really, really bad. The last bad guy is very close to death. Paultin has a chance to kill him. He does!

The group jumps on their horses and chase after the tree blight. Anna invents a new way to talk about hit points: She has "25 units of well being."

Wow, Jared is smart. He points out that the axe they found might do special damage to the tree and that's why it was stuck in the other tree. He is exactly right. Evelyn soon names it "Treebane."

The group wants to trip the tree. It doesn't work out. The tree does stop and turn to fight the group.

Paultin decides to use his vistani evil eye power. He can curse the tree and do all sorts of stuff. He chooses to make it vulnerable to fire.

Strix uses sorcery points to regain a spell - fireball!  With the vulnerability factored in, it does a total of 64 points.

Diath spots a weird glow in the trunk of the tree. The gem they need is inside it! Diath has a great idea - use Paultin's wine to make a molotov cocktails. He uses his cunning action to jump off the horse and climb the tree!

The tree pummels Evelyn, knocks her out and throws her into the forest.

Diath blows the tree up with his cocktail, literally. The gem plops at his feet. It is full of good magic

That's where we stop.

Timestamps

(27:35) Cosmic initiative coincidence
(1:21:22) Paultin has a shot at the last barbarian

Overall

It's a good show every week! This one was very combat-focused and it felt more like most of the D&D games I see people play. I don't know if this is still the case, but in my experience most games of D&D are more like this session and less like the stuff I see happening on Critical Role. I'm not saying that one is better than the other, I'm just saying that this session in particular really felt like a "real" session of D&D to me.

Now I "Get" Yester Hill: I think if I had run Curse of Strahd, I would have handled Yester Hill really poorly. Watching Chris do it, I see all sorts of mistakes I would have made. I don't think I understood the druid ritual when I read it and honestly I didn't even remember about the tree blight under the statue. The fact that there is the Gulthias tree on the hill confused me. I thought the Gulthias tree was Wintersplinter when I read it.

Alterations: From what I can tell, Chris changed some stuff again. In the book, if I understand it properly, there's supposed to be 10 rounds of chanting in order for the blight to rise up. I would guess he just had this go off after a round for dramatic effect. Also, in the book, Strahd makes an appearance during this ritual. It's possible Strahd was there, unseen. The druid did call out for "Master," if I heard that correctly.

I know that none of the stuff in the book is set in stone. I like when Chris deviates from the book. It gives us new material to work with if we like.

Again, I'd say that people need to watch this show if they are going to run the adventure. It helps so much.

Anna: Anna was in a really good mood this week. She was pretty much hilarious from start to finish. Evelyn is a classic D&D character.

Strix: Holly is really on the ball with her character. She got to really unload in the battle at Yester Hill and the way Chris was rolling, she might have saved the party.

Homework: Nate didn't seem to know his plus to hit or what spells he could cast, among other things. I think he should sit down and write out the main things he needs to know on an index card:
  • His bonus to hit and melee damage
  • His spell attack bonus and difficulty class
  • What Bardic Inspiration does and how many time he can use it.
  • How many spells he can cast, and what they do. 

Acquisitions Incorporated: The Series - Episode 7

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Watch this episode on youtube here.

I still can't figure out how this will link to Force Grey.

The Party

(Jerry) Omin Dran - Half-Elf Cleric
(Mike) Jim Darkmagic - Human Wizard
(Scott) Binwin Bronzebottom - Dwarf Fighter/Barbarian
(Patrick) Viari - Human Rogue  

Last Time: The adventurers stole a piece of the rod of seven parts but are stuck inside the dwarven fortress that houses the vault. A band of Zhentarim are suspected of having stolen a belt of giant strength from the dwarves, but the Zhentarim were saying that it was the heroes that did it. The adventurers were standing before the king when an NPC named Carrington pointed that one of the heroes is in disguise as his own sister. It looked like things were about to implode...

Viari tries to play it off like Carrington, the accuser, is drunk. He slaps Carrington a few times. Carrington turns around and tells the king that the heroes are impostors.

Omin casts command on Carrington. He commands him to apologize. Carrington fails his save and calls out, "I'm sorry!"

Omin gets in an argument with the Zhentarim, each accusing the other of theft.

Ironbeard, the dwarf they bribed, is up for looking in the box. The group is outraged.

The group decides to let the dwarves look in the box. Jim and Binwin are in there, but I think one of them is invisible. Ironbeard is going to examine

As Ironbeard gets close to Viari, Viari whispers, "We don't have it, but if things go bad here, you are going to die first." He rolls a 19 on the intimidation check.

Ironbeard looks in. He sees Jim Darkmagic curled up in there, glaring at him. I think Binwin's invisible, not sure.

Ironbeard looks in the box and says that the belt is not in there.

So who stole the belt of giant strength? The heroes wonder if maybe Portentia did. She's the one who sent them in here in the first place.


The dwarves consider searching the whole place. The Zhentarim offer to help search. Those dirty dogs.

Zardak Horn wants to put the heroes in the tavern while the dwarves search the complex.

The group likes this idea. They remember that Portentia told them that there is a secret exit somewhere in this place. The group doesn't know where it is, though.

I am a little confused where the heroes are located now. The players are talking openly and planning, but I can't tell where the characters are. I assume they are quietly talking in the hallway?

Scott and Mike really want to get their characters out of the box. Looks like we're going to sneak into the King's bedroom, as they assume that's where the secret tunnel is.

The group's plan is to leave the box containing the two heroes in their bedroom. Then they can pop out of the box and creep around, searching for the exit.

Right at the end, Scott jokingly tells a crew member to stop making noise. I couldn't hear anything.

Timestamps

(10:22) Ironbeard has no scruples
(29:42) Being extra safe

Overall

I kind of got lost mentally during this episode. I'm not sure who is where or what is going on. My initial thought about these D&D shows was that the concept wouldn't work because watching people play D&D is boring. This wasn't boring, but not much happened and I had a hard time paying attention.

HarmonQuest - Episode 1

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You can watch this episode on youtube here.

Today we're going to take a look at HarmonQuest, a new D&D show that focuses on the improv comedy side of the game. HarmonQuest is actually filmed in front of an audience, but pretty much the whole show is animated. 

I don't understand why this show is called HarmonQuest. I googled Dan Harmon to see who this dude is. Dan Harmon created the NBC show Community and tons of other stuff. He has a very loyal, rabid fan-following.

Apparently he was fired from Community and re-hired soon after. The more you read about him, the more you want to back away slowly. This Hollywood Reporter article describes him by using phrases such as "rude asshole,""rage-fueled prankster," and "a ninja of alcoholism."

I really wish I hadn't read that because I think it is going to color my opinion of the show. Who knows, maybe this guy is really funny.

They are using Pathfinder rules, but I'm not sure if they edited all the rules talk out or if the DM is just running it really loose. I don't think we even see people roll for initiative.

Spencer Crittenden is the DM.

The Party

(Dan Harmon) Fondue Zuback - Half-orc ranger
(Erin McGathy) Viari Shimp - Half-elf barbarian
(Jeff B. Davis) Boneweevil - Goblin rogue
(Paul F. Tompkins) Teflonto - Half-orc Cleric, captain of the village militia

We start off with a cool animated intro and then the players talk for a minute. Paul is a guest star. He says that he last played D&D in 8th grade.

The campaign starts off in the town of Earthscar. There's a lot of orcs and seedy folk, but it's not such a bad place. The people are in the middle of the festival of restoration, celebrating the demonseal. This thing keeps demons out of the mortal realm.

The chief asks Teflonto to speak the oath in front of the town as part of the festival. Paul makes up the oath on the spot. It rhymes and everything. Pretty amazing.

A barbarian busts into town. It is Erin's character. There's danger and she needs help. The heroes go outside town with her to investigate.

There are these suspicious trees out there. Suddenly, the trees whistle and turn into evil cultists. The barbarian draws her axe, named "Only Friend," because, you know, it's her only friend. Then she goes into a barbarian rage which looks like this:


One cultist pulls off its hood. It has the head of a jackal. It demands the binding runestone. Looks like we are going to have our first combat.

The DM rolls dice for everyone, which is weird. They have this really nice set, but the DM is rolling on a crumpled notepad that we zoom in on.

The goblin goes for a sneak attack. He's actually going to run all the way around the town so he'll be gone for a while. The barbarian pulls out the ribs of a cultist and puts them in her hair. She attacks another cultist and gets a critical, cutting him in two.

Teflonto pulls out some alchemist's fire and chucks it. He rolls a one. He tosses it in the air and it lands on his head. His hair is on fire and remains so for most of the episode.

The heroes question the bad guys and kind of criticize their whole plan. The goblin is back from his trip and creeps up behind the cultists. He tries to cut their achilles tendons. It's weird how there are so many of that certain type of D&D player who try this achilles tendon thing. He misses and just keeps running.

An evil dude in armor suddenly marches into the town and grabs the binding runestone. A rift opens and three giant abominations come through.


The evil armor guy shoots red energy at the heroes. For some reason he does four times as much damage to Teflonto compared to the other characters. I guess this is because he is a guest star and he's meant to die now.

The bad guys take off. Teflonto is dying, and he asks the heroes to take care of this whole runestone thing.

The barbarian wants to honor him. She starts pulling his bones out of his body while he is still alive. She's going to make a "skull tree."

The group prepares to head out and that is where we stop.

Timestamps

(12:16) Teflonto busts out his flail.
(18:36) The goblin tries to cut some achilles tendons.

Overall

I love the use of animation in this. The live crowd didn't seem to add much, but it's hard to judge from just one episode. This show is way heavy on the improv, which isn't a bad thing, but if you're looking for a more straight rules-abiding show, this is not for you.

As a TV Show: If you approach this show just like any other show, I'd say this is worth watching. It's short, it's fun, and I really like some of the players. It's too bad Paul is here for just one episode, because he was really great. I also like the barbarian - she came right out of the gate as a fully-realized character.

As a D&D Show: If you come at this show from the perspective of a gamer, it's fun. I watch Dice, Camera, Action to see Chris Perkins run Curse of Strahd. This is nothing like that. HarmonQuest is all about comedy. While I don't think we're going to learn how to be a better DM by watching this show, it's still really nice to see D&D used in a comedic way.

What is the Format? I feel like nobody has been able to figure out the best way to do these shows. What stat stuff should be kept and what should be tossed? How loose should the game be? The DM gave the players a lot of control over the narrative, which made me a little uncomfortable. The whole concept is a work in progress.

We are living in a really fun time. I hope these kind of shows are here to stay.

Force Grey: Giant Hunters - Episode 3

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You can watch this episode here.

Ok, strap yourself in. This is a good episode.

The Party

(Chris Hardwick) Whil Wee-Tawn - Sun Elf Wizard
(Ashley Johnson) Dagny Halvor - Half-Orc Cleric
(Shelby Fero) Brawlwin Chainminer - Dwarf Fighter
(Jonah Ray) Joppa - Human Monk
(Utkarsh Ambudkar) Hitch - Human Rogue

Last Time: The group is trying to meet with a sun dragon. There's a frost giant assembling an army of ogres, goblins, and who knows what else.

I still don't know what the heck the NPC's name is. The group decides to head through the swamp. We get some semi-animated willow wisps. I love these little animated things they do with the actual 5e art.

Brawlwin fires off a crossbow bolt at one. She rolls a natural 20. Matt multiplies her damage by two instead of having her roll double dice. Double damage is quintessentially 2e.

The wisps vanish. Huh, I think we edited through some stuff there.

The group continues on and sees what looks like a camp up ahead. The group decides to split up and circle the camp. Splitting the party, crazy.

Whil, Brawlwin and Joppa creep closer and see four camp fires. They hear angry voices chanting. Goblins are dancing around the flames. There's about 9 goblins. There's ogres, too. They're eating people!

There's also a frost giant with long greasy white hair. His torso is riddled with wounds and he has a deformed arm. Matt does an amazing.. AMAZING.. giant voice. Did they tweak the audio to make his voice deeper? Or did he do that on his own? Either way.. epic.

The frost giant is named Zagthos, I think. He busts out a soliloquy and we learn that the frost giant challenged and was defeated by another giant named Dovak. Zagthos is an outcast, so he has gathered other outcasts to his side so they can have revenge.

OK. That was the best roleplaying "performance" I have ever seen in a D&D game. I don't think I've witnessed someone in D&D give an in-character speech that comes even close to that.

It's funny, these shows get me thinking about the game in completely new ways. I've never really thought much about people's delivery at the table.

We bust out a battle map. Wow are we going to have this fight? That's a lot of bad guys.

Whil does it again. Fireball! 26 damage, most of the goblins are dead. We roll initative.

The frost giant chucks a boulder at Whil and does 21 damage. He's got 6 hit points left.

Whil casts lightning bolt and does 27 damage to the frost giant. Hitch ends up taking piles of damage and is barely still standing.

We're flying through combat. Lots of editing. We keep cutting to character sheets and the power that is being used is highlighted. Seems like a good way to get casual viewers to understand the game.

Poor Dagny goes down. There's natural 20's flying left and right. An ogre drops her.

Hitch climbs up the giant's body and attacks - and rolls a natural one. The giant throws him to the ground. Hitch tries to be buddies with the giant but he calls him by the name of the giant who beat him and yikes.. the giant hacks into him. Hitch is able to roll to safety, barely surviving the assault.

Joppa heals Dagny and she's awake. She grabs his cheek and gives it a squeeze. Now they are best friends. 

Whil casts sleep on the giant. It fails its save. The giant collapses on top of Hitch.

The NPC shoots an ogre and kills it. Brawlwin kills the other one.

Hitch stabs the giant from underneath and does piles of sneak attack damage. Hitch is covered in giant blood.

The heroes are victorious. That's where we stop.

Timestamps

(7:10) The giant's speech
(23:49) Hitch vs. the frost giant

Overall

I think this is the best episode of any D&D show I've seen. This was just tremendous. Really great pacing. They trimmed out all of the extraneous stuff and the combat flew by. I think you could show this episode to people who know nothing about D&D and they would enjoy it.

I really think that Matt is helping D&D and RPGs in general. He's giving DMs an example of how to run a game in a way not many try to do, and I'm certain he is getting people to try the game once they watch him.

Honestly, I am really excited to see other DMs use his work as a foundation to branch off and elevate their own styles. It's so nice that we can use each other as a resource to learn new tricks and to figure out what works and what doesn't. Collectively we can all improve now that D&D is something of a "spectator sport."

Dice, Camera, Action: Episode 16 - Curse of Strahd

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You can watch this episode on Twitch here.

The title of this episode: A Wolf in Sheep's Clothing.

That title works a few different ways!

The Party

(Anna) Evelyn - Human Paladin of Lathander
(Nathan) Paultin - Human Bard 
(Holly) Strix - Tiefling Sorcerer 
(ProJared) Diath - Human Rogue  


Last Time: The group beat up a tree in an awesome battle. They obtained one of the magic gems they needed. Evelyn was unconscious. Paultin was going to heal her, I think...

Paultin administers a potion to Evelyn. Holly is wired, she says she drank tons of coffee today. Evelyn wakes up, hugs him and thanks him. She has a death grip on him.

Mourning Glory (the undead horse) makes a kind of barfing noise. It always makes that noise.

The group heads back to the winery and meets with Davian and his family, the owners of the winery. Evelyn grabs their baby Yolanda and starts warbling a country song about Lathander to it.

It is time for a long rest. The group chains Evelyn up in the basement of the winery, because she's a werewolf. This is around page 178 in the Curse of Strahd book if you're reading along.

There's a wall covered in frost don there. Diath finds a secret door. He opens it. There's a tunnel that leads to a cave. Evelyn figures out that brown mold is in there. It feeds on fire.

This is area W15 (page 178). The entire cave is covered in brown mold. Evelyn fails a saving throw. The warmth is getting sucked out of her body. She takes 22 damage!

Check out the mold on page 105 of the DMG. There' a bunch of molds in this cave but Chris only did damage for one. The whole party could be wiped out by this depending on DM interpretation.


The group starts drinking Purple Grapesmash number 5, a wine made at the winery. The whole group makes constitution checks.

When the group wakes up the next morning, Evelyn is gone. The chain snapped. Someone cut the chains! I wonder if Strahd took her. Her equipment is still in the cellar.

The heroes run around the winery looking for her. The group sees a door ajar in the room with the vats. They hear a scream upstairs. It is one of the Martikovs. The baby Yolanda is missing. Ha, wow. Did she eat the baby?!

The Martikovs are extremely angry. Paultin decides there's only one way to lighten the mood - he's going to play the bagpipes. The Martikovs shut it down.

The Martikovs turn into ravens - they are wereravens. They take flight and search the grounds.

The group continues searching the winery. They find Evelyn's pan flute, which she played wayyy back in the beginning of the campaign.

Strix has Evelyn's mouse, Juniper. She sets it on the ground, hoping it will lead the group to Evelyn. They follow the mouse. They find tracks. They also find Evelyn's boots. They realize that Evelyn was in human form until this point.

Strix points out that if she ate the baby, she is going to be in big trouble with Lathander.

Diath sees Evelyn.. she's in mist. Her face and mouth are drenched in blood! She's dazed. She has no memory of the night before. I wonder if Strahd bit her? How weird would that be - a werewolf/vampire.

Davian flies in and demands to know where the baby is. Davian starts yelling at her. Maybe they should give her ipecac and make her throw up to see if there are baby parts in her stomach.


The group follows her tracks to the edge of the vineyard outside. A man is coming down the road on an ashen white horse with glowing white eyes. Riding it is an elf with grey skin and black, long hair. He has something in his arms. It's the baby!

The elf says he found the baby in the wolf's den. This elf is detailed on page 237, a fairly major NPC in this adventure. He says his name is Kasimir Belikov. He is seeking a hanged man (Diath!). Evelyn points Diath out, to his chagrin.

He comes close to Diath. As the mystery elf gets close, Diath hears the screams of thousands of men (his deathly choir aura). Strix and Paultin hear it too. It reminds Strix of the sound of the River Styx. River Strix?!

Kasimir here says Strahd captured his sister. Madame Eva told him Diath could help. He says the Amber Temple can remove the curse. Strix wonders if the temple could remove Evelyn's curse, too.

Evelyn realizes she has goat blood on her. She's relieved. Diath points out that there are no goats at the winery.

The heroes drop the baby off with the Martikovs and then they leave with the NPC. They are going to check out the wolf den where he found the baby.

Creatures are lurching out of the woods - Strahd zombies! They're covered with dirt, they apparently just crawled up out of the ground. They're coming from all directions.

Evelyn got no rest the last night, yikes. She heals herself with lay on hands.


Strahd zombies have a fun little thing where you can cut their limbs off and the limbs attack.

Strix drops a fireball and slaughters them. She stands on a rock and laughs maniacally.

The NPC thinks this is part of a trap set by Strahd. Evelyn says she wants to smite him from the face of the land and Strix begs her to stop saying his name out loud.

The group finds Evelyn's tracks and realize she was running around like a maniac and she basically exploded the goat. Kasimir urges the group that the curse must be removed.

Wow. Sounds like we are going to the Amber Temple. I am very interested to see Chris run this place.

Diath realizes someone else stole the baby. He thinks the NPC did it, and the two get into an argument. Kasimir says, "Madame Eva put us together for a reason." He says that he will help the group defeat Strahd.

Anna smartly asks to make an insight check. She rolls well. He's lying!

Kasimir tells them his origin story. Strahd wanted to marry Kasimir's sister. He and some others stoned her to death. Strahd locked her remains in the castle and murdered all of the female elves in his clan, destroying their future.

Diath is the "Hanged Man." Strix wants to be a wereraven. That's where we stop!

Anna says that Muriel, her half-minotaur died in the Seaborn campaign last week. Muriel is an NPC in my Planescape game, my players will be amused.

Chris says next week's show is entitled, "the road never traveled." Chris says it will be a good one. He looks excited! I am looking forward to it.

Timestamps

(46:00) Anna wonders if Chris would...
(1:30:10) Evelyn is full of the loopy power of Lathander.

Overall

The show hit its stride a month or two ago and now we're in the zone. Every week is good. This episode flew by and was fun from start to finish. This was just a perfect episode of Dice, Camera, Action and I really hope people are noticing.

Toolkit: I'm definitely seeing the approach Chris is taking to this. He knows all of the "tools" at his disposal and he drops them in when it feels right. That's good, but I think a lot of DMs would have a hard time doing that as this is a gigantic book and it is hard to retain all of that info. The NPC he used tonight is completely out of left field.

No Check: When Evelyn went on her werewolf rampage, there were no rolls or anything. Chris just told the group she was gone. I think some of my groups would balk at that - they'd at least want some kind of perception check, some kind of chance to notice she got free a it was happening. I think that if you have established trust with your players you could pull this off, but you'd probably need to demonstrate that you are fair-minded a few times in advance before cashing in on this kind of thing.

Acquisitions Incorporated: The Series - Episode 8

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Watch this episode on youtube here.

This is the final episode of part one. Part two starts next week.

The Party

(Jerry) Omin Dran - Half-Elf Cleric
(Mike) Jim Darkmagic - Human Wizard
(Scott) Binwin Bronzebottom - Dwarf Fighter/Barbarian
(Patrick) Viari - Human Rogue  

Last Time: The heroes are in a dwarven fortress that is on lockdown. Somebody stole a belt of giant strength and it wasn't the heroes. The group did steal something else - a piece of the rod of seven parts.

The heroes are in the tavern. The group lets Carrington go search around. The sleazy Zhentarim people are nearby. They've got their little winged snakes, which are used as messengers. A Zhentarim guy has a ring with a snake image on it.

Jim and Binwin are creeping around the fortress. Jim is invisible. There's a locked iron door. Binwin tries to bash it open. Someone opens it. It is Zardak's daughter, Rizwin.

In that room are trophies and mounted monster heads: Owlbears, yetis, etc. Binwin is real smooth with Rizwin. She shows him the secret door that connects to the Lord's chamber.

In the bedroom, Jim looks for a secret door. He rolls a natural 20! It's there! We get a graphic of it and everything.


Back in the tavern, Viari tries to schmooze the Zhentarim but they're not having it.  Dwarves come in and say that a shipment was stolen. The group is certain there is a third party here stealing stuff.

The Zhentarim immediately draw their weapons and attack the heroes. It's just Omin and Viari in here. Yikes. Viari uses his item to summon an owlbear to help.

Back in the bedroom, Binwin is going to distract the lady. He kisses her. Jim leaves to get the others.

Zhentarim agent with winged snake
The battle rages in the tavern. A winged snake bites Viari. Jim arrives and sees his allies battling 4 Zhentarim and 2 snakes. Jim stays invisible and tells Omin he found the exit.

The group debates whether to leave or finish off these guys. Viari wants to take them down. This feels like a fateful decision.

Two Zhentarim flee. The winged snakes remain and are really whittling down Viari. The heroes give chase. Viari gets shot in the back. One of the zhents has a pistol or an arquebus. Patrick refers to a 2e rule: When you roll a one using a flintlock pistol (I think), it explodes for a pile of damage. That dude has played him some D&D!

While running, Omin wants to heal Viari but Viari waves him off. Viara has half of his hit points left.

The heroes burst into the bed room and Binwin is mid-coitus. Binwin grabs some of Rizwin's jewelry and says it is to remember her by.

The group runs into the tunnel. Jim casts web to slow down anyone who tries to follow.

They realize they left Carrington and shrug it off. Binwin forgot his pants. And we are done! That flew by.

Timestamps

(7:37) Binwin is smooth with the ladies
(22:50) Roll for kiss check

Overall

Great episode! This was probably my favorite of the whole series both because of the action and because there were constant jokes. The group got through this relatively unscathed. I have no idea what happens from here.

This was a great week of D&D shows. We are starting to get to the point where I am sort of mentally assembling "dream teams" of players from different shows. I am really looking forward to seeing how this builds up to the live PAX game.

Dungeons & Dragons - Building Encounters in 5th Edition

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Today I am going to write about making encounters in D&D. First, I'm going to go over the rules and give some sample encounters in case you are new to the game. Then I'm going to talk about the pitfalls to avoid and the general approach you might want to take when making encounters for your campaign.

Rule of Thumb: A lot of times, when I am making an encounter, I flip through an adventure like Curse of Strahd. I find an area that is the same level as my heroes and I look at the encounters. It's an easy way of checking out monsters that are suitable for your group. If you're running a low level game, Lost Mine of Phandelver from the Starter Set is invaluable in this regard. 

The Basics of Encounter Building

First of all, grab this pdf from the wizards site. It lists every monster in the Monster Manual by challenge rating! It makes this much easier.

I'm not a math guy. These encounter rules are a little tricky for those us who are numerically challenged. I'm going to try and explain how it works. Encounters are broken into categories: Easy, Medium, Hard and Deadly.

How Many Encounters are there in an In-game Day? Check out "The Adventuring Day" (DMG page 84). It says that most adventuring parties can handle 6-8 medium or hard encounters per day. Most groups will need to take a total of two short rests between these encounters if they are able.

How Many Encounters Before You Gain a Level? Level one and level two go by really fast. From what I understand, levels one and two are sort of "training wheel" levels so new players can ease into learning all of the things you can do in D&D. Check out "Character Advancement" (PH page 15):
  • Going from level 1 to level 2: 300 XP (That's 6 medium encounters).
  • Going from level 2 to level 3: 900 XP (That's 6 medium encounters).
  • Going from level 3 to level 4: 2,700 XP (That's 12 medium encounters).
Leveling can happen fast because in 5th edition encounters often only take 5 or 10 minutes to play through. Even new players could get close to level 3 in a single session.
The challenge rating of a monster is listed in the stat block
The Chart: OK, now let's get to the main information. Check out page 82 of the Dungeon Master's Guide.We get a chart that tells us how much XP worth of monsters equals a balanced fight for your characters. If you choose to use more than one monster, then you have to add multipliers.

A few notes:
  1. Powerful Monsters: If the challenge rating of a monster is higher than the party's average level, it says to be very careful using them at low levels.
  2. Certain Abilities have Impact: Also be aware that certain monster have powers that make thing rough for low level characters.
  3. The Number of XP Might not be Exact: Making encounters is a little tricky if you're shooting for the exact XP number. Sometimes you'll be a little over or under the number of XP you want.
The Multiplier: If you are throwing one monster at your 2nd level group, just grab one worth 200 XP. If there's two or more, we're going to multiply that XP value by a number. That's because generally the more monsters there are, the harder the encounter is. So here are the multipliers:
  • 2 monsters = x1.5
  • 3-6 monsters = x2
  • 7-10 monsters = x2.5
Other Things That Make an Encounter Harder: The DMG talks about certain things that make an encounter harder for heroes. If you use one of these, technically your encounter is harder and when you award XP you should give out more. So, if you have an easy encounter with 300 XP worth of monsters and then you add in one of these factors, your encounter is now Medium and worth 450 XP. Bump the difficulty up by one if:
  • The party is surprised.
  • The enemy has cover.
  • The heroes can't see the enemy.
  • An environmental effect is doing damage to the heroes.
Let's Make Some Encounters

Let's say you have a group containing four 2nd level characters. According to the chart on page 82 of the DMG, an easy encounter for those four heroes is 200 XP worth of monsters. Let's go over the different types of encounters for 2nd level characters. I'll math them up and factor in the modifier so you can see how this works.

Easy Encounter: 200 XP

Single Monster: Challenge 1 monsters are worth 200 XP each! That's nice and easy. Let's pick some:
  • A ghoul
  • A harpy 
  • A kuo-toa whip
Two monsters: Now we have that modifier to factor in. We want a total of 200 XP. Doing math, I see that 150 x 1.5 = 225. Close enough! Let's look over the list on our challenge rating pdf. Let's use one challenge 1/4 monster (50 XP) and one challenge 1/2 monster (100 XP). So 100 + 50 = 150. Then I factor in the modifier: 150 x 1.5 = 225 XP.

It's really weird to try to backtrack mathematically. I know a lot of you D&D players are very smart so this probably isn't a problem for you. It takes me a minute to figure some of these out. Anyway, here's some pairs of monsters that are easy for your level 2 heroes to defeat:
  • Bullywug and a reef shark
  • Goblin and a hobgoblin
  • Panther and an orc
    Six Monsters: OK. Keep in mind that when there are more monsters, the encounter is a little harder. Now our multiplier is x2, which is easier to figure out. Let's use four pathetic challenge 0 monsters (value is 0-10 XP) and three challenge 1/8 monsters (worth 25 xp each). That's about 100 xp and then the x2 multiplier makes it 200 XP.
    • 3 crawling claws and 3 cultists
    • 3 homunculus and 3 kobolds
    • 3 vultures and 3 tribal warriors


    Medium: These are average encounters for your level 2 heroes. The total value is 400 XP worth of monsters.

    One Monster: The closest would be a challenge 2 monster, which are worth 450 XP. Usually I go under the XP total, but in this case I think we're OK. There's some really cool monsters that are hard to resist:
    • Gelatinous Cube
    • Ogre
    • Will-o'-wisp
    Two Monsters: We're going to mix and match here. We'll use one challenge 1/2 monster (worth 100 XP) and one challenge 1 monster (worth 200 XP). So 100+200 = 300 XP. Then we factor in the modifier 300 x 1.5 = 450 XP. Let's make some dynamic duos:
    • Black bear and a brown bear
    • Hobgoblin and a bugbear
    • Scout and a death dog
    Six Monsters: We're going to mix and match again. We'll use five challenge 1/8 monsters (25 xp each) and two challenge 1/4 monsters(50 xp each). That's 125 XP + 100 XP = 225 XP. Then 225 x 2 = 450 XP.
    • 4 cultists and 2 acolytes
    • 4 kobolds and 2 pteranodons
    • 4 guards and 2 flying swords
    Hard: 600 XP

    One Monster: A challenge 3 monster is worth 700 XP. Let's go ahead and grab one, they'll be fine!
    • Displacer beast
    • Green hag
    • Owlbear
    Two Monsters: Challenge 1 monsters are 200 xp each. 200 + 200 = 400. 400 x 1.5 = 600 XP. We're right on target, people.
    • Goblin boss and a dire wolf
    • Copper dragon wyrmling and an imp
    • 2 spies
    Six Monsters: Let's use 6 challenge 1/4 creatures. They are 50 XP each. So that's 300 XP x 2 = 600 XP. Check out that mephit combo:
    • 6 zombies
    • 3 skeletons and 3 violet fungii
    • 2 smoke mephits, 2 steam mephits, 2 mud mephits
    Deadly: 800 XP.

    One Monster: Challenge 3 monsters are 700 XP, sounds good enough to me! Let's pick some:
    • Hell Hound
    • Water Weird
    • Wight
    I think you get the idea!

    You Must Use Your DM Senses

    The general feeling seems to be that building encounters in 5e or, really, any edition (aside from 4th) is an inexact science.

    Knowing Your Group: If you are running a campaign, building encounters is no big deal. You are going to know what your group can handle pretty quickly because you play with them every week. Between sessions, when you look at monsters, you're going to know your group's go-to powers. If the group is loaded up on fire damage, you will know that throwing creatures immune to fire is likely to be more challenging to them than an average party.

    Test Fights: Sometimes I run "test" fights. My group was going to fight Tiamat at the end of Rise of Tiamat, so to prepare for it I slapped my custom Tiamat stats (slightly lowered) on another dragon for them to fight a few sessions before the Tiamat battle would take place. I took notes during this fight. Was the AC too high? Did the monster do too much damage? Did it feel like a threat?

    That's a nice way to make sure that your climactic battles are challenging but not too overboard.

    In general when making encounters, I also always aim low. I err on the side of too easy. When I run a session, if things are too easy, I add monsters to the subsequent encounters until everything feels right. Haphazardly throwing deadly monsters at the group can turn your campaign into a car wreck. Either your group is going to die or you're going to have to fudge things and everybody will sense it.

    Fudging like that cheapens things. We all have to do it sometimes, but avoid it when you can. If the players feel like you're saving them, it takes their feeling of achievement away.

    Re-Skinning: A lot of times, people will ask me how I statted out a monster in my 5e Planescape game. All I do is take a monster from the Monster Manual and change the name. I'll look up the creature I want to use from an old edition and add some of its powers.

    As an example, a few weeks ago, I used a rust dragon. I grabbed green dragon stats from the 5e Monster Manual - the AC, the bonus to hit, the damage, some of the legendary actions, etc. I kept the DC and the damage from the breath weapon, but I changed it to the rust dragon breath from 2nd edition. It takes one minute! 

    Let it Hang Loose if you Can: I can't find it now, but Chris Perkins was asked about making encounters on twitter and whether he follows these guidelines. He doesn't! He just plops in whatever feels right.

    He's talked about this before in his 4e DM Experience columns. Even in 4e, he just threw whatever he wanted at the heroes.

    There is a certain art to this. When you run a big, chaotic encounter, you don't have to have every bad guy attack on every round. Some might stand there and cackle nefariously. Other villains might try to do something else: escape, steal something, tip something over, whatever.

    The trick is to make sure it doesn't feel obvious that you're holding a bad guy back on purpose. You should establish that villain's motives well in advance so it doesn't feel tacked on.

    Your Mentality is Key to Engaging Encounters: When you are running a game or working on material for your campaign, you should always keep the mindset of "what if this was real?" I don't mean that literally, I mean you should think about what things are really like in your world. Not every enemy should be just running up, doing damage and trying to kill the PCs.

    When your group is in a city, the guards have to follow rules. Some of those guards don't want to kill anybody. Some of them might secretly agree with whatever shenanigans your heroes are up to. Things like this are key. Say the group is getting beat down by these guards. One guard secretly likes whatever cause the group is behind. The guard covertly helps the heroes flee the scene by creating some false alarm or distraction.

    Think about what a monster would do or feel. The group is going through the forest and they stumble on an owlbear. The owlbear hoot/roars and the group attacks it.

    The owlbear might just have been looking for a snack. Maybe it doesn't want a fight. Maybe it's ill.

    Don't Fall Into a Rut: It's good to have variety when it comes to encounters. It is so easy to fall into the trap of having every encounter in your game be nothing but fights to the death. It's happened to me many times. It is a rut that you want to avoid, because I've found that it can make your campaign feel stagnant to everyone. It gets too one-dimensional. Sessions become a collection of battles and little else. It starts to feel like a chore.

    NPC Motivation: You always want to reset your brain and think from the perspective of the NPCs in the campaign world. Think about their motivations. Some NPCs will try to trick heroes. Some will do anything to help them.

    Some bad guys might want something the heroes have and remember, there's a million ways for them to try to get that thing that doesn't involve four orcs in a square room.

    Not that I am trying to poo-poo the idea of combat. Combat is great! It's fun! Just keep in mind that variety is the spice of life. Players love using their skills and spells in new ways, in new situations. I think it's a great idea to go out of of your way to make encounters where a character's skill or spell will save the day.

    Fun Encounters
     

    It's hard to sit in front of a blank piece of paper or computer screen and come up with a cool encounter that will be different and exciting. Here's some encounters that I like. Maybe they will give you ideas of your own:

    The Endless Stair: I ran this adventure when I was a kid and really made a mess of it. It's all about these mysterious translucent stairs that spiral up into the clouds. Where do they go? Spoiler alert: A dungeon.

    Today, I love the idea of running an encounter on those stairs. There's no railing! You could have flying creatures attack. The danger here wouldn't be damage from the monsters - it would be making sure you don't fall off! All you need is some flying creatures that can push people off of the stairs and you have yourself a fun, crazy encounter.

    Falling Into Hell: I know I got this idea from somewhere online, but I can't remember where. I ran a combat in 4th edition that occurred as the characters were plummeting into hell. The whole thing was in mid-air battling flying devils. It was a ton of fun. I can't remember how they survived the landing - I think they fell into a pool of molten iron! They took plenty of damage from the devils but once they'd slain them, they still had a few rounds to buff/protect themselves from the landing.

    Theft: This is another one I ran when I was a kid. This was in an adventure from one of the Lankhmar setting books. Basically, the group had to infiltrate a costume party at a noble's house and steal a magic item (the "star of the east") that was on display. On that day, I learned a valuable lesson that has served me well since: players love in-game parties. Every single time I run one, it is a hit. Additionally, the whole idea of this kind of mission is so different that it is very refreshing and can really energize a campaign.

    The Evil Sword: I love Bane of the Shadowborn, an old 2e Ravenloft adventure about an evil sword named Ebonbane. It could animate weapons, including the ones the heroes had! It was so different. All these hovering knives just slicing and flying around as the group's own weapons turned against them. You have to be careful with things like this because players definitely feel weird about it. It has a bit of a "the DM is screwing with me" vibe. Once in a great while, however, I think that it's OK to do it.

    The Fortress of Three Sorrows: This is from the 4e Scales of War adventure Path. This is the best encounter I have ever run. It's in the astral plane. The heroes have a ship. Their job is to overtake this outpost built on a giant stone head. There are ballistas, there are githyanki riding red dragons, it is just beyond epic.

    The Bounty Hunters: In a Ravenloft campaign from way back when, I had these three unique bounty hunters chasing the PCs. These villains were tough. One was a beholder that constantly emitted a humming noise. Whenever the heroes heard that noise, they ran. So after many sessions of buildup, there was a showdown with the bounty hunters in an abandoned village during a rainstorm. I made the mud a major factor in the battle in part to drive the heroes to fight on the rooftops of the buildings. The roofs could cave in, or catch fire, who knows. All sorts of great stuff. It was a very well-received encounter.

    Ship-to-Ship Battles: I love pirates. I love ships. I love running battles where two pirate ships are close together and the bad guys pour onto the ship of the heroes for a huge, chaotic battle. It is always awesome. The thing about ship fights like this, though, is that the heroes always want to claim and sell the enemy ship. You could make it a haunted ship, but you can't do that every time. That was a big problem in the Spelljammer setting. Every ship had a magic helm, and every helm sold for between 40,000 gold and 100,000 gold. The heroes get rich after a single battle!

    Web of Chaos: This is from Rogue Mistress, a Stormbringer campaign I converted to 2e. There are these planar webways, tunnels that can take you from one world to another. These tunnels are full of monstrous spiders called Arachnars. You have to pass through the center of the Webway realm, which is between worlds. When you go into that central area.. your body turns inside out. You still move around, you still keep heading for your destination, but you're a humanoid pile of exposed nerves and organs and the massive 40 foot tall mother of the arachnars is none too happy about you trespassing in her domain. I've had groups go through this place two or three times and it is always a heck of a lot of fun.

    Zuggtmoy's Throne: This is one I never got to run. It is in the Temple of Elemental Evil, which I tried to convert to 4e but it just didn't work. I was most excited about one of the final rooms, the lair of a demon lord. It wasn't so much about the demon lord, it was about these gems. There's a throne of silver set with 666 precious gems, each worth anywhere from 50 to 5,000 gold. Each stone is attuned to a demon. If the group pries them all free, they "gain demonic attention at a time they least desire it.." 666 demons! I don't literally want to run this encounter exactly like it is, but I feel like there's some really cool variant of this idea that would be great but I haven't figured out what it is, yet. I really like the idea of a demon linked to each gem. Maybe they are trapped in there?

    I hope this was helpful. Good luck with your encounter building!

    Links

    Official .pdf of a list of monsters by challenge rating
    Sly Flourish has awesome quick encounter building guidelines here.
    The Kobold Fight Club 5e Encounter Builder


    Force Grey: Giant Hunters - Episode 4

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    You can watch this episode on youtube here.

    Last week's episode was really awesome. Let's see what happens next.

    The Party

    (Chris Hardwick) Whil Wee-Tawn - Sun Elf Wizard
    (Ashley Johnson) Dagny Halvor - Half-Orc Cleric
    (Shelby Fero) Brawlwin Chainminer - Dwarf Fighter
    (Jonah Ray) Joppa - Human Monk
    (Utkarsh Ambudkar) Hitch - Human Rogue 

    Last Time: The heroes fought a frost giant along with some ogres and goblins. The group is looking for a sun dragon.

    The heroes want to rest as they are hurt pretty bad. The group wants Joppa to sing a shanty again. Brawlwin intimidates him into doing it using a dead ogre's head.

    Dagny loots the giant. She finds a ring with a ram's head. Hmm.. sounds like a ring of the ram to me! Whil's identify spell confirms it.

    Chris Hardwick proceeds to read the entire magic item description really fast.

    As the group is getting ready to sleep, an ogre wanders into the camp. It wants Joppa's fish. Hitch says Joppa has a yeast infection.

    Whil disguises himself as the frost giant the group just killed, except shorter. It doesn't work. The ogre is disappointed and leaves. Joppa offers the ogre some fish. He wants to see if he can befriend it.

    The ogre gives Joppa a tooth that belongs to a great beast that he killed. There are more ogres, but they leave in search of food.

    The next day, the group comes to a mining town. They ask around about the sun dragon. No one knows anything. They move on.

    They come upon a smaller town. They meet a gnome who is frightened and runs from them. Brawlwin shoots an arrow in front of the gnome, which scares him and he stops running.

    His name is Benskar. Whil ends up charming him. The gnome explains that the sun dragon protects the town. He will take the group to the dragon.

    They head to a grass field dotted with rock formations. There's a wind rippled pool of water and a statue of a lady. Whil convinces the gnome to tell the group where the secret mines of the gnomes are. They are protected by illusions. Whil gives him a friendship bracelet and we actually get a graphic of it:


    They explore a bit and find a statue of an elven maiden. Near it, there's a pool with coins in it. The statue is magic. Binwin taps it with her hammer. Dagny throws a coin into the pool.

    The Sun Dragon lands behind them, invisible. The group talks with him a bit. It turns out the statue is alive. The dragon's name is Palorandask.

    The dragon explains how the Ordning was shattered and now the giants are sort of running amok. There's one giant in particular that the dragon is concerned with. His name is Stratovan. Sounds like he is a cloud giant.

    Stratovan has a piece of the rod of seven parts! The dragon explains that the rod does not want to be reassembled, as it is possible whoever wields the rod will be possessed by Miska the Wolf Spider. Stratovan has "4 or 5 pieces" of the rod!

    The giant wants to use the rod to remake The Ordning. The dragon knows where one of the pieces is. He wants the group to go get that piece so that it can be hidden from Stratovan.

    The dragon is old and weak. The piece is in a lost and forgotten sanctum of a mage in the Sword Mountains. 


    The Dragon gives each hero a boon:
    • Joppa: The Boon of Enduring Focus
    • Brawlwin: The Boon of Ironhide
    • Hitch: The Boon of Dimensional Swiftness
    • Dagny: The Boon of Luck
    • Whil: The Boon of the Arcane Burst
    Joppa isn't thrilled with his boon. He got adderall.

    The NPC lady with the gun wants to leave now. Uh oh. The background music is telling us she is shady. I wonder if she is a Zhentarim.

    The group picks up on it. Brawlwin creeps up behind her and presses her hammer against her head. The NPC says she doesn't do "heroic."

    Brawlwin cracks her in the head. The NPC glares at Brawlwin and refuses to go on this suicide mission. She leaves.

    The group gets on the back of the dragon. Brawlwin is scared of heights. Dagny has a clockwork blindfold thing.

    The dragon flies the heroes to the place where the rod is. It's up to them to go in and get it.

    Next Week: Brian Posehn at last joins the group.

    Timestamps

    (4:56) No sea shanties
    (19:15) Whil inspects the statue and feels weird

    Overall

    Good show! So now we know the deal with the rod of seven parts. Acquisitions, Inc has a piece. This group will have a piece. And the giant Stratovan has either all the rest, or all but one.

    I am looking forward to this. I kind of hope it ends up with Force Grey vs. Acquisitions Inc at PAX.

    Sun Dragon: I am assuming this 'sun dragon' is actually a gold dragon, as that is the art they showed us. Sun dragons are from Spelljammer. They live on the sun, and they can "spit" fireballs. They can control exactly when the fireball detonates for up to ten rounds.

    Sun dragon eggs are laid in caverns in the sun. When they hatch, they cause a solar flare. When a sun dragon dies of old age, they collapse in on themselves and become a sphere of annihilation! How awesome is that?

    Planescape - The Contract Devil

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    We played Planescape again on Sunday night. I have got a ton of great things going on in real life, which means that I didn't really have too much time to prepare for this session.

    I sat down and brainstormed an outline and then made some contingency plans. After that, I wrote a page or two of notes along with stats of monsters and magic items.

    Lo and behold, it was another awesome session. There seems to be a real sweet spot when it comes to preparing for a game. If you don't prepare at all, you're screwed (or at least, I am). If you prepare too much, your game comes off as stiff and rigid.

    The Party

    (Jessie) Bidam - Platinum-Scaled Dragonborn Fighter
    (George) Theran - Half-Dabus/Half-Elf Wizard
    * NPCs - Fall From Grace (Succubus Paladin), Selinza ("Litorian" Wizard, level 8)

    Each character has powers linked to the Lady of Pain:

    • Theran can create buildings in Sigil and he can banish people to extra-dimensional mazes.
    • Bidam can look at people and cause cuts to appear on their body and he can create portals in Sigil.
    When they use one of these powers, they gain level four exhaustion. The only way to remove the exhaustion is to spend days pursuing their beliefs (belief is a big deal in Planescape).

    The heroes own a cluster of buildings known as "Deadbook Square."
    Last Time: The group had narrowly escaped an attack by a rust dragon by heading through a portal to Mechanus, the lawful plane of the modrons. Their enemies, the devils, were there and wanted to meet with them.

    The Modron Cathedral


    Bidam's armor had been rusted into oblivion, so he just walked around butt naked. The modrons didn't care at all.

    I know in the 2e books that the modrons are supposed to be uncaring, but I run them like they are happy to see the heroes. The adventurers did, after all, escort their rogue modron march through the planes and take down the guy impersonating their god.

    So, the modrons gathered around them, bopped up and down and made the dial-up modem connection noise.

    The heroes were brought to the Modron Cathedral, a building with hundreds of floors. They met with the bad guys in a conference room:

    Gorechain Devil

    • Quimath: Chain devil, has a book that can summon the Iron Shadow, a reflection of the Lady of Pain that can unmake the multiverse.
    • Feurina the Hell Hound Whisperer: A warder devil with a flaming sword.
    • Gorechain Devil: These awesome monsters from the 4e Monster Manual 2 are basically ogre chain devils.
    • Contract Devil: A devil with contracts hanging from horns on his body.
    Contract devils are from Pathfinder. To me, they are the most well-thought out devils in D&D-type games. I tried for a long time to come up with how an infernal contract actually worked in D&D, but I never got anywhere with it.

    Contract devils can offer heroes 3 wishes or a devil slave. All the hero has to do is sign over their soul. This means that the hero can't be raised from the dead if they die. They are reborn in Hell and are magically bound to the contract devil for all eternity. There are two ways out of the contract:
    1. Destroy your copy of the contract, as well as the copy that the devil has.
    2. Get someone to agree to take your place.
    So the bad guys had an offer for the heroes. Quimath had gained the power to control where the Iron Shadow went thanks to his giant iron book. Quimath told the adventurers that he wanted them to sign an infernal contract saying that they won't interfere with the devils. The devil wanted to unmake every chaotic plane, starting with the Abyss.


    In exchange, the heroes would be given their own plane. They could just pick a chaotic plane and the Iron Shadow would unmake anyone on that plane who opposed the idea.

    The group had no intention of signing up for this. The devils told them to sleep on it and decide in the morning.

    Bidam was much, much more intrigued by the idea of signing over his soul for three wishes. The players began brainstorming what to wish for. I put this option in the adventure just to see what happened.

    Bidam has a cloak called Fiend's Embrace, which holds the consciousness of a pit fiend named Drokkarn. Being a devil, Drokkarn was able to give the group advice and pointed out loopholes in the contracts that the devils could use to their advantage.

    Drokkarn cut a deal with Bidam. He offered Bidam this advice on the condition that he get to use one of the three wishes. Bidam agreed right away. I was shocked.

    Pit Fiend

    Immediately I got excited, as obviously Drokkarn would wish to be a pit fiend once more. I loved the idea of having a future session where the heroes adventured alongside a pit fiend! Heck, I wrote a whole guide to pit fiends, I've got material up the yin yang.

    The heroes retired to separate bedrooms. Theran went into a trance (he's an elf). His book glowed. In most adventures, his book glows and gives him powers. In this one, he learned that the book has the power to suck entities in it and trap them. The problem is that Theran would have to make a saving throw or get sucked in, too!

    Meanwhile, Bidam had a visitor - Feurina the warder devil. Quimath is Theran's evil shadow, more or less. Feurina is Bidam's evil shadow. Bidam likes to "hit it and quit it." So does she!

    Warder Devil
    She proceeded to try to seduce Bidam through a skill challenge, just like Bidam does to other people. She rolled well and one thing led to another. I thought it would be funny for Feurina to be into doing "wrong" things with her partners - for her, being "wrong" means monogamy, kissing with no tongue and promises of marriage.

    Because of their weird connection to the Lady of Pain and the Iron Shadow, when these two got it on there was a weird, magic/magnetic reaction. Their souls and psyches intermingled. Bidam now had many of Feurina's memories, and Feurina had his. Bidam could now speak infernal. Weirdest of all - they now had the power to summon each other, across planes if necessary!

    Bidam fell asleep and had a dream. A while back, Quimath and Theran had gained dream-powers from the Dream Well. Quimath used his power to enter Bidam's dream to mess with him.

    Basically it was like the movie Inception. Bidam dreamed he was in Sigil. Buildings started falling from the sky, threatening to do real psychic damage to Bidam.

    Theran sensed what was going on in his trance. He entered Bidam's dream and defended Bidam. Quimath summoned a dream version of the Mercykiller Wyrm (the wyvern-thing that publicly executes people in Sigil). Theran turned it into a cat. Quimath bailed out of the dream.

    Quimath is a chain devil

    The next day, the group got a magical sending from their friend, Fall From Grace. She had been trapped in the magical Keister-Realm, but she used her power to go ethereal and escaped. She had rescued the Mercykiller refugees and was in Sigil ousting Factol Nilesia. It sounded like Theran's problem with the Mercykillers was being resolved.

    A Mechanus faction tried to recruit Theran. They were called the Mathemeticians. They believed that the cogs and gears of Mechanus were the framework of the Multiverse. By understanding them through math equations, one would know all there is to know abut reality.

    We did a whole thing with math and the group got some magic items. Theran got a Mechanus eye, which gives him a bonus to perception checks. Bidam got magic plate mail adorned with black dragon hide. Bidam now has an AC of 20, I think.

    I've been very hesitant to give out even +1 armor in my games because I get worried they'll be too hard to hit. But I figured it's kind of lame for these characters to be 9th level and have no magic armor.

    The Mathematicians showed Theran the Orrery, a huge device in the modron cathedral. With it, you can scry anywhere in the planes. There are two catches:
    1. The first time you use it, you have to make a save or go mad.
    2. There's a chance you will appear wherever you scry.
    Theran wanted no part of this thing.

    The group met with the devils again. Quimath was not there - he was "busy." The group was alarmed, to say the least. The heroes refused to sign the contract, but Bidam signed over his soul to the contract devil in exchange for three wishes!

    Out the window, they spotted Quimath on a small, floating gear. He held up his iron book and summoned the Iron Shadow, who is over 100 feet tall. She began unmaking the gears of Mechanus!

    Bidam started making wishes. He wished for the iron book. It appeared in his hands. Quimath was none too happy. Theran walked up to the window and held open his book. He used its power to suck the Iron Shadow into it! He rolled his save - and failed. Theran was sucked into the book as well, trapped.

    The devils started hacking away at Bidam and Selinza. Bidam snatched Theran's book and made another wish - he wished to teleport to Burningwater, 9th layer of the abyss. This is the home of my homemade demon lord Bazuuma, and Bechard the obyrith.

    Iggwilv donning Fiend's Embrace, aka Drokkarn
    This blew my mind, because I had cooked up a whole scenario involving Bazuuma. Short version: Iggwilv tried to force Bazuuma to magically bend to her will and Bazuuma beat her up in an epic battle. Iggwilv didn't know Bechard was there and an ally of Bazuuma, and it got ugly.

    While running away, Iggwilv did snatch Bazuuma's consort, who is a demon-dragonborn clone of Bidam.

    So anyway, Bidam and Selinza appeared in Burningwater. Bidam had the bad guy's book and a book with Theran and the Iron Shadow trapped in it.

    Drokkarn wanted to make his wish. Bidam let him. Drokkarn wished to become a pit fiend again!

    Drokkarn appeared beside Bidam in all his pit fiend glory. Remember, Drokkarn has a thing for Iggwilv. So.. next week should be real interesting!

    It was a really great session. I am planning on doing some Iggwilv stuff next session and then I want to run the Limbo adventure from Tales from the Infinite Staircase. I think I can use it to resolve the whole Iron Shadow storyline and we can have a final epic battle, which I have half-mapped out so far.

    Dice, Camera, Action: Episode 17 - Curse of Strahd

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    You can watch this episode on Twitch here.

    The title of this episode: The Road Never Traveled

    I am really wondering what the Dice, Camera, Action live event is going to be like. It's in two months. Will the group be in the castle by then? Strahd should definitely make an appearance of some sort, methinks.

    The Party

    (Anna) Evelyn - Human Paladin of Lathander
    (Nathan) Paultin - Human Bard 
    (Holly) Strix - Tiefling Sorcerer 
    (ProJared) Diath - Human Rogue   

    Last Time: Evelyn turned into a werewolf again and thought she ate a baby. The group met a weird guy who was accompanied by screams of the slain. Madame Eva told him that Diath could help him remove the curse...

    The group heads to Tsolenka Pass, where it is very cold and very precarious. Anna is distressed that Evelyn hasn't had a rest in forever thanks to her lycanthropy.

    Tsolenka Pass is really hard to describe. There's a bridge and some gate towers. Check out the map:

    The group is approaching from the bottom of the map. They have to pass through that gate down there, then go up to the bridge.

    The portcullis goes up. The creepy NPC walks in. There's a curtain of green flame. He walks through it. The group is a little weirded out.

    The group is worried about walking through the flame. They really don't want to take damage. Evelyn is very concerned about Valentina the horse freezing to death, so they stick her near the flame.

    There are vrock statues out here. Evelyn checks them out and she's pretty sure they can become real. She hits a statue with Lightfall, her magic axe. Both statues become real and we are rolling initiative.

    Vrocks

    Evelyn switches to Treebane, thinking maybe it will do more damage. I think she did less damage just because it was stone, not anything to do with Lightfall.

    Evelyn is up in the air thanks to her flying boots. A vrock hits her with a stunning screech. She falls. Diath catches her and it's pretty funny.

    A vrock grabs Diath and flies him over the crevasse. Oh geez, it's going to drop him. Diath escapes the grapple and tries to grapple it. The vrock rolls a one but after modifiers still wins. So.. Diath falls! He is going to hit the angled side of the crevasse. He takes 18 points of damage.. not too bad.

    There's a ton of scooby doo action, as the group scatters and tries to run, then goes back, then runs. Strix is in gaseous form and she tries to pretend to be a demon lord. The vrocks sort of buy it, and they explain that she should have announced herself. They turn back to stone.

    There was a point there where the group was really locked in on fleeing. Chris dropped a number of hints that they should just jump through the green flame but they weren't biting. They came really close to just taking off and going who-knows-where.

    Evelyn and Paultin go through the sheet of flame and take 33 points of damage each. Man.. Paultin is down to 6 points.

    Strix casts gaseous form on Diath so he can go through the green fire without taking damage. Then Strix goes through the fire. She takes half damage because she's a tiefling.

    The group is totally wrecked and distraught. Strix starts yelling at her Strahd doll. Paultin can't bring himself to play an encouraging song.

    The group decides to take a short rest. Their friend Kasimir is off trancing (he's an elf).

    They hear the portcullis shut. The group is really wrecked.

    The adventurers decide to rest here for the night. They're going to have to survive another long rest with werewolf Evelyn. They tie her to a ladder and deprive her of her weapons. As the night goes on, Evelyn doesn't transform.

    In the middle of the night, Strix is keeping watch. She hears a loud noise - the flapping wings of something gigantic is outside. That's where we stop.

    I couldn't think of what it was until I looked in the Curse of Strahd book. If you want to know, check out the picture on page 160. This could go a few different ways...

    Timestamps

    (38:27) Diath is a hero and motivational speaker
    (1:48:35) The group makes fun of Kasimir behind his back

    Overall

    I planned to watch half of this show tonight and half tomorrow, but I got sucked in and before I knew it, the show was over. There wasn't a lot for me to write for a good portion of the show - it was chaos. I think what made it fun is that the players are so into it and they are all really funny. Jared is very quick-witted.

    Checks: Chris asks for a lot of insight and perception checks. There's no battle map, so he seems to let the dice answer most of the group's questions about positioning. For example, a few weeks back Ireena fell of Strahd's horse into the snow behind a building. The group had to make perception checks to see if they could find her body.

    It seems like a good idea. As a DM you're tempted to just say 'yeah the body is right there,' because it is difficult to figure out how long it would take them to find a body that might be partially buried in snow. My initial reaction is that it's too much die rolling, but it didn't hurt the game at all.

    It seems like the DC is usually 10 for these checks, too. Maybe I'll give this a try in my next Planescape game and see how it goes.

    Acquisitions Incorporated: The Series - Episode 9

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    Watch this episode on youtube here.

    I have no idea what is going to happen now on this show. Is Dran Enterprises going to show up? Will a giant from Storm King' Thunder somehow be involved?

    The Party

    (Jerry) Omin Dran - Half-Elf Cleric
    (Mike) Jim Darkmagic - Human Wizard
    (Scott) Binwin Bronzebottom - Dwarf Fighter/Barbarian
    (Patrick) Viari - Human Rogue  

    Last Time: The group was able to escape the dwarven fortress via a secret door. They now have a piece of the rod of seven parts.

    The group thinks they should have killed Carrington. Jim has a piece of the rod up his butt and he is riding a unicorn named Andahar. The group goes to Waterdeep and heads to the Acquisitions Incorporated headquarters.

    At the HQ, there are dead employees everywhere. It's a slaughter. Massive layoffs, says Scott.

    They should have Mike Schley make a map of the Acquisitions Inc. headquarters.

    A wizard named Flabbergast is here. The group met him in a previous adventure. He says, "There's been an incident." His cat's name is Mr. Snivelly. Flabbergast apparently had nothing to do with this. He wants to recruit the heroes for a mission.

    Jim goes upstairs and finds the corpse of a stranger - a guy in black leather armor. Jim could tell that he was killed by Portentia and her two daggers. Portentia might have been abducted by these mysterious assailants.

    Flabbergast wants the group to team up with a Dran Enterprises extraction team to recover another piece of the rod. The group is up for it.

    The group gets on a ship and settles in for a long voyage. They have to share a cabin. Flabbergast is using a crystal ball to spy on the Dran Enterprises team. There's two dozen of them. One of them looks like Kylo Ren, wearing red.

    The ship arrives. The group heads to a crashed castle from the ancient wars between the giants and dragons. It was a cloud giant castle. It is now the home of a dragon. Most of the castle is buried in ice. This is where the piece of the rod is.

    The group meets up with the Dran expedition. Percival is there, who I think is Jim's brother.

    There's huge tracks in the snow. It looks like a band of frost giants who got here a bit earlier. They might be going to get the rod, or to claim the castle.

    As the expedition heads up the mountain, it starts snowing. Suddenly, up by the castles, a frost giant chucks a huge chunk of ice at the group. Omin casts a fire spell that splits the ice chunk. Some of the group takes damage and one NPC is killed.

    Jim uses featherfall to make the heroes light which should aid in their climbing speed. Jim hits the giant with a fireball doing piles of damage. Percival one-ups him by casting a fireball spell a one level higher.

    That's where we stop, mid-combat!

    Timestamps

    (16:00) Writing a letter to Driz'zt
    (33:57) D&D Kylo Ren has a foul mouth

    Overall

    Good show, easy to watch. This episode was an hour long. When the group is comfortable each other, it's fun to watch even when nothing is getting done.

    Who Has What Pieces of the Rod? So it looks like this is how things are going to work out:
    • The cloud giant on Force Grey has 4 pieces of the rod.
    • The Acquisitions Inc team will probably have two pieces.
    • Force Grey will likely have one piece.
    So I guess we're going to rumble to see who can get all of them. Remember that whoever assembles it may end up being possessed by Miska the wolf-spider. Maybe the Queen of Chaos will even get involved. She's an NPC that I think could use a serious overhaul/refresh.

    Planescape - The Cathedral Thelemic

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    We had another really good session of Planescape tonight. Once again, I did my best not to over-prepare for the game. I actually waited until 2 hours before the session started to work on it, which is normally something I would never do.

    I wanted to have the group deal with the aftermath of a battle between Iggwilv the Witch Queen and a home-brewed demon lord of mine named Bazuuma. I decided that now was the time to rip off the Chris Perkins Acquisitions Inc storyline! I was going to have my group bust in to a vault and try to steal stuff just like on the show, but re-flavored and shrunk down a bit.

    I wanted the vault to be owned by a demon lord, but I couldn't figure out who. I decided to go through one of my favorite books, Books of the Damned vol. 2: Lords of Chaos for Pathfinder. I struck gold when I saw Socothbenoth. Few demon lords are more suited for my group's ridiculous sense of humor:
    • Socothbenoth is the demon lord of perversion, pride and taboos.
    • He lives in The Cathedral Thelemic, a place where there are thousands of rooms devoted to the demon lord's vices.
    • His followers are all half-demon/half-monsters.
    I was struggling to cook up NPC names so I figured I'd double up on my Perkinsness by using the Chris Perkins name list.

    Making Friends With Monsters: I feel like I should mention that a lot of times in my games, I make the bad guys be kind of nice or goofy. I really like having the group be friends with pit fiends and demon lords. I've always run my games like that, but it is even more prevalent now that I am a bit older and more mellow. I just find it more interesting, even if it really isn't "by the book."

    The Party

    (Jessie) Bidam - Platinum-Scaled Dragonborn Fighter
    (George) Theran - Half-Dabus/Half-Elf Wizard
    * NPCs - Selinza ("Litorian" Wizard, level 8), Drokkarn the Pit Fiend

    Each character has powers linked to the Lady of Pain:
    • Theran can create buildings in Sigil and he can banish people to extra-dimensional mazes.
    • Bidam can look at people and cause cuts to appear on their body and he can create portals in Sigil.
    When they use one of these powers, they gain level four exhaustion. The only way to remove the exhaustion is to spend days pursuing their beliefs (belief is a big deal in Planescape).

    The heroes own a cluster of buildings known as "Deadbook Square."

    Last Time: Bidam sold his soul to a contract devil. Theran got trapped in his own spellbook. The heroes stole the Iron Tome, the item the bad guys were using to control the Iron Shadow and "unmake" entire planes. Bidam and the warder devil Feurina ended up sharing memories. They have the power to summon each other.

    Safe in the Abyss: The group appeared in Burningwater, the 9th layer of the Abyss that Bazuuma and Bechard, demon lord of tempests, live in. Bechard is an obyrith (one of 12 ancient demons) who the heroes saved from an eternity of torture a while back.

    Drokkarn, the pit fiend, was with the group. He had been a nothing more than a sentient cloak named Fiend's Embrace, but Bidam gave him a wish and Drokkarn wished himself back to life. Drokkarn hated being in the Abyss, and Bazuuma's demons (jovocs and foul-mouthed red unicorns) didn't like him either.

    Saving Theran: Theran was trapped in his own spellbook along with the entity known as the Iron Shadow. Selinza eventually opened the book and was almost unmade by the power of the Iron Shadow, but she made a successful saving throw. Selinza cast dispel magic on Theran's page and Theran was able to escape and rejoin the group.

    Iggwilv vs. Demon Lords: The place was a little trashed. It turned out that Iggwilv had shown up with two of her arcanaloth apprentices and tried to force Bazuuma to serve her. I had read somewhere that Iggwilv secretly controls up to 12 demon lords, and I decided to run with that concept.

    Arcanaloths
    Iggwilv didn't know that Bechard was here, too. Bechard, a demon whale, popped up out of the water and slaughtered the arcanaloths with a blood mist plague emitted from his blowhole. Bazuuma removed her veil and fired off 20 eye rays at the Witch Queen. Iggwilv was loaded up on status effects. She teleported back to her mansion in the Gray Waste, but she was enfeebled and half-turned to stone.

    Bazuuma is a demon lord of positive energy. She wants to be friends with everyone. She asked the group to go try and smooth things over with Iggwilv. Drokkarn is in love with Iggwilv, so he also wanted to go.

    Son of Bidam: I should note that Bidam and Bazuuma's son, the abyssal dragon wyrmling named Pyranicus, was very excited to see his dad. Bidam actually forgot that this kid existed.

    Iggwilv is Hurt: Using their cubic gate, the group went to Iggwilv's mansion. She was all messed up. Her nice arcanaloth apprentice, Landerbold the Dandy, cooked up a scheme with the heroes. Landerbold spent a lot of time in The Cathedral Thelemic spying on Socothbenoth for Iggwilv. He knew that there was an item in the vault there that could help Iggwilv. It was a scarab of protection (DMG page 199). It helps you make saves and stuff.

    So, the plan was have Landerbold cast plane shift to the Cathedral. Then the group could try to steal the scarab. Landerbold gave Drokkarn a hat of disguise. You can't really have a pit fiend walking around in a demon lord's home without some kind of disguise. Selinza stayed with Iggwilv, her buddy.

    The Cathedral Thelemic: The group appeared in the Cathedral and made their way past a horde of dretches. They bumped into some bad guys. On Acquisitions Inc, there's this group of Zhentarim also in the palace stealing stuff. For my campaign, the bad guys in this role Bloodquake and his scumbag tiefling buddies. The group didn't remember who Bloodquake is and I didn't clue them in. Bloodquake is the ridiculous villain that the ridiculous magical Unicorn man is looking for in Sigil.

    Bloodquake gawked at the heroes and was a real jerk to them.

    The group went ahead and checked out some of the rooms of perversion. I'll spare you the details, but suffice it to say one room contained a half-demon/half-owlbear having quite an experience.

    They got to the vault and went to bribe the guard, who was a solamith (my favorite demon type). They give him bottled breath and he referred them to Socothbenoth's daughter, Domitia (I made her up for this).
    A solamith, probably my favorite D&D monster
    Bidam was in the process of seducing her when a magical alarm went off. Everyone had to report to the throne room.

    It turned out that Bloodquake had stolen a belt of giant strength from a yeti-woman. He was trying to pin it on the heroes, but it wasn't going well.

    The Pit Fiend Goes Rogue: Drokkarn the pit fiend had been complaining constantly about the chaos in the cathedral. As a devil, he can't stand disorder and he can't stand demons. His skin was crawling.

    Drokkarn took off the hat of disguise and revealed himself. He handed the hat to Bidam and whispered to him to go to the vault. Drokkarn would provide a distraction. The pit fiend attacked everyone in the throne room with a massive fireball.

    The heroes ran to the vault and Bidam used the hat to impersonate Socothbenoth. The Solamith fell for it and opened the vault. In Acquisitions Inc. there was this whole thing about needing two keys for the vault, but I didn't use that idea because I wanted to get this done in one session.

    The group got in the vault, grabbed the scarab and a bag of holding as well. I thought the group was good to go. They could use their cubic gate to get out of there.

    But, to my surprise, they didn't. They went back to get Drokkarn! They ran into the throne room where Drokkarn the pit fiend was battling Socothbenoth the demon lord. Drokkarn was hurt really badly. We rolled initiative, and the heroes actually went first and second! They ran over to him and used the cubic gate. They all escaped.

    Their New Friend: All of them appeared back at Iggwilv's. I asked the players why they did that. They told me that they really like Drokkarn.

    We played out a little thing, as Drokkarn was shocked that they came for him. The group told him he was their friend. I think Drokkarn is going to stick around for a while, as I like doing his voice and the group really likes him, weird as that may seem.

    The group gave Iggwilv the scarab and there was much celebrating.

    New Trouble: But then... Bidam disappeared. Feurina, the warder devil who is bonded to him, summoned him to the lair of the devils - the chained fortress of Panos Qytel in Hell! The devils want their book back.

    That's where we stopped! Next session should be awesome. I am kind of running this week-to-week. I do want to get to the Hellbound adventures soon but I don't want to kill the momentum, as we have a nice episodic thing going on. I think I can use next week to set up the climax of the whole Iron Shadow/Infinite Staircase storyline.

    Force Grey: Giant Hunters - Episode 5

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    You can watch this episode on youtube here.

    There's a couple of things to check out before we start. Last week, a commenter pointed out to me who the "sun dragon" is. It is Palarandusk from Dragon Magazine 252. He's the subject of an article written by who else but Ed Greenwood.

     Here are some details:
    • He is the "Unseen Protector" whose scales are cracked and pale with age. He weeps when he must slay.
    • Palarandusk spends most of his time as a soundlessly levitating, semisolid, invisible entity.
    • He used magic to extend his life, making him really, really old. The magic is fading. Each time he materializes, he ages some more. He only becomes solid for a few minutes each day.
    • Palarandusk spends most of his time invisibly watching the Ieirithyn gnomes.He protects them and basically does a lot of eavesdropping.
    Stratovan: A reader named Andrew let me know that the cloud giant Stratovan is the the person who hired Dran Enterprises to find pieces of the rod on Acquisitions Inc. So there's our connection! It could be that Force Grey will have the one piece of the rod that Stratovan needs.

    The Party

    (Chris Hardwick) Whil Wee-Tawn - Sun Elf Wizard
    (Ashley Johnson) Dagny Halvor - Half-Orc Cleric
    (Shelby Fero) Brawlwin Chainminer - Dwarf Fighter
    (Jonah Ray) Joppa - Human Monk
    (Utkarsh Ambudkar) Hitch - Human Rogue  

    The heroes are about to go in to some kind of dungeon to retrieve a piece of the rod of seven parts.

    To get in, the group will need to climb up to a stained glass dome that has been shattered. They take a bit of damage from falling rocks, but they are able to descend through the dome into the complex.

    This was the home of a wizard. There is a statue of a female. Whil wants to kiss the statue. Brawlwin holds him back.

    The group learns that the wizard was Ozwyn Ka, a member of the Arcane Brotherhood. They find notes about the fate of a half-elf (Brian's character). Apparently a scroll will fix it.

    Whil finds the scroll and reads it. Calliope, Brian's character, appears. Brian Posehn joins the game. We get a cool animated graphic of Calliope. She actually moves around a bit.

    Calliope shakes it off and wants to go find Ozwyn. Whil actually casts charm person on Calliope and succeeds. The door Calliope wants to go through is locked. Hitch tries to pick the lock for her. He has a thing for Calliope. Then stuff happens....


    Dagny spots some kind of writing on the wall 8 feet above the floor. Whil checks it out. He levitates up to look at it.

    Whil reads it out loud. He hears a shift of stone in the wall. The writing flares red. Dagny tries to grab him and pull him down. The ceiling and the floor slam together for... 54 damage!

    Both platforms slam together. Dagny was holding his foot. It comes off. Whil is nothing more than a red taffy mess. Whil is dead! Dead-dead!

    Whil's pseudo dragon lived.

    Dagny wants to resurrect him. No chance. Chris Hardwick loudly gives a comedic speech and then picks up his stuff and leaves. That's where we stop!

    Timestamps

    (20:19) Whil is dead

    Overall

    I kind of wonder if Chris Hardwick was there just to fill in for Brian Posehn? It doesn't really matter. Honestly, I found his antics to be annoying. I'll be happy if Brian takes his place for good.

    You should definitely check out the last ten minutes of this episode. A lot of the players seemed to be extremely shocked that he actually died.

    Dice, Camera, Action: Episode 18 - Curse of Strahd

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    You can watch this episode on Twitch here.

    We're back to the dancing mind flayer graphic before the show starts. I wonder why they switched out the minotaur?

    Nate can't make it this week, so Paultin is relegated to NPC status.

    The Party

    (Anna) Evelyn - Human Paladin of Lathander
    (Holly) Strix - Tiefling Sorcerer 
    (ProJared) Diath - Human Rogue   


    Last Time: The group got beat up by some vrocks. They are traveling with a mysterious guy who they don't trust. The heroes were resting at night and they heard a giant creature flying around outside.

    Strix hears the flapping wings and she sees Kasimir drawing his scimitar. Strix yells at him to go take care of it. This wakes up Diath.

    It's gone. Nobody is sure what it was. The group is able to get their long rest. Evelyn didn't turn into a werewolf.

    The group is able to traverse the rest of Tsolenka pass without too much difficulty. After a bit of Stahd puppetry, Evelyn smells wolves. Not werewolves. Sounds like it is Strahd's wolves on their trail.

    And here we are... the Amber Temple. This should be awesome. This place is made for 9th level characters and right now the group is level 6. Not sure what is going to happen here.



    Chris describes the vestiges in the temple as "gods of secrets." Great wizards locked them away.

    As the group frets about going inside, Diath calls Kasimir "ass smear." Ass smear ignores Diath and turns around. He senses that creatures are coming. Dozens of creatures.

    Here they come. They are wolves. Some of them are horse-sized! Kasimir makes like he's going to hold them off. The group freaks out and goes into the temple.

    They creep around a bit. They find a big statue of a robed hooded figure. A "dark god."

    Suddenly, a bolt of lighting comes out of the hood of the statue and rockets into Evelyn. Evelyn takes 47 points of damage! Then the bolt leaps to Diath (chain lightning). Diath takes 44 points of damage. He's down!

    Then it leaps to Strix! Man, this is one nasty spell. Strix takes 44. She's down, too. Yikes, we might be looking at a TPK.

    Evelyn heals herself and drags Strix to safety. NPC Paultin drags Diath to safety. Evelyn revives them.

    The group doesn't know if the statue did this or if there is someone up there. Check out area X5a on page 184 in the Curse of Strahd book.

    Strix wants to shoot a fireball up there. The group seems to think it won't do anything. She does it anyway and does over 40 damage to something.

    Here comes a fireball from the statue! Evelyn covers Diath. She is heroically taking all of the damage to save him. She saves with disadvantage. She fails. She decides to use inspiration, so she gets to reroll. She rolls a... 3.

    Anna is being really hilarious this week. They all are. I almost never laugh out loud at anything on TV or the internet, but I think I've laughed four times so far.

    Diath and Evelyn are unconscious. Strix is the only hero standing. Well.. NPC Paultin is here. Not sure how much he can do without getting into that weird "what do you mean my character died when I missed a session" territory.

    They're in an area away from the statue. They're safe for the moment.

    Chris checks Paultin's sheet to see if he has any healing spells or items. He doesn't! Strix pours a potion into him - one of the potions the group took from the hags in Old Bonegrinder. Egad.

    It's a potion of youth. Diath goes from the age of 28 to 18. Chris says he's really horny.

    Strix force feeds the unconscious heroes snacks. She decides to go find Kasimir in her gaseous form. Outside, the wolves have surrounded him. They're not attacking each other. They seem to be on the same side. It seems like they are waiting for the group to come out. Wow.

    Strix returns to her normal form and yells at Kasimir. Whoa.. she tries to intimidate him. She's going to die! He tells her the mountain is her tomb. He says he is going to kill her if she comes a little closer. Strix runs back inside.

    She rejoins NPC Paultin. They hear a huge rumbling sound. It sounds like the mountain coming down outside - crashing ice and snow.

    Someone brought snow down from the mountain and buried this place. The group is trapped in the Amber Temple.

    Strix cries. She drinks some of Paultin's wine. They dump some wine in unconscious Evelyn and Diath. Strix decides there's only one thing to do: Call on Lathander for help! Awesome.

    There is no answer. How depressing. She made a great little speech. She even offered to stop calling him "Butthander." The torches slowly go out.

    Oh no... Strix is going to explore the temple alone! This is not good. She goes into a room and comes upon three flameskulls.

    They send rays of green flame at her. She's a tiefling, so she takes half damage from fire. She's got just a couple hit points left. She runs and shut the doors.

    She limps back to her friends. The group just rests for a long time. Evelyn and Diath wake up and gain some hit points.

    The group is really frazzled and can't agree on what to do next. Strix has a hilarious idea of magically disguising herself as Strahd to boss around any bad guys they meet in the temple. Diath thinks that won't help against the statue.

    They finally decide to attack the flameskulls. They open the doors. Wow.. the flameskulls are readied! I didn't expect that from Chris. Three fireballs explode in the room. Egad.

    I just paused it and looked up flameskulls (MM page 134). Check out the power listed after the magic resistance entry.

    I don't think the group is going to survive this. Will the vestiges do something?

    NPC Paultin goes down and... melts?!? As if he was made of ice and snow?! That wasn't Paultin!

    That's where we stop.

    Timestamps

    (59:57) Evelyn calls on Lathander to aid her saving throw.
    (1:30:19) There will only be one character next week

    Overall

    I really hope people are watching this show. I don't think I can convey how fun it is through text. The group is really funny through the whole thing. This was a really classic episode, enjoyable in many different ways. Some of the things I liked:
    • Getting to see Chris run the temple. I might be wrong, but I'm pretty sure this temple was originally used in his 4e Iomandra campaign. 
    • Everyone was hilarious from start to finish. Everybody has a very quick wit.
    • The characters are really strong. They have very distinct personalities. They're not numbers on a piece of paper at all.
    Tactics: "Tactically" this group is a disaster, but that makes it fun to watch. If I was at the table, I would have begged Strix not to go off on her own.

    Fudgy: At points in the show, I felt like Chris was pulling his punches a bit. I don't want the group to die, but you get that "fudgy" feeling when it seems like he lets the group get out of harm's way. What's weird is that at other times he was very brutal. Those flameskulls were right there, readied with fireballs.  

    It's an odd situation because if the characters all die, is the show over? Do they make new characters? I don't want them to die! I like these characters. They've got the live game in a couple of weeks, you can't kill them now, can you? Maybe Chris has something up his sleeve if there is a TPK.

    Paultin: As far as Paultin melting, I have absolutely no idea what that is all about. If anyone has any ideas, let me know!

    Acquisitions Incorporated: The Series - Episode 10

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    You can watch this episode on youtube here.

    This episode is an hour long, just like last week.

    So the deal is that Stratovan the cloud giant has hired Dran Enterprises to get pieces of the rod. The heroes of Force Grey are busy on their show trying to get a piece of the rod to keep it out of Stratovan's hands. How this all will work out should be revealed relatively soon.

    The Party

    (Jerry) Omin Dran - Half-Elf Cleric
    (Mike) Jim Darkmagic - Human Wizard
    (Scott) Binwin Bronzebottom - Dwarf Fighter/Barbarian
    (Patrick) Viari - Human Rogue  

    Last Time: The heroes are actually teaming up with Dran Enterprises to get a piece of the rod from a castle half-buried in ice. They are battling frost giants.

    The Fortress
    The group closes in on the fortress. We have a big poster-sized drawing of the exterior.

    Jim launches off another fireball at the frost giant. Then, his brother Percival casts a fireball. They are competing with each other. Jim decides to subtly cast counterspell to block the spell. Then he turns around and yells, "Pussy!" Percival is not amused.

    During the battle, Kylo Ren drops his magic rapier. Viari scoops it up and after the battle hands it back to him. Kylo has some kind of pendant but Viari can't make it out. Binwin kills the giant with two axe attacks.

    During some conversation with the NPCs we learn that the piece of the rod we're looking for is named Lex. It can cast hold person.

    There's an open portcullis that leads into the interior.

    Viari wants to loot the giant. They find a giant drinking horn, cheese and chicken. They also find a nice pile of silver and copper.

    Inside, there are some giant-sized ladders and evidence that smaller sized humanoids have been here too.

    Percival asks Jim how many pages he has in his spellbook. Jim says, "You only have one spellbook?"

    There's a big sound from downstairs. It sounds like the giants are trying to ram their way through something.

    Kylo is quietly healing himself. Omin rolls a 20 on a check and realizes that Kylo worships Melora - a goddess from the Nentir Vale (the 4e setting!). They realize that Kylo is Auspicia in disguise.

    The group really wants to look around this place despite the fact that there is stuff going on downstairs. They check out a room.. it's a bedroom. There are two giant-sized chests.

    Inside a chest is a pile of gold. We actually roll on the magic item chart in the DMG. There's a few scrolls and a giant-sized potion. It has red liquid and it has flavor crystals.

    The spells:
    • Delayed blast fireball
    • Conjure elemental
    The group is really fired up about the treasure. They check out the other chest. Dran Enterprises are down below fighting frost giants, orcs and a giant wolf.

    In the other chest:
    • A mask
    • A giant potion that has vapor in it.
    Timestamps

    (8:38) Jim uses counterspell on an ally
    (31:07) How many pages are in your spellbook?

    Overall

    This was a really good, laid back episode. This one really gave me the "D&D feeling." The rolling for treasure really reminded me of a session I played as a kid where my character sort of "paused" the story of the campaign because I wanted to hunt scavvers (space sharks in Spelljammer). The DM was nice enough to accommodate me and the whole session was pretty much generated by wandering monster chart rolls and random treasure rolls (some of the scavvers ate people who had magic items). It was one of my favorite sessions of D&D that I've ever played in.

    It seems like switching to hour-long episodes is working out better. The shows just feel more complete and there aren't any moments when I'm checking the clock.

    Dungeons & Dragons - Using the DMs Guild

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    I don't plan on making a habit of this, but today I'm going to talk about my new project on the DMs Guild. I'm going to explain how to make stuff for the DMs Guild and my thoughts on how the DMs Guild is working. Then I'll outline my adventure path.

    I am starting a 5th edition adventure path. The first level adventure, The Castle of Corellon, is up now:

    http://www.dmsguild.com/product/190675/The-Castle-of-Corellon

    Those of you who have read this blog for a while know that I like to look up official D&D lore and make little collections of it. When I made my Guide to Nightmares a little over a year ago, I had a bunch of adventure ideas. I wrote them up in a file and figured one day I would run this adventure for my group or maybe make a pdf of it or something.

    Rules of the DMs Guild

    Now that the DMs Guild is here, you can make .pdfs like that and sell them. There's some rules you need to follow:

    Settings: You can only use material from past editions that are generic, or are from the Forgotten Realms or Ravenloft. So that means you can't make content for Planescape, Dark Sun, Spelljammer, etc.

    From what I understand, you're not supposed to set adventures in the planes.You can have a "quick jaunt" to the planes, but that's it.

    This nightmare-centric adventure I had planned is set entirely in another plane. That means I have to wait until Planescape is allowed in the DMs Guild, and who knows when that will be.

    As I wrote guides and articles for this blog, I added more and more ideas to these files. I figured maybe someday I could make a campaign or adventure path out of them. I ended up with two campaigns - one of which is in Planescape and can't be posted on the DMs Guild (for now, at least).

    Orcs and Elves

    The other one clicked into place when I made the guides to Corellon and Gruumsh. I had been thinking about how orcs and elves in D&D are very flat. They're iconic, they've been around forever, but they haven't gotten the spotlight and they feel kind of stale.

    I saw all the cool generic material from past editions and immediately thought of a million great things you could do with it.

    So I made an outline of over a dozen adventures and placed all of the awesome stuff from Dungeon magazine, Dragon magazine, 4th edition, 3rd edition (especially Sons of Gruumsh by Chris Perkins, which is Forgotten Realms and thus allowable to build on), etc.

    My plan is to publish this path on the DM's Guild. I posted a bunch of guides on there and learned the basics of how everything worked.

    If you are wondering what it is like to publish on the DMs Guild, here's what I can tell you.

    You Will Make Money


    It is the weirdest thing. You're just sitting around and your .pdf is selling. You don't make a lot of money. Most products sell for a dollar or three dollars. The DMs Guild takes half of it, you get the other half.

    You don't get the money right away. You have to wait two months from the time the person paid for it. It has to clear, I guess. So you're not going to get rich quick. It will take at least two months.

    Art Must be Licensed

    I love D&D art. There are rules. You can't just google a cool image and slap it on your product. You either need a license agreement or you need to make it yourself. I have no idea how a license agreement is made, but I do plan on hiring artists if I make any money on this thing. I really feel like art is extremely important.

    In my opinion, good art makes bad adventures feel better. Bad art ruins great adventures. Just look at the old Planescape books. The ones with DiTierlizzi art feel really awesome. The other ones, not so much. Bad art is a hurdle to overcome when reading a book.

    So for now, I have to make it myself using cheap photoshop tricks and wobbly line art.

    Photoshop: I've been teaching myself how to make maps in photoshop. I've used photoshop for over a decade, and once you get the hang of it you can do all sorts of cool stuff. I got an art tablet which has helped immensely.

    Basically, I look at a Mike Schley map and see how he depicted something. Then I try to do my version. I don't like the way mountains look on maps when it is top-down, so for now I am depicting them from an angle. I really like how Mike puts the grid in the dungeon, but not in the stone border outside the dungeon.

    Something I Hate: Microsoft Word. That was the biggest hurdle for me in this project. This thing crashed constantly. I rebooted. I reinstalled. I eventually amused myself by saving recovered copies of files that ended up with titles like: "Castle of Corellon (recovered) (recovered) (recovered) (recovered)."

    Finally it got to the point where Word was crashing every five minutes. Literally! So I downloaded Libreoffice and my life was transformed. Libreoffice is free. It's a lot like Word. You can save files as if they are Word files. You can export files as a .pdf very simply, and not have to look up the weird alien process that they use for everything in Word.

    With Libreoffice, I was on fire and it didn't crash once. Word is so weird. They literally designed a whole system to recover documents after a crash rather than fixing it so it doesn't crash. Obviously I'm not a tech guy, I can only speak from the layman's perspective. Maybe there's more to it than I think.


    Adventure Format: As I've said over and over, I don't like the way that D&D adventures are organized. With this project, I was able to make an adventure the way that I claim to want. I made it linear. I put shorthand statblocks right in each encounter. I put a metric ton of handbook page number references throughout the whole thing.

    I'm not sure if it works. Right now I am too familiar with the thing and I have no perspective.

    I learned that writing an adventure is tricky, because you have to write for people other than yourself. I made some encounters that are non-standard - rooms where statues have effects going off every round, a fountain that comes to life, a magic gem that need to be dismantled like a timebomb, that kind of thing. I am worried that I wasn't able to get out of my own brain enough to make things clear to the reader.

    5e Terms: I kept forgetting terminology. Old editions are so locked in to my brain that I kept finding the phrase "reflex save" in my text! And I kept forgetting to write checks like this: Strength (athletics).

    For me, making stat blocks is annoying. I hate going through and typing in inconsequential things like what the monster's strength score is. In my games, I don't bother with that stuff. It slows everything down. But I am not writing this for me. I am writing this for other people who might really want to know the strength score.

    Encounters: Balancing encounters is really a pain. There is a site you should definitely use: Kobold Fight Club. It does the encounter math for you and is a very good guideline. It saved me a lot of time.

    Another Thing I Learned: Don't bother putting page number references in until the very end. Use the classic "page xx" as a placeholder (because adding text shifts everything around and it is really annoying).

    Magic Items: I know I put too many magic items in this level one adventure. Heck, I put an artifact in there! The artifact is really more of an NPC the DM can use to guide the group throughout the path. But the other items were there partly because there is just so much cool stuff out there to use.

    Mialee
    Using Iconic NPCs: In this path, I am using Emirikol the Chaotic a lot. Emirikol is from a classic AD&D piece of art and a classic generic 2e adventure, A Paladin in Hell. I feel really funny using him, but I just tell myself this adventure doesn't "count" so it's no big deal. I do dread statting him out, but I plan on doing it piece-by-piece.

    I put a billion references to other products in this adventure, sort of like easter eggs. If you've read my blog a lot, you're going to recognize a ton of stuff.

    Mialee: There was one thing I put in there that I'm not sure is OK. I made a reference to Mialee and Regdar, two 3rd edition NPCs. The default setting of 3e was Greyhawk, which is not currently allowed in the DMs Guild. I don't know if those two NPCs appeared in non-greyhawk products. I'm pretty sure at the very least their art was used in generic 3e products. I think both of them were in the Player's Handbook. But do they count as Greyhawk? I don't know.

    It seems like there's plenty of leeway for things like this. The DMs Guild seems flexible, as long as you don't just literally write a blatant Greyhawk adventure in the City of Greyhawk dealing with Castle Greyhawk - that kind of thing.

    So I had to sort all of my ideas. I have an outline of an entire second path for a specific setting which is currently not allowed. I am hoping by the time I am done with this path, that setting will be available.
    Fonts: I had no idea fonts are such a thing. It is illegal to use most fonts without purchasing them. There's a select few that you can use on the DMs Guild. I decided just to primarily use one font: Cambria. Maybe someday I'll try to get more font-savvy, but using all those different fonts seems like a waste of time. I don't really care about fonts, they don't add much to a book to me.

    Uploading: Once you've made your file, you have to make it a .pdf so you can upload it to the DMs Guild site. I found this site useful. It converts word files to .pdfs.

    Making Your .PDF: I used Adobe Acrobat to assemble my .pdf. I guess you can use whatever pdf editor you want. The DMs Guild wants you to do certain things to your .pdf to optimize it and make sure it works on different platforms.

    I had a very hard time finding out what needed to be done. What you need is this document.

    It will walk you through the process. Basically, it goes like this:
    1. Number the Pages: Your page numbering should start on page 1, not the cover.
    2. Preflight: This only takes a second. I had it crash once or twice during this process, so make a backup before you do this.
    3. Optimize: You'll need to go through this and check all sorts of boxes. The nice thing is that once you do this a single time, those settings can be saved and you never have to click those things again.
    4. Bookmarks: Don't set bookmarks until after you've done preflight and optimization, otherwise it will mess it up. Bookmarks are very easy to set. There's just a few buttons and the whole process, to me, is very intuitive.
    Posting It: OK. You've shined up your .pdf real nice. Now you get to post it! What's cool is there's no real process involved. You just need to be registered on the site as a buyer, which I bet many of you already are. The DMs Guild is an extension of DrivethruRPG, which has been around for a long time and most of us have used at some point in our gaming lives.You'll need to enter some tax info. 

    Uploading: Upload your file! It's a little shaky, there seems to be a few semi-glitches. Your file will go through, but it won't go live until you click a box to "make it public." After I upload a file, I immediately go back and check it to make sure it is public and not private.

    When you upload it, it might take a while for your product to appear on the site. Some of my guides showed up on the site in ten minutes. Others took an hour or an hour and a half. Just scroll down to the "newest titles" section and see if your file is there yet.

    I must say, it is really fun to see your goofy file up there among all the other ones.

    Pricing: There has been a lot of talk about the pricing on the DMs Guild. This may sound weird, but the prices are really low. People think they are too low, and that writers can't make any money.

    The feeling I get is that if you are an established RPG maker, then maybe the DMs Guild is not going to help you. But if you are Joe Blow, this is a nice way to cut your teeth and make a little money doing what you love.

    Money! What excites me about this is that D&D 5e is doing really well. Critical Role, Stranger Things and other shows are really making a lot of people try out D&D. If it gets bigger and bigger, that means there will be more people who might buy your thing on the DMs Guild site. So if you put it up now, and a year from now there's this big influx of new buyers, in theory you can have money pouring in over a very long period of time!

    Pay What You Want: A lot of people put up products that are "pay what you want." You set a suggested price that ends up going up or down, depending on what people pay. The price becomes the average of what people paid.

    From what I have seen from my pdfs, one out of ten people pay for a pay what you want product. How much they paid depends on the size of the document, from what I can tell. My Curse of Strahd Guide is 64 pages and makes much more than some of the other ones. Also, my older guides are not so in demand. Those old guides aren't as good (IMO) as my newer ones.

    The upside of pay what you want is that a massive pile of people will download it. From what I can see, there are people who just sweep through the site every week and grab every pay what you want document for free. That means a lot of people get to see your stuff.

    The downside is that you won't make as much money, I guess. A good idea seems to be to use a pay what you want product to entice someone to buy another product of yours. For example, I might make a Players Guide for my Litany of Arrows adventure path. That will be pay what you want. Hopefully, that will get people interested in the path and maybe it will help get people to buy the adventures.


    Get a Dang Job: Perhaps the coolest thing of all about the DMs Guild is that the D&D staff monitors it. This is where they want to find their new talent. Writing something good on this site can lead to a feature in Dragon Plus (which they've already done for a number of creators). I would guess this could also lead to a paying gig writing an Encounters adventure. It could even lead to you working at Wizards of the Coast.

    Do It: D&D players are super-creative. A lot of you have awesome ideas. Put some up there! I want to use them in my campaign! I don't think anybody can ever have enough traps or clever encounters in their stockpile.

    You are allowed to draw from old products. That means that you could take something from an old, generic adventure (not set in Greyhawk, Planescape, etc) and build on it. Do cool things with it. Return to a classic dungeon or do something fun with a popular NPC. It has been stated numerous times that Wizards might take certain things from the DMs Guild and make them canon in some way.

    Just remember, they have rights to the stuff you publish. If you have some really cool idea that isn't D&D-lore specific, you might want to hold onto it.

    As an example of the good things that can happen on the DMs Guild, James Introcaso put some stuff up there and he ended up running an online game for Chris Perkins and the Dice, Camera, Action group. How awesome is that?

    Read this article if you are thinking about posting stuff on the DMs Guild site. It is extremely insightful.

    Litany of Arrows Adventure Path

    So I'm going to be posting these adventures that are all linked together. The overall story is going to deal with Corellon (God of the Elves) and Gruumsh (God of the Orcs). We're going to try to resolve two storylines from old products:
    1. Gruumsh stole and hid the Misty Isle, which is where some of the first elves were born.
    2. Gruumsh is looking for his eye that Corellon cut out. If he gets that eye, he will be able to glimpse the future and he may be unstoppable.
    I'll just tell you that the last adventure is about the group racing to get to the place that the Eye of Gruumsh can be destroyed while an avatar of Gruumsh pursues them.

    Elves are not "Cool"? My biggest concern here initially was whether or not I could make elves "interesting" or "cool" to people who don't normally care for them. But as I went through old supplements like Races of the Wild and the 2e Elves handbook, I found myself overloaded with cool stuff.

    What I learned about elves and orcs is that there is a ton of material - magic items, stories, language information (there is a whole dragon article by Sean K. Reynolds about the elf language!) and tons of NPCs - that have never been used in anything! They're just sitting there!

    So really this is just me taking all those things and putting them into one story. There are literally too many unique elf magic items for me to fit in this path.

    The World
    I decided to set this in a generic setting. I see that a lot of people on the DMs Guild set things in the Forgotten Realms, but I'm just not a Realms guy. I don't know that much about it.

    I ended up making something of a world map, where I placed all of the cities and adventure locations. I'll put it out there once it's polished. I might make a campaign guide that is pay what you want. I might even make a players guide with races and stuff.

    I decided I should should focus on the adventure and nibble on that stuff on the side. When the path is completed, maybe I'll put it together in a cleaned-up, massive .pdf document.

    Campaign Outline

    Here's a rough outline of the planned adventures in the path:
    1. The Castle of Corellon: The group goes through a flying castle corrupted by the magic of Luthic, the orc goddess.
    2. Warpath of Gruumsh: The group needs to blow up an orc camp situated over a pool of actual blood of Gruumsh spilled during the battle with Corellon
    3. Emirikol's Ooze Dungeon: There are going to be at least three dungeons in this path created by Emirikol. This one is full of oozes. Expect a Guide to Oozes soon as I begin to prepare for it.
    4. The Orc Goddess: I'm going to set a couple of adventures in a city full of tension between half-elves and half-orcs. This one will be about an orc goddess that was mentioned very briefly in an old issue of Dragon Magazine.
    5. The Spell Cloud of Umbralinda: This adventure deals with a living spell that hovers over that half-elf/half-orc hybrid city. This cloud draws from generic 4e material and the "shard of umbralinda" monster.
    6. Queen of the Harpies: The original harpy was first an elf named Queen Emaline, mentioned in 4e and I think the 5e MM. I decided to flesh her out. She rules a settlement of harpies and others in the Wasteland of Burnt Blood, a location referenced in 4e.
    7. Emirikol's Second Dungeon: This is going to be my stab at a "tomb of horrors" style dungeon. Not a death trap, more of a funhouse in the White Plume Mountain vein.
    8. The Vale of Blood: The heroes will have to adventure through a place permanently warped by the battle between Corellon and Gruumsh. Giant-sized spirit echoes of the two gods will cause all sorts of problem for the adventurers.
    9. Survival: I am really excited about this one and I don't want to say much about it. The heroes will have to survive in a city that is being destroyed.
    10. The Polychromatic Dragon: This one is just going to be a straight quest to kill a dragon that is a combination of red and blue. As the group gets closer to the lair, dragons fly by and breathe on the heroes, cause avalanches, that kind of thing.
    11. Emirikol's Dungeon of Chaos: This dungeon is linked to the plane of Limbo, the realm of pure chaos that Emirikol studies.
    12. Journey to the Misty Isle: At last the castle is able to teleport to the lost isle of the elves. The heroes will need to figure out a way to get the island back where it belongs before Gruumsh, god of the orcs, finds out what is happening.
    13. The Banished Darkness: This one is based on a blurb in a 4e book. This cave is apparently where Lolth betrayed Corellon. The cave is really weird and drow live there. The group will go there and learn something big that is my way of continuing the meta-story and setting up whatever people want to do after the path is done.
    14. The Fist of Emirikol: Emirikol has this insane plan that will plunge the realm into a wild magic zone. There's only one thing to do: Go to Emirikol's home and kill him.
    15. The Dragon Boneyard: This location was mentioned in a 4e book. There is a creature here. It has the Eye of Gruumsh. The group needs to get it before the god of the orcs finds out about it!
    16. He Who Never Sleeps: The group has the Eye of Gruumsh. It can only be destroyed under certain conditions with certain items. The group needs to get this done before the avatar of Gruumsh finds them and does really horrible things to them.
    That's the basic outline. There's about three more adventures that I may or may not use. There's one I don't want to say anything about because I am really excited about it. I actually wrote that one a year ago but I'm sure I'll have to overhaul it.

    Adventures in Eberron - Assembling the Deck of Many Things

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    Tonight, I got to be a player again in the monthly Eberron game my friend runs. My character is an 8th level sorcerer who is really hairy.

    This campaign has been running for a year or two and the story involves us searching the city of Sharn to find each card of the Deck of Many Things. Tonight, we completed the collection! Next time, we find out what happens.

    Getting each card requires going on a little adventure/scenario. We still don't know how or why the cards are appearing in the city.

    I rarely run spellcasters and it has been really fun trying out new spells. I have dimension door and greater invisibility now and they are both awesome.

    The Bag of Devouring

    A while back in this campaign the wizard had to travel through a bag of devouring. The bag returned tonight. Basically, it was forcing a halfling to bring it people to devour.

    This was in a dorm at Morgrave University in Sharn. The bag can create suction and drag you close. Our NPC hireling ended up in peril. The halfling cast darkness in the room and the bag closed in on the hireling. The wizard cast gust of wind to keep the bag back. I ran in, grabbed the hireling, and using the momentum of the gust of wind we jumped out the window and went flying.

    The halfling tried to make a run for it, but our wizard actually chased him down and tackled him, which was awesome because she's a mousy librarian type of character. She really beat him down and knocked him out.

    The darkness went away and our party fighter started hacking into the bag. I hustled back inside the building, ran up to the bag and threw the last bead from my necklace of fireballs in its mouth. It survived!

    We knew that the bag could be subdued by turning it inside out. So we kept trying to do it and had no success. Then the freaking thing swallowed me and I was down to 8 hit points. Thankfully, our wizard dropped it with a shocking grasp spell.

    The Living Spell


    Linked to that story was another one about these weird lights that someone had shipped in a crate from the Mournlands). It turns out that someone had brought a living spell of hypnotic pattern into the dorm. This thing almost wiped us out. Whenever we looked at it, we had to make a saving throw or else we stood there incapacitated. We were rolling really low on our saves. Two times, our entire party was incapacitated.

    The only thing that saved us was the fact that the living spell was killing other people. It killed people in a weird way. Lash marks would appear on their faces. I assume this was some kind of Eberron-specific thing.

    I started to hit and run, casting magic missile using higher spell slots and I rolled extremely well. I was able to destroy this thing.

    To celebrate, I jumped off of a balcony and cast feather fall as the college students cheered for us.

    The Final Card

    The last card! Finally! This card was in a theater. There was a helmed horror involved in a play there.

    What this boiled down to was that we had to break in to the theater. In almost every session we have to break in somewhere and it always a fiasco. One locked door completely shuts us down.

    So we get there and, yup, locked door. The party fighter decides to climb in through a window and then unlock the door. It didn't go well. The wizard and I stood out there for awhile and nothing happened.

    What our characters didn't know is that the fighter had to walk down a hallway where a gnome tailor was sewing a costume. This gnome proceeded to repeatedly stab our fighter with a sewing needle, then he ran and screamed for help.

    What followed was a sprawling battle where our fighter fought about 4 people. They spilled out of a window on the far side of the building and the fighter ended up killing them.

    Meanwhile, the wizard decided just to knock on the door. A guy answered the door and our wizard pretended to be a big fan of one actor in the play. She schmoozed this guy pretty good. He was a warforged. He knew about our fighter causing problems, so he launched this metal bird thing that would send a message to someone in the city that the theater was in danger. I tried to cast magic missile to destroy the bird without him noticing, but he 100% noticed.

    Our wizard was able to get a tour but I got kicked out.

    So from there we eventually regrouped inside. I was invisible and creeping around the place. We needed to get rid of the warforged, so I opened and closed a door to the outside. When he came to check it out, he opened the door to look around outside and I gave him a shove. I shut the door and locked him out of the building.

    Then we hustled over and found the helmed horror. The last card we needed was in its chest. A fight broke out. Worse, two people with dragonmarks showed up. Our wizard kept using shocking grasp on the horror, which was very effective. I dimension doored up to a catwalk so I could safely launch range attacks and not have to worry about getting stabbed.

    One of the people with dragonmarks dominated our fighter! He turned and attacked our wizard! This was bad.. he does a lot of damage. I cast magic missile and sent one missile at him and the rest at the caster. I figured he'd get a save from taking damage, and the caster would have to make a concentration check from her damage. I hoped one way or the other, this would break the domination spell. It did! She failed her concentration check.

    Then she cast a spell I have never been hit with before: polymorph! I rolled a one on my save! I was now a frog. What a devastating spell. I had one hit point.

    I had to sneak around and hide while my allies beat up the bad guys. Thankfully my allies chased them off and I turned back into my normal self. We grabbed the last card.

    Next One Should be Big


    So next time, we're going to find out the whole story. We know we have to put these cards in the hands of certain statues, but we don't know why or what will happen. We have also been told that we need to "draw three to summon the one." So apparently we have to draw three cards from the deck - one for each character.

    In the beginning of this campaign, I was very gung ho about drawing cards from the deck. But a few sessions back I actually died and was raised, and now I really don't want to risk dying again.

    It was a really good session, as usual. Being a player is hard for me because it is difficult for me to take off the "DM hat." But this week I was able to really be a player and to not think in a metagame way. It's kind of relaxing to be a player. We can just react to what is happening.

    I am really looking forward to next session and I have absolutely no idea what is going to happen. 

    Stranger Things Chapter One: The Vanishing of Will Byers

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    I have a friend who works in a game store. She says that they can't keep the D&D starter set in stock thanks in part to this Netflix show, Stranger Things.

    This post is going to completely spoil the show, so turn away if you have not seen it yet!

    With the boost from this show and shows like Critical Role, D&D 5th edition has already outdone the lifetime sales of 3rd edition, 3.5 and 4th. That's pretty amazing because 3rd edition has been out for 16 years and it was huge, as I recall. This edition has outsold it in the span of abut two years.

    Editions: If you don't play D&D, I should point out that each edition has different rules. 4th edition was very polarizing as it felt a little limiting and board game-y. I loved it, but not everybody did. 5th edition seems to be universally beloved. It is very simple and easy to learn.

    Spielberg: I have heard that this show has some serious D&D stuff in it and it is a sort of tribute to Spielberg '80's movies. As a dude who was lucky enough to grow up in the '80's, I got to see E.T. at a drive-in and Goonies in a theater. This show is probably right up my alley.

    So, while normally I write about D&D stuff, I am going to review this show one episode at a time and throw in my wildly uninformed opinions. Please, if you can, do not put spoilers in the comments!


    We start off with a scene of a scientist getting killed by some unknown creature. Then we cut to some 80's looking kids playing D&D. The DM plops Demogorgon on the table. The mini looks a bit like Demogorgon, but when you look closer, it's a snake version. The D&D one has two mandril heads.

    Demogorgon is a big deal to the kids because in the version of D&D in the 80's (AD&D 1st edition) Demogorgon was considered the most powerful creature in the Monster Manual because it had the most hit points.

    These 4 are our heroes:
    • Mike: Dungeon Master Kid
    • Lucas: Black Kid (We learn nothing about this guy in this episode)
    • Will Byers: Nice Kid
    • Dustin: Comedic Goofy Kid
    They've been playing D&D for ten hours.

    The show has a real E.T. '80's look. The music is a bit more 70's. It's very good music, but it doesn't quite match up for me.

    While riding home on his bike alone at night, nice guy Will Byers rides by the laboratory and almost collides with some humanoid alien thing.


    The kid ditches his bike and runs home. Nobody's there. He looks out the window and there is that thing coming closer.

    He dials a rotary phone. Yes! An actual rotary phone. Electronics seem to fizzle around this creature. Phone doesn't work. The thing comes in the house.

    The kid runs out to the shed and.. wow. He loads a rifle. The thing somehow appears behind him and both of them vanish. Then we get the title sequence.

    That was pretty awesome. I like that kid.

    The music so far seems off if we're going for a Steven Spielberg vibe. The music sounds more like something you would hear in The Running Man rather than Close Encounters.

    Next morning. Some drunk guy takes a shower. He's a cop. His name is Jim Hopper.

    Meanwhile. Will's mom.. Winona Ryder! She still doesn't look old at all. She does sound a little older. Winona plays Joyce, Will's mom. She begins to panic when she realizes Will is gone.

    Our D&D group goes to school and are accosted by some pretty mild bullies. I thought they were going to make goofy kid do the truffle shuffle, but instead he just cracks his shoulders.

    The Dungeon Master's sister makes out with some dude in a bathroom. He's really pushy. She agrees to go on a date with him. I hope that thing kills him.

    Winona goes to see drunk cop. Seriously, I have never seen her emote this much. She's like 20 times improved as an actress. It's pretty amazing. Anyway, she wants drunk cop to get off his ass and find Will Byers.

    We cut to the laboratory. Dr. Martin Brenner (a white-haired Matthew Modine) and some guys put on radiation suits, grab guns and go into the lab. There's this giant, veiny, pulsing thing on the wall.

    Cryptic Dialogue:

    Guy: "This is where it came from?"

    Matthew Modine: "Yes."

    Guy: "And the girl?"

    Matthew Modine: "She can't have gone far."

    So, is this thing a portal that the creature came out of? Is there a girl in there?

    We cut to presumably the girl. She's barefoot and has a crewcut. She emerges from the woods. She gets caught stealing french fries from a diner.

    Back at school, sobered-up Jim Brenner questions the kids. They want to help find Will, but he shuts that idea down.

    The diner guy, Benny, questions the girl. Her name is "11." That's what she says, anyway. That number is tattooed on her wrist. You get the vibe she's an alien or something and she doesn't know how to speak. When Benny goes to get her more food, she uses psychic powers to stop a fan that was making rattling noises.

    The cops are out looking for Will. They find his bike.

    We cut to some people monitoring phone calls, including Joyce. Drunk cop brings the bike to Joyce's house. He starts taking this seriously and quickly zeroes in on the shed.

    There's something in the shed, but he doesn't quite get a look at it before it goes away.

    There's a search of the forest at night. We learn that officer Jim Brenner had a daughter who died. I wonder if that will turn out to be 11.

    Mike and Lucas talk over walkie talkies and point out that in the campaign, Will stuck his neck out for the party even though it put him in danger. They decide they are going to do the same for him in real life. Awesome. D&D is so great, I am so glad people are starting to take notice.

    Social services shows up at the diner. You immediately get a... ohh no, she shot him! She shot the diner guy! I liked him. 11 takes off running. A bunch of agents bust in. She does something to two of them, we don't see what. She flees into the forest.

    Then we get a very Spielbergian shot of the kids on their bikes at night.

    Pushy boyfriend creeps into the sister's room. I hate this schmuck. Boyfriend turns studying into some sort of strip poker game. He's the worst.

    Joyce gets a phone call. Yikes, she hears weird noises and then an electric shock comes through the phone and hits her. That was really creepy.

    The kids are out in the woods at night in the rain looking for Will. Instead, they find 11.

    Overall

    I am extremely picky about TV shows, but I really liked this. I admire the effort they put in trying to replicate the look and feel of those '80's movies. I am also kind of staggered at just how much happened in a single episode. Can they maintain this level of quality throughout the series? I guess we'll see!

    Demogorgon: What was it about that opening scene that people liked so much? Was it just that they got a look at what D&D is actually like? You really didn't get to see very much.

    One Long Movie: This show reminds me of Twin Peaks in a way. It doesn't have that surreal quality to it, but it feels like one really long movie. This show feels like an instant classic.

    Force Grey: Giant Hunters - Episode 6

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    You can watch this episode here.

    Let's see what it is like with Brian Posehn in the group!

    The Party

    (Brian Posehn) Calliope - Half-Elf Bard
    (Ashley Johnson) Dagny Halvor - Half-Orc Cleric
    (Shelby Fero) Brawlwin Chainminer - Dwarf Fighter
    (Jonah Ray) Joppa - Human Monk
    (Utkarsh Ambudkar) Hitch - Human Rogue   

    Last Time: Chris Hardwick's character died! Brian Posehn joined the group. They're exploring a mage's sanctum looking for a piece of the rod of seven parts.

    Hitch wants Whil Wee-Tawn's little dragon. He grabs it. It's not happy. They struggle a little bit.

    Dagny finds a potion of hill giant strength. Ut oh.. displacer beasts! There's two of them. We get a sweet graphic. I love it when they take the 5e art and semi-animate it.

    Matt has a really great description of how displacement works. Brawlwin is hit twice. So is Calliope. She uses cutting words to avoid an attack.

    Joppa tries to use a light spell to shine through the displacement. It doesn't work. Joppa wants to use another action. Matt decides to let him do it if Joppa spends a ki point. He does. Joppa tries to  immobilise them with his fishing rod but he rolls low.

    Calliope uses suggestion to get a displacer beast to put its head up its ass. Matt has a great description of this process. It has disadvantage.

    Dagny drinks the potion of giant strength.One displacer beast is slain.

    Hitch tries a flippy move but he rolls a one. Matt decides that the displacer beast gets a shot on him and it wounds him.

    Calliope ends up convincing it to kill itself.

    Dagny sets off a trap and takes some lightning damage. Then the group explores further.

    Timestamps

    (18:42) Calliope makes a displacer beast shove its head up its ass.

    Overall

    A decent episode, nothing really wrong with it. This is one you could skip.
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