Quantcast
Channel: Power Score
Viewing all 719 articles
Browse latest View live

Dungeons & Dragons: City on the Edge - Life as We Don't Know It

$
0
0
You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

Today we're going to check out the third mini-adventure in the first Adventurers League Tomb of Annihilation module. I am guessing this will be up on the DMs Guild soon. It is available to Dungeon Masters who run stuff in game stores.

The previous adventure was ridiculously great. From what I understand, the dinosaur racing rules are actually in the Tomb of Annihilation. I think that most dinosaur races actually occur in the city streets. That sounds like a lot of fun, probably my favorite thing that I've heard about from the adventure so far.

We learn a little bit about an area of Port Nyanzaru called Malar's Throat:
  • Malar's Throat is outside the city walls.
  • Small houses made of wood and patched stonework are on the edge of a ravine.
  • Narrow rope bridges extend to the other side of the ravine, where there are more homes.
  • Several buildings cling to the steep wall of the ravine.
I really like that. Fights on rope bridges are definitely something that should happen in D&D.

And look at that... we kick it off with a battle on a rope bridge. The group meets a tabaxi (cat person) named "Screaming Wind."
 

The tabaxi names... so many joke opportunities. Let's make some tabaxi names for players to groan at:
  • Packing Heat
  • Looking Fly
  • Passing Wind
  • Pumping Iron
  • Smelling Salt
  • Sharing Stone
  • Crying Wolf
  • Licking Toad
  • Peeping Tomb - I know it doesn't quite fit the theme, but I tried so hard. Tong? Throng?
We meet the group's NPC tabaxi buddy, Screaming Wind. She's got black-spotted fur and green eyes. She keeps quiet and is a skilled hunter. She has a secret, tragic past. She has a VIP membership card to the Emerald Enclave.

We learn that Malar's Throat is getting hit with all sorts of bad stuff:
  • Weird, diseased plants are growing.
  • Undead are wandering into town.
  • Pterafolk have abducted some villagers. A rescue party went to save them and haven't been heard from since.
The heroes are going to handle this. During their investigation, they encounter:
  • Disease-Carrying Insects: The disease effects are very minimal - disadvantage on certain skill things.
  • Okuligbo Weed: When the group runs into a dangerous plant, they need to spot it with a perception check and then make a survival check to identify its properties.This thing is pretty dangerous.
Wow.. then there's an intense scene with a woman who is dragged away. It says: "Sadly, there is nothing the party can do for her." Not in my campaign, pal!


Tomb of Annihilation has a lot of plant-perils. There are matabo vines here given the full trap treatment with a trigger, effects and countermeasures. Seems really cool.
Then we get a final encounter with some grungs (frog-people). There's a chance some party members will get charmed, which is always a tricky thing to handle in a fun way.

There's an aftereffect of the charm. For weeks, you'll have dreams of serpents and a soft voice will whisper to you, urging you to join them in the arm of oblivion. Sounds like some Dendar, the night serpent stuff.

Pterafolk: Pterafolk are mentioned in this adventure, and while you find some pterafolk corpses you don't actually fight any pterafolk and thus we do not have a look at pterafolk stats... yet. Maybe we'll get a gander at them in one of the upcoming mini-adventures.

This adventure feels a little disjointed. A whole lot of different things are mooshed together and it comes off weird. That said, a lot of times when an adventure looks flat on paper, it comes to life when you run it.

I think there should be some more mentions/clues about the grung earlier on. If I was a player in this, I'd perk up at the idea of fighting some pterafolk and then would stifle a groan when we end up fighting grungs. I am not a grung fan! I like Kurt Cobain, though.

I scanned ahead. Each of these adventures only has a couple of monsters. There are pterafolk, but they're all the way at the end.

If you're wondering, they are CR 1 monsters and they have a power called "terror dive", which is like a charge that also give you the frightened condition.

The next one involves undead, looks very cool.

Adventures in Eberron - The Elder Brain

$
0
0
We played some Eberron yesterday. I'm a 10th level sorcerer.

We had gone to get a harp for our NPC friend. Last session, we had entered into a house warped by the Far Realm and found the office where the harp was.

The harp was sitting on a desk. Cranium rats started skittering around. I grabbed one and kept it. I stuck it in my bag of beans! I'm sure that will go well.

Guess who popped into the room? A mindflayer. Good gawd! It mindblasted us and only the wizard made her save.

I rolled really, really bad all day today. 3's over and over. It was amazing. I was stunned for the majority of the encounters in this session.

The mindflayer grappled the wizard. You know.. to eat her brain. Yarg.

The fighter snapped out of his stupor, busted out an arrow of slaying and killed the mind flayer.

We had the harp and noticed a weird window. In it, our fighter saw an event from his past. We climbed through.

In this session, we went through surreal versions of events from our character backstories, intermingled with mindflayers and other similar entities.

The Fighter's Origin

The fighter's story is that, in the Last War, he overheard his commander planning to pull off an attack that would lead to a slew of unnecessary civilian casualties.

He did nothing to stop it, and he has felt guilty ever since.

So here we were, outside the tent as his commander went over the plan. The fighter busted in, and after some back and forth, she became a mindflayer. Another mindflayer jumped in, too.

We did better this time around. I trapped one in a dome of force so that we could handle the bad guys one at a time. That worked out quite well!

When it was over, I said in the Sean Connery voice "My friend, there was nothing you could have done." The fighter, who talks like batman from the Christopher Nolan movies, began to cry. I gave him a big bear hug and the wizard got in on it for an epic group hug.

The DM declared that since the fighter had faced his past, he no longer had his flaw. I thought that was a cool idea.

The Wizard's Origin

Then we went into the wizard's past. She has this mysterious Book of Shadows that she won't tell us much about.

We walked into a scene where a band of adventurers were trying to trade with a green dragon - a bunch of magic rings in exchange for the Book of Shadows.

The dragon refused. The party included a warforged who had a baby in a sling. I squinted and determined yep, that was baby wizard. The adventurers grabbed the book and ran. The green dragon turned into a neothelid!

I've never fought one of these before. We came very, very close to dying.

It mindblasted us. Two out of three of us were stunned. It swallowed the wizard, who dropped to zero. The fighter snapped out of it and hacked into it, and was able to get it to barf up the wizard.

Then it swallowed him!

The 5th round in, I finally made my save. I grabbed the wizard, dimension doored out of the room and used a healing potion to revive her.

The fighter was inside the neothelid. We had obtained these yellow potions that are explosive. D&D grenades, sort of.

He used one. The explosion and rocketed him out of its mouth. He was down, but rolled a natural 20 on his first death save.

I dimension doored back in with the wizard and we killed the neothelid.

Was intense!

My Origin

Then we went into my past. My character flew an elemental airship in the Last War. It crashed and my memories are vague. I know that this admiral onboard might have done something shady.

We ended up seeing the admiral grab young me and bring me into the ocean in an air bubble. We have potions of water breathing, so we drank them and followed.

Long story short, he and some sahuagin did a ritual that siphoned the life force from a gold dragon into my character! That dragon was guarding a cave that the bad guys wanted to get into.

We went in the cave . It turns out the admiral is a deep scion, which is some kind of fish-thing that eats aboleth brains!?!

Here comes an elder brain! Yep! We got mindblasted and I was stunned once more. We somehow whittled it down to half its hit points as it crushed the wizard and I in its tentacles.

It stopped fighting and said we have common enemies. The admiral wants the city of Sharn destroyed. The elder brain needs the city... for brains.

We went back and forth a bit. We hesitantly agreed. Then the others quietly started talking about killing this thing! I was a little shocked, but amused.

I pointed to my wand of wonder subtly and look at them for the signal to attack. DM asked me to roll a bluff check. Total of 7. D'oh.

The elder brain mindblasted us and actually dropped the entire party!

That's where we stopped.

We'll be 11th level next time, have no idea what will happen now.

Dungeons & Dragons: City on the Edge - When Death Calls

$
0
0
You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

Tomb of Annihilation will be out very soon. What better way to get ready than to check out the first Adventurer's League adventure? Today we'll look at the 4th of 5 mini-adventures.

This has spoilers. Don't be a turd.

We visit with Alastar Bol of the Order of the Gauntlet. He's got servants fanning him, which is very amusing.

Residents of the Old City section of Port Nyanzaru are disappearing and then making surprise returns as undead monstrosities! Alastar sent a dude named Derio to check it out, but he never returned. Look like it's up to us to solve this dilemma for a cool 60 gold.

The boxed text for Old City mentions a long, stone-lined pit right next to a road. That sounds cool.

We must ask the locals, angry batman style, to get some leads.

Along the way we might fight some "amplified undead", who are faster and more brutal than their counterparts. They are zombies with a higher speed and claws.

We eventually suspect there are snake-people involved - the yuan-ti, I reckon.

We go into a dungeon.

The Bladed Path: This is very cool. The group will need to figure out a certain pattern to open a door. Do it wrong? "A set of three giant pendulum blades swing down from the ceiling from one side to the other."

Classic!


Then we hit the final encounter, involving a pit, precarious walkways, and zombies that run real fast. Speed of 35. Yikes.

Very good adventure! I still like the dinosaur race the best so far, but this one is definitely a great low-level adventure for any campaign.

Dungeons & Dragons: City on the Edge - Darkest Dreams of the Defiler

$
0
0
You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

This is the final of 5 missions in the first Tomb of Annihilation module from the Adventurers League. You can play this in game stores and I think it will be available at the DMs Guild soon.

If the group went through the previous four missions, they can now assemble the Dreamer's Amulet. It doesn't have much power unless a yuan-ti wields it, although it does give people within 10 feet feelings of uneasiness.

The heroes will meet the Ytepka Society, protector of Port Nyanzaru.


We go to the Red Bazaar, which is near the Colosseum. There's an inn known as Kaya's House of Repose, which has been mentioned on a number of shows. It is "opulent".

At last we meet Soggy Wren. Here's his deal:
  • He drinks a lot and goes on "party tours", where he bounces from bar to bar.
  • "Soggy Wren is friendly almost to the point of being rude about it."
  • He can look at someone and tell what they prefer to drink.
  • Has no patience for evil people.
Wren wants the heroes to meet a dude at the Bathhouse to find out what the deal with the Dreamer's Amulet is.

Things go wonky and the group ends up battling zealots linked to the yuan-ti and fighting above a snake pit! There's just one snake in it, but still.

The heroes find some prisoners who are suffering from a sickness... they are "bearing dark thick veins and scaled patches all over their bodies." Turning into yuan-ti!

We get a look at flowers known as "Olarubu" (Vile Beauty). They let out spores that can poison you.

The final battle involve a yuan-ti and "broodlings", which are people turning into yuan-ti.

A decent adventure. I like almost all of the traps and gimmicks in each of these missions. A lot of thought went into them, and it makes most of the encounters feel special rather than filler.

I kind of wish the Dreamer's Amulet had some kind of power. All that work to put an item together, and the heroes can't do anything with it? I'd probably change that.

This thing does a good job of showing off the various locales in Port Nyanzaru. Malar's Throat and Old City are really awesome locations, and I really like Kwayothé the merchant prince.

Tomorrow, we'll look at the adventure for characters levels 5-10 called Over the Edge. Skimming the first mission, I see that it has a "chamber of hair". Should be fun!

Dungeons & Dragons: Over the Edge - Five Corpses in Denial

$
0
0
You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

OK! This is the second Adventurers League module for the Tomb of Annihilation. You can run this in game stores and it will probably be on the DMs Guild soon.

If you're going to play this, stop reading!

This is for characters level 5-10. This first mission is really awesome, a fantastic scenario that is beyond perfect for this jungle setting. I think the title of it should have been something different, it kind of undersells the content.

The Plot: The five factions want to find a safe place to build a stronghold in the jungle of Chult. The factions hired a mercenary to handle this endeavor. Her name is Pozzanna Lordeaux.

Pozzanna will be sending the heroes to check out five different locations where she thinks might be a good spot for a base.

Each adventure also involves a faction-specific mission. The missions involve things like finding an amulet, recovering a dead body, or sanctifying a grave or crypt.

The whole thing starts off with a special introductory section. We meet Pozzanna Lordeaux: Middle-aged, short hair, lots of piercings.

Stuff we learn:
  • Each area is 2 weeks away!
  • Groups have already been sent to most of the areas. None have returned.
  • The heroes get paid 200 gp per successful investigation.
We get quick details of each location
  1. A large clearing near a river.
  2. An old, abandoned merchant house.
  3. An active farm that grows tobacco. It is unknown if the owners are friendly or hostile.
  4. A tower that was once home to a hermit-mage.
  5. A shrine to the lost god, Ubtao.
The group is allowed to pick which mission to go on. Ouch. Get ready, DM, lots o' prep for you.

Five Corpses in Denial


This mission is linked to the Lords' Alliance. Klevin, the Lords' Alliance guy, asks the group to look for a jeweled medallion while they're out there. It was worn by Arreni Goldbirth, an explorer who went to the location and never returned.

We actually cut right to the location. No details on 14 days of travel through the zombie jungle?

The Evil One: This place is sacred to Nangnang, a neutral evil Chultan trickster goddess of cruelty.

The group sees that there's blood and bones everywhere. They find small idols of black stone craved to look like Nangnang.

One idol is bigger than the others. It has three ruby eyes that glow. The brighter they glow, the warmer the temperature gets.

There's an encounter with minotaur skeletons. There's some cool stuff involving the Nangnang statue.

We get notes on speeding the combat up if necessary. I love this idea: "When a skeleton is reduced to half hit points or less, it dies and explodes in a shower of bones and metal..." doing damage to all those within 10 feet!

I really like this area. I'll definitely try to use it.

There's a really cool way to find a hidden "death chamber" here.

This place is great. There are extremely unique ways to open each section of this location.

When the group figures one of ways to open a section, a solid wall of skulls slides open to reveal a chamber. In each chamber, something special needs to be done.
  • Chamber of Blood: There's a trench full of blood and red idols of Nangnang, distorted.
  • Chamber of Water: A pool of water extracted from the dead.
  • Chamber of Flesh: A charnel house.
  • Chamber of Hair: Lots of weaving.
Once something has been accomplished in each room, a passage is revealed that leads to the chamber's center.


The Death Chamber: Some really cool stuff happens and then wights with rubies in their heads attack!

I love this adventure. It could easily be expanded to fill a 4 hour session. Just add in some encounters in the jungle on the way to the location.

If the other 4 missions are like this one, this will be one epic adventure!

Force Grey Season 2: Episode 6

$
0
0
I was hoping this show would give us a look at the tomb or something else, but it seems like this will mostly showcase the unique jungle encounters of Tomb of Annihilation. I do like the group, so this is enjoyable. It flies by.

The Party

(Joe Manganiello) Arkhan - Dragonborn Paladin of Tiamat
(Deborah Ann Woll) Jamilah - Human Barbarian
(Dylan Sprouse) Tyril Tallguy - Firbolg Druid
(Utkarsh Ambudkar) Hitch - Human Rogue
(Brian Posehn) Calliope - Half-Elf Bard

They wake up the next morning, emerging from their burrows.

Tyril notices that there's a tiny creature on Arkhan's shoulder. It's got a mask on. Arkhan uses divine sense, but he senses nothing. It seems attracted to Arkhan or something.

Calliope uses tongues to communicate with it. This thing is a chuwinga, an unaligned nature spirit. Since the undead have infested the jungle, the chuwinga have been dying out.

It goes away. Calliope calls for it to come back. Something is coming - it's running. A tree splinters and explodes and topples toward the group.

It's a triceratops! It's wounded or diseased or something. Hitch hides behind a tree.

The triceratops hits Jamilah but she does not fall prone. Tyril uses his tan bag of tricks... awesome. He pulls out a baboon and yells, "Go, Ookum!" Ookum is smelling his finger.

Ookum climbs onto the triceratops and starts raining down hammerfists.

Eep... another triceratops shows up.


Arkhan hacks into a triceratops and steam comes out of the wound (?). Arkhan breathes fire at it and rolls max damage: 18 points. He did a total of 76 points of damage in this round.

The triceratops turns and spews out white flame. Its open wounds peel back. It doesn't seem to feel pain.

Calliope uses magic to turn one triceratops against the other. He has tongues going - sounds like it worked. No, it made its save.

Jamilah rages, frenzies and recklessly attacks. As she laughs maniacally, she hacks into a triceratops for 18 points, then again for 15 points. Third attack: 15 more points. Man.

Hitch runs up Jamilah's back and stabs at it. He says, "Thanks guys, you're my best friends!" The blade goes through its neck. The triceratops dies as the baboon continues to pound on it.

Hitch tries to leap into Jamilah's arms. She steps to the side and he lands next to a puddle of blood. She helps him up and says, "Don't try that again."

That's where we stop!

The diseased triceratops are pretty cool. I wonder what that's all about?

Dungeons & Dragons: Over the Edge - Four Angry Snakes

$
0
0

You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

We're going to look at the second mission in Over the Edge, a module you can get and run in game stores. It's broken into 5 missions meant to take one hour to play through. If you're going to play in this, don't read it!

The first mission was fantastic. Let's see how this second one fares.

If you're an Emerald Enclaver, you get to say hi to Screaming Wind, the tabaxi. She gives the Enclave affiliates a pouch full of ashes and bones pieces - the remains of a dwarf. She wants you to spread his ashes off the cliffs where he was born.

The group goes to the Misty Cliffs to see if it is stronghold-worthy. This place is inhabited by creatures who have protected their home with booby traps.

The heroes need to walk up a steep path on the cliff face. There's a trap, and considering you might fall off the path, it is pretty survivable.

The group explores the misty ruins. There's "choking scarves" trap, where vines shoot poison thorns at you.

The adventures end up in a very unique dilemma. A horde of powerful monsters approaches, saying "We offer you hospitality and comfort in our homes..." and asks the group to put away their weapons.

I am amused at the thought of game store groups attacking 20 monsters. It's beyond foolhardy. Here's a quote from the text: "There is no scaling for this."

Thankfully, the information that can be learned is listed in bullet point form. Basically, these monsters weren't accepted by their own kind, and one of them began having strange dreams that lead them here. We don't find out who or what sent those dreams. Maybe it is one of those lost gods.

We can make a deal with these nice monster folks. If you heal their sick ally and fend off a monster raiding party, the group will get treasure and honorary membership in the clan.

I already feel like this will take a lot of groups more than an hour to get through.

Healing the sick NPC is sort of like a 4e skill challenge. You have to make a series of skill checks. Failing once gives you disadvantage on the next check. Failing twice means the patient dies. I really, really like this.

The climax of the adventure is the battle against the invaders. Not only must the group defeat them, they must convince them that they killed all of the monsters in the misty ruins. Trick the bad guys, basically. That's really fun.

The reward involves over a thousand gold and a couple of potions (good ones).

HEY! Look!

Is that? It can't be. But it is! That's a page number!

I.. I never thought this day would come. It's all happening so fast! Is this real? I can't feel my face.

Good adventure. I think some groups are going to crash and burn, and then give the DM a hard time.

Everything in here is fresh and detailed, no filler. It's a showcase of the new trap system and throws a fun curveball at the heroes. Thumbs up!

Dungeons & Dragons: Over the Edge - Three Bargaining Coins

$
0
0

You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

This adventure is available to DMs who run games at game stores. It's broken into 5 missions meant to take one hour to play through. If you're going to play in this, don't read it!
  • City on the Edge has a "wide release" on September 5th.
  • Over the Edge has a wide release on October 3rd.
This mission is tied to the Zhentarim, a shadowy organization of villains and vagabonds.

It looks like a page was omitted... the intro. It's weird.. the page numbers are in sequence, but the first words of this deal with the aftermath of accepting the mission. Here's how the adventure starts:

We already know from the intro that we're checking out a tobacco farm, so no big deal.

The group is going to the tobacco farm. Pock-marked Po wants the group to tell the farmers that the son of a farm owner died. He was on a ship attacked by a sea monster.

Po gives the group a magic potion to give to the farmers as a gift for their loss. Ha! That should lead to all sorts of shenanigans.

The group goes to the farm and something's not right. Divination spells don't work correctly.

A friendly couple chats with the group. Wow... this is tough to write about without ruining it. There's a lot going on here... very amusing stuff, also deadly. There's a pseudodragon that heckles the heroes. Tobacco is smoked.


The group meets some other adventurers, named Belleflower and Izzy Bit (a gnome).

It culminates in a battle with some spellcasters. No map, but it's not needed. It's just a farm.

This one is very different. It's kind of like a Twilight Zone episode. You show up and everything's weird, and you need to piece it together before it's too late.

The authors put this together in a very concise way and they packed it with interesting NPCs and events. Very good stuff! The first one is still my favorite, though.

Acquisitions, Incorporated: PAX West 2017

$
0
0
OK! This should be fun. Strix from Dice, Camera Action will be joining Acq, Inc. on stage. To set this up, they did a special podcast which you can listen to here.

This show is one of those that I think you should just watch before you read this. It's ridiculously good. It's good enough that I think you could show it to people who don't play D&D and they would be laughing along after about 5 minutes.

Long story short, Omin Dran owns Strix's soul through an infernal contract that he picked up as part of a bulk sale. She has no real choice other than to do what he says, so for now she is adventuring with Acq Inc trying to find a cure for the death curse, which Jim Darkmagic is suffering from.

The heroes were set to meet with a merchant prince, when yuan-ti assassins attacked them. Strix destroyed them with some fireball spells.

Wow... Chris is wearing an Acererak costume. He proceeds to tell a bunch of jokes in a Canadian accent. That was really good. Who is this guy?


The crowd goes apeshit when Holly comes out.

Chris is being really hilarious.

The Party

(Jerry) Omin Dran - Half-Elf Cleric
(Mike) Jim Darkmagic - Human Wizard
(Patrick) Viari - Human Rogue  
(Holly) Strix - Tiefling Sorcerer
 
The people of Port Nyanzaru are getting ready for the weekly dinosaur races. The whole city is moving stuff out of the way in preparation. Jim loses another max hp due to the death curse.

Strix wants to shrink Jim to make him more aerodynamic. Jim seems unnerved by this idea.

The group is trying to come up with a way to make a profit off of dinosaur sales. Viari spots the snake lady. Jim and Strix go out of their way to embarrass Viari in front of her.

Famous dinosaurs: Ubtao's favorite, Banana Candy, Big Honker. and Mountain Thunder

Omin is curious about Banana Candy. Strix is in charge of dinosaur decor - she needs to make their dinosaur intimidating and scary.

Viari wants to find a way to "juice" the dinosaur. He's looking for Achmed's Shed of Danger Juice/Fabulous Robes. He finds it.

Strix doesn't know which dinosaur to make scary, so she starts rubbing dung on Banana Candy.S he gets swatted away by the owner.

Jim finds a dinosaur he wants. Omin makes a persuasion check to buy it. Natural 20! This crowd is fired up.

They cover it in dung, and then clean off an "18" on the side. I assume they did this to make it like a race car, but the 18 plays into things as the show goes on. It's a really freakish, only-in-D&D thing.

Jim uses prestidigitation to clean 18. Strix uses prestidigitation to give it fart clouds. He dispels the farts. She uses minor image to make it look like it is covered in poop.

They trot out their dinosaur with the 18 on the side. Its name? Shitstorm. "We're coming in #1 with #2."

The odds against the group are 10-1, as bad as it gets.


Viari has the "steroids" - stimulating stuff like ginger root. He's going to stick it up the dinosaur's butt. Jim gives the dinosaur some wine to loosen it up.

Time for the race... They set up. The crowd cheers.

Another rider tells Jim to prepare to be annihilated. Jim summons a dove and tries to have it shit on her. He rolls a natural one. It hits Omin instead.

Time to stick the roids up the dinosaur's butt. What kind of check? Sleight of hand. The group has been on fire from the second Chris stepped on stage. It's one genuinely funny thing after another.

Viari makes his roll. Wait.. he doesn't want to do it. Rolls a 4! He has a +13. 17! Crowd goes nuts.

Viari gets caught in the "contractions". His arm is stuck deep in the butt of their triceratops.

We learn some dinosaur race stuff. These rules seem completely different from the rules in the first Adventurers League module.
  • Don't go down side streets.
  • No attacking the other riders (It's fair game if nobody sees it).
  • A triceratops costs 500 gp.
  • The race is abstract. It is based on a point system. The first person to get 300 points wins.
  • The race involves animal handling checks.
  • The DC to succeed is different depending on what dinosaur you're riding. An allosaurus is more difficult than a triceratops, because an allosaurus is hard to control.  
  • You can whip your beast to make it go faster. If it doesn't like it, though, it might do something.
The race begins! Jim is riding his triceratops. Viari's arm is actually stuck in its butt. He makes a check to escape... 3. He's getting sucked in.

Jim needs a 14 on his check to succeed. He has 50 points so far. 

Viari makes his check. His arm is free. Strix is on her flying broom and grabs him. Paper chandeliers just so happen to be stretched across the street. Viari swings from paper chandelier to paper chandelier. Each comes apart as he goes to the next one. He lands on Banana Candy.

The rider starts smacking him with his whip. Viari picks his pocket. He snatches a dinosaur hide pouch from his pocket. He goes "Is this yours"? He hands it over and "accidentally" drops it, trying to get the rifer to fall off.

Omin is with the spectators. He's being followed by two tabaxis. One has pantaloons, the other is wearing a hat. Omin walks up to them and tells them if they want to follow a cleric of luck, they'll have to do better.

One cracks its lute over Omin's head. One point of damage. The cat guy runs. Omin cracks him in the head with his mace with an opportunity attack.

I wonder what happens when you roll a 20 in this thing? The crowd in the game is rooting for Jim. The real life crowd plays along, chanting for Jim.

Jim is rolling really well. The juice kicks in. Jim now has 100 points. Now 250. 50 more and Jim wins.

Ubtao's Favorite and Banana Candy are ahead of him. Viari is on Banana Candy. The dinosaurs collide and they both topple over. Viari wants to leap and save the snake woman.

Viari tosses her toward some fruit. Strix flies over and redirects her toward a statue of a tiger. Rolls a 10. Now she needs a DEX save. Strix misses and the snake woman  on an awning.

Strix crashes through a window of an estate. She's going through hallways. Survival check to navigate. 20 total. Strix exits, leaving a burnt hole in her shape in the drapes.


Jim is winning the race! He rolls bad. His dinosaur is becoming uncontrollable. He's running down the sidewalk smashing into things.

A kid on a balcony throws a melon at him. The kid rolls a natural 20. It covers Jim's head. He can't see anything.

Jim rolls to navigate blind. 18 total. Crowd chants "18". Oh yeah... that's the number of the dinosaur. Only one dinosaur, named Big Honker, is ahead of him.

Strix misty steps onto Jim's dinosaur and is going to try to steer it. Her broom starts whacking Big Honker in the face.

Jim blows past Big Honker. The crowd chants "18". Jim pulls the melon off his head. Strix declares that she wins.

Jim is choking her. She turns into a cloud.

Viari helps the snake woman up. She looks at him with her snaky eyes. They make out. The forked tongue is like two tongues, you see.

There's something sweet on his lips. Viari feels delirious and he begins to stagger around. She becomes a blur. He falls unconscious. She loots him. The apocalypse dagger! Gone.

A group of mostly-naked men and women bring Jim with a trophy encrusted with gems. Strix and Jim both grab it. Opposed checks. Jim wins! Jim celebrates. Her broom comes back.

Omin looks for Viari. Viari has been robbed. He's unconscious. Omin brings him to the winner's circle. He wakes up and cleans himself off in a fountain.The apocalypse dagger is gone. She also took his betting chips - he stood to win a lot on this race.

The heroes try to go to the betting place to ambush her when she tries to cash in.

As Jim gets free drinks, Strix cries. He brings her a drink and pretends he paid for it. She dumps it on him, cries into it, and drinks her own tears.

Omin and Viari track down the people who cashed in the chips. It is the two tabaxi that fought Omin.

Viari uses his owlbear figurine. It chases one tabaxi and catches him. Viari chases the other guy down. Viari gets his earnings off of him.

He was doing a job for Yashida. She works for Ras Nsi, one of the main bad guys in Tomb of Annihilation.

The group meets with a guy named Grandfather Zatembe. He communes with Zavrus. He sees a jungle city to the south and a black obelisk draped in vines.

They mention Ras Nsi and the guy freaks out. He says Ras Nsi was a defender of Mezro, cast out, he was. He is a curse on all this land. Forsaken by Ubtao and the old gods.

The group heads back to their ship. Their crew is there. Chris printed out the crew's statistics.

The heroes decide to bring 18, the dinosaur, along. They rig an apparatus so that it is strapped to the underside of the ship.

Jim flies down on his broom. He rolls to see if he can calm it. He actually rolls an 18. Freaky!

The group arrives at a section of jungle with a lava pit. It is shrouded in mist. Chris unveils an insane diorama/map. It's the lost city of Omu.

The group picks out a place to land. Gargoyles with green devil faces (!) are watching them. Strix ties the crew to the ship so nobody falls off like the one guy did on the podcast.

The group decides to kill the gargoyles. Each player will run one of the NPC crew in addition to their character.

Strix casts death ward on Jim, who asks what death ward is. Strix sarcastically is shocked he doesn't have it. The way she said it was hilarious. Crowd dies.

Jim makes like he casts dispel magic on it. Scubby casts a crappy illusion of pelicans.

A gargoyle swoops down, grabs Scubby and eats his face. Scubby is dead. It flies away with Scubby in its mouth.

Wait.. he's tied by a rope! Thanks, fan in the crowd. Oh... Scubby is torn in two. Part of the corpse swings under the ship. 18 tries to eat it.

Viari summons the owlbear. It rolls to attack. 18! Viari and the owlbear destroy a gargoyle. There's two left. They are flying.

Omin casts magic weapon on the ballista. Omin also spots a tyrannosaurus rex down below. It is intrigued with what is going on. His NPC kills one of the gargoyles.

Strix flies on her broom and launches a fireball at the tyrannosaurus rex. She does 30 points. The t. rex had feathers. Now they're burned off.

Viari swings on a rope and hacks into the dinosaur, impaling his sword into the roof of its mouth.

Jim releases the triceratops now known as 18 and rides him, falling toward the t. rex. He casts feather fall. 18 lands gently on its back.

Jim notices that this t. rex is evil, more malevolent than he'd imagine a t. rex would be.

Jim makes an attack roll for 18 the triceratops. Natural 20! Crowd goes apeshit. Damage: 8d8+6.

The t.rex bites Jim. 30+ points. Patrick says that He died doing what he loved most: riding two dinosaurs at once.

The t rex and 18 tumble down a hill. The t. rex is dead.

The group thinks he dispelled the death ward. Strix ties a rope around herself and climbs inside the dead t. rex. She grabs Jim.

The group pulls the rope. Out comes Strix and Jim Darkmagic, who is at one hit point thanks to her death ward.

18 is alive, too!

Omin destroys the infernal contract. She burns "fuck you, Jim" on the deck. She disappears in a shroud of black flame.

An old woman appears. A halfling. Rosie Beestinger from the C Team!

Show over. Crowd busts out an "18" chant.

Overall

This one is ridiculously good. The first hour+ is hilarious. There's a bit of a lull halfway through (on a 3 hour show, I think that is inevitable) and then it kicks back into gear in the final hour.

Holly was fantastic. Her character, IMO, is more well-rounded than the others, so she brings a bit more depth to the game and it feels all that much richer. It feels good to see her succeed in our weird little D&D hobby.

Chris was in rare form! I was blown away. He was really funny.

Everyone was great. This combination of people is really good, and I think if they played more, they'd gel and it would be classic stuff.

Rosie Beestinger will apparently be on the next show. That is a great thing, as I found her to be ridiculously funny on the C Team. She has done a lot of stuff with Jerry, so I think it will click really well.

I honestly think this was one of the best Acq Inc shows out of all of them. They are on a heck of a run. I was a bit worried when Scott Kurtz left, because he added so much. Now it is clear that there are people out there who can fill the void.

Great show! Definitely check it out!

Dungeons & Dragons: Over the Edge - Two Depressed Runes

$
0
0
You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

Almost done with this adventure! This is the 4th mission in Over the Edge, the Tomb of Annihilation Adventurer's League module that you can run in a game store. I think it will be on the DM's Guild in October.

This time we're checking out a tower. Soggy Wren says, "I walk with Those Who Harp..." which I find amusing. He asks the group to find the corpses of Harpers who went to the tower and never returned. He wants the heroes to find them and bring them back.

The tower is made of black marble. Everything else around it is covered in vines, but the tower is not. There is seemingly no entrance. There are runes at the base of the tower.

What follows is a very cool puzzle. All of these adventures have unique, good ideas in them. This definitely something a lot of people could steal and use for their home game.

Once the group gets in, they find out that there are creatures inside! There is a battle involving ranged attacks and barricades, which sounds fun.

Then there's an encounter with a type of naga. The floor is charged with energy - you can step on certain areas to harm creatures standing in other areas. Awesome.

There's a very cool twist that I won't reveal, but make sure you read the whole thing so you can foreshadow it if it seems fitting to do so.

This is a higher level adventure, so there's a big pile of gold (3,000 gp), a spellbook and 3 scrolls.

Looking at the treasure... we're back to "This item can be found in the Dungeon Master's Guide." We flew too high, my friends. We got burned by the sun.

Good adventure! Very short, but I bet it will fill an hour or more at many tables, which is the goal.

Only one mission left! Something about an altar..

Dungeons & Dragons: Over the Edge - One Accepting Altar

$
0
0
You can buy these adventures here:

DDAL07-01 City on the Edge
DDAL07-02 Over the Edge

You can buy Tomb of Annihilation right here.
You can buy Xanathar's Guide to Everything right here.

These adventures are now available on the DMs Guild, which means I don't feel like I have to tip-toe around the content. I'll be a bit more spoler-y in this one.

This mission has an Order of the Gauntlet side-quest where you sanctify some crypts using holy water. That's a cool idea.

The heroes go to a shrine of Ubtao, who is a big deal in Chult. This should be interesting.

It turns out that weretigers are there. They've been fighting followers of Dendar the Night Serpent, and they're holed up in the shrine.

When the group shows up, they actually see worshipers of Dendar trying to bust in.

Pterafolk worship Dendar. Did not know that!

I wonder why they used weretigers. Aren't new players going to be a little confused about tabaxi and weretigers? Why use two different types of cat-people? I guess it doesn't matter. Maybe the weretigers have some special role in Tomb of Annihilation.

Ubtao himself chooses a random PC to use some of their blood to open a secret area. The way it is activated is very cool.

The hero chosen by Ubtao actually gets a permanent story award. They are literally a Chosen of Ubtao. No powers, just mad respect.

There's a final fight with more pterafolk and boom, that's the end.

This one is decent, but some of the others are better.

Overall, both City on the Edge and Over the Edge are very good. Each one has one standout mission, and there is a high level of quality throughout. These are perfect to use when you need jungle encounters or material to fill holes in your Tomb of Annihilation campaign.

Dungeons & Dragons - The Deck of Many (5e Reference Cards)

$
0
0

The Deck of Many Kickstarter is right here.

Today I'm going to write a little bit about a new 5e product - the Deck of Many. They are D&D 5e reference cards, designed to help you have everything you will be using right there when you need it. The company running this kickstarter sent me some prototype cards in the mail a week or two ago.

They are putting out condition cards, and cards with monster stats. They also might do a deck of many things, which would be very cool.

In 4th edition, nothing was handier than the condition cards that were given out at organized play events. I think they're needed for 5e, too. I always forget what restrained does and doesn't do. Same with poisoned.

The cards that were the most popular ever in any of my D&D games was the Paizo critical hit deck. Man, did people love that thing. Interestingly, they hated the critical miss deck just as much. I actually had people refuse to play if that deck was involved!

Anyway, the Deck of Many cards are very sturdy and well-made. It seems like they can survive the RIGORS OF PLAY for a fair amount of time.

One thing that I am noticing is that these cards are bigger than a baseball card, so they won't fit in sleeves. I know a lot of people use those sleeves, so that might be a hurdle.

Here's the cards I got:

Scimitar/Greataxe: One weapon on either side, and a list of their cost, damage, traits, etc.

Cultist: Cultist stats.

Paralyzed/Deafened: The paralyzed condition on one side, deafened on the other. It seems like making them double-sided will make it harder to find the one you need during a chaotic encounter. I guess if you have just the condition card in a small stack it wouldn't be too hard.

The Tarrasque: D&D's uber-monster! The art on this one is incredible. Better than the art in the Monster Manual? I think so!

The Tarrasque actually gets two cards. What's really smart is that they put its main stats (AC, HP, speed, etc) on every side of every card. That is extremely handy.

Archmage: Archmage stats.

Mimic: Mimic stats. The cartoon-y art on this one amuses me.

Hobgoblin: Hobgoblin stats.

Goblin: Goblin stats.

Then there's a really weird one. A "behind flayer." It's a mindflayer with a butt for a face. I turned the corner on this when I saw that it can stun you with a head butt.


I'm a guy who likes to have everything handy. Usually I write the stats of all monsters I plan to use on one sheet of paper, so this set would save me quite a bit of time.

The condition cards are a very good idea. The conditions are in such a weird spot way in the back of the PH, these cards would see a lot of use at most tables, I think.

I'm surprised they are not doing magic item cards. Maybe there's too many? Maybe that's something they might do down the line.

Their kickstarter is exploding already, so these will definitely get made.

I am seeing that they actually got Baxa to do a piece of art, which is pretty awesome. They put the pencils up on the site, and it looks like he's doing a pit fiend. That's really great! I always loved his pit fiend from 2e.

Overall, the Deck of Many is a great idea and a genuinely useful product.

Dungeons & Dragons - Dragon+ Issue 15

$
0
0

New issue of Dragon Plus! Read it right here.

I'm going to do it. Ready? Dragon+. There. I did it.

The cover of... Dragon+... is the art from the Baldur's Gate board game, no special gimmick. The gimmicky stuff is kind of cool, but I prefer regular digital art, especially if it's new stuff from 5e people. I'd like to see more art from whoever did the githyanki in the Monster Manual, and I'd like it if they let one of their landscape artists go nuts on a cool location like Limbo or the Abyss.

We start off with an interview of the artist who did the cover, Scott M. Fischer. He talks about when he is creating art for Magic: The Gathering, it's hard to make art that is vivid on a tiny card. He actually makes it a much bigger painting - we only see one piece of it. I really like that, there's this secret Magic art that nobody has seen.

Then we get the Tomb of Annihilation preview. There's pdf pages and everything. Here are my notes:

Port Nyanzaru: A colorful, musical, aroma-filled, vibrant city in its own right.

Biggest Attractions: Weekly dinosaur races through the streets, gran bazaars, glorious mansions, temples, circuses and gladiatorial contests.

The jungle teems with ferocious reptiles and murderous undead, pirates prowl the surrounding sea, and the mouth of the bay is home to a greedy dragon turtle.

There are dinosaur mounts named Mountain Thunder and Banana Candy.

The lost city is notoriously hard to find. To get there, you must search miles of trackless jungle inhabited by natural predators, savage goblins, elemental spirits, grungs, and the remnants of an undead army.

The Soulmonger is a necromantic device that is trapping the souls of the dead and using their power for a mysterious purpose.

When Ubtao left, primal spirits arose from the rainforest, disguised themselves as jungle creatures and promised great power in return for devotion. There are 9 deadly shrines tested the devotion to their priests. I will love it if this adventure involves finding these 9 shrines and they're all trappy hellholes that the players have to get through.
We learn about some of the trickster gods. I think there is one to represent each alignment (lawful good, chaotic evil, etc):
  • Kubazan: Most adventurous of the trickster gods.
  • Papazotl: A trickster god whose bones are in a stone sarcophagus placed in an ancient chariot.
  • Shrine of Shagambi: Something about fighting invincible clay warriors.
  • Obo'laka: Has a shrine that is a puzzle.
  • NangNang: Her shrine is a reflection of her greed.
From what I can see so far, Nangnang seems like the standout character of these gods. She has a really cool area in the second Adventurers League module.

Acererak's Tomb of the Nine Gods
: Acererak showed up and killed all nine trickster gods, enslaved the Omuans and forced them to carve out a tomb. Acererak killed them?!

Ras Nsi: is subjected to the death curse. Time is running out. He wants to unleash Dendar, the Night Serpent upon the world He is searching for a black opal crown with the power to unlock the gates to the underworld. Ras thinks the crown is hidden in a tomb beneath the forbidden city of Omu.

Merchant Princes include:
  • Jessamine
  • Jobal the Spider: I think he is in charge of the guides.
Qawasha & Kupalue Part One: This is a short story about a druid and his vegepygmy buddy. It's just a bit of backstory. Adam Lee is like Ed Greenwood in that his writing flows in a way that you can just rocket through the whole story.

There's some stuff about the Baldur's Gate board game. After that is an article about the tomb of annihilation board game.

Retro Dragon: Thee are articles from old issues of Dragon Magazine. We get pdf versions of Dino Wars, a board game. There's also an article on clay-o-rama, which is.. you know.. you make stuff with play doh.

Hey... they completely re-formatted Dino Wars like a 5th edition product. It looks really good. Same thing with Clay-O-Rama. Wow. That adds so much, that's very cool. If they keep doing this, they could eventually combine them into one pdf.

Neverwinter: You can go to Chult in the Neverwinter MMO. It says you will adventure with Celeste and Minsc and Boo. You know, maybe they should start putting people on the shows in these games. Like, Strix from Dice, Camera, Action or Arkhan from Force Grey. I really get a kick out of the idea that these characters are part of the "canon" of D&D in some way. I think some of the Force Grey characters are in that new mobile game that's out soon.


Then there's an article about the travel posters for Tomb. These are really awesome.

Behind the Screen: Sam Weigelt talks about running D&D for a large group. 12 people? Yikes. Interesting stuff, but the idea of rolling dice for the players to speed things up makes me very uncomfortable. For me, that is one step too close to playing D&D by yourself with an audience.

We get a free DM's Guild pdf. It's The Haunt, a horror-themed adventure. Looks cool.

Unearthed Arcana: Variant XP rules. You get XP for not only killing things, but social interaction and exploration.

The social interaction one gives XP for turning NPCs into allies.

I kind of like the idea of tying social XP to each character's story. If one character is looking for a family heirloom, every time they uncover a new clue to its whereabouts, they gain XP.

Exploration involves gaining XP for discovering items, places and hidden treasure caches. It might be cool to run this where you put a lot of "secret areas" into your game, and whenever the group finds one, they get XP.

I like this article, but I don't give out XP anymore. It's easier to just level them when it feels like it is time.


Maps: This is full of maps from Tomb Annihilation. Free! By Mike Schley! There are maps of Port Nyanzaru, a hex map of Chult, and more. If you're going to run Tomb ever at any point in your entire life, you should definitely get these.

Overall

For me, this one is all about the Tomb stuff. I think Tomb is going to be a big deal. They promoted it very heavily in what I think was an effective way. Curse of Strahd is still megapopular. Still! Only in the last three weeks have I seen a shift to Storm King.

I think because the last book was an anthology, people are probably ready for this. I guess we'll see soon enough.
This issue was fine, I think they need 4 things more in every issue:
  1. A list of items/NPCs/whatever.
  2. A walkthrough map by Jason Thompson.
  3. An article by Shannon Appelcline.
  4. Recaps of the shows. Nobody can watch them all, so it would help to be able to come here and keep up. If something sounds really cool, you can go check it out.
I should have Tomb of Annihilation in my soft, creamy hands tomorrow and I will begin work on the guide immediately. Should be awesome!

Dungeons & Dragons - Encounters in Port Nyanzaru

$
0
0
You can get this book right here.

The DM Guild has this new "adept" program where 10 DM Guild creators were grouped together and tasked with making products linked to the Tomb of Annihilation. I bought them all! We'll go through them one by one.

The art is a mix of new and old stuff. I recognize at least one artist as someone who created art for 4e. There is one map, which is pretty high quality stuff.

A Little Too Fancy

We start off with a scenario where the heroes end up being unable to pay for their stay at Kaya's House of Repose. The use of bullet points in this helps me tremendously. This is all set up so that the group can do a performance in front of a crowd. There are rules and guideline for the performance, pretty fun stuff.

It might be a bit tricky to set this one up and get the group to go through with it, but this will be handy in any campaign where the group has to perform, and I think almost every group does that at least once.

City Chase

A chase! These are so hard to pull off. We get four possible ways for a chase to commence and then we get a list of complications. My favorite one is where someone drops a bag of gold coins and you can use your action to scoop up a cool 3d10 gp. Good stuff!

Crate Number Seven

The group agrees to pick up a shipment. It is one crate... crate number seven. Getting the crate is more of a challenge than expected and then.. can the group resist the urge to open the crate?! What's in there?! Very amusing! I like this one.

Crime & Punishment

This one covers what happens if the group gets arrested. They are thrown in a fighting pit and have to take on some dinosaurs. 

Intrigue & Suspicion in Port

This one gives us rules for handling "suspicion." If the heroes are in disguise or bluffing their way into or out of something, you can apply these rules to help figure out when the jig is up.

Anything that uses percentile dice gets a thumbs up from me. We get two hooks to use these rules in, both of which are pretty great. The author did all of this on one page, with room left to spare!

Otyugh's Wish

Pock-Marked Po is in this! You might remember him from the Adventurer's League modules. He wants the heroes to look into the disappearance of some kid near a refuse pit.

OK, this one cracks me up. I'd use this as an NPC/location in my game. I don't want to spoil it. There's a monster involved (possibly an otyugh) and a really great NPC name: Morrowick Telescype. The best NPC name I've ever read was "Barlton Stimble." Out of the Abyss had some top-tier names as well. Telescype is pretty dang good.

On top of that, the group can obtain an insanely epic magic item in this. The author did all of this in 4 paragraphs. Tremendous!

Plague Boat

A riverboat shows up waving a flag that indicates that the people on board are suffering from the "shivering sickness", a new disease from the Tomb of Annihilation book. There is more going on, and if the PCs MEDDLE then they are going to have their hands full. There's a crate on the ship that contains very interesting cargo. I like this idea.

Right Place, Wrong Time

I like the idea here, too. Someone is trying to rig the odds for the next dinosaur race. A battle likely breaks out amidst dinosaurs gone berserk. You could do a lot of fun stuff with this.

The Smell of Death

This one involves the Merchant Prince Kwayothe, which is perfect because I used her in my first session of Tomb of Annihilation. She has a servant named Nestique, which is another great NPC name.

The group is hired to clear out some vermin, but the vermin are not what is expected and they have to deal with a hilarious and seemingly deadly encounter.

Snuffed Out

Pirates! At a light house. They want to snuff out the light so that a nearby ship will sink and they can steal its cargo. The heroes need to get up there and re-light the beacon while dealing with pirates before its too late. This is a great one! A fully-realized scenario on a single page.

Spa Day

An adventure in the public bathhouse! I'm sold already. This place has rules that must be followed. No arms or armor. No running! That made me laugh out loud.

We get a list of the different baths and what they do: There's a salt bath, a herbal bath, etc. Each bath has a very powerful effect such as healing d4 hit points, gaining the effect of a bless spell, etc.

There's a monster in here and we have ourselves a very unique battle. I love this one. Love it!

Undeserved Punishment

This involves Executioner's Run, a place where criminals are tried. This involves a battle with some kamadans. The set-up on this one is a little tricky, as it involves the group knowing an NPC and having something very specific happen to him, something the group might be able to prevent. The art on this one is really, really good.

Yuan-Ti Ambush

The title says it all. This is set in Malar's Throat, a very cool section of the city. It's got one of my favorite things - a battle on a rope bridge.

The rest of the book is full of pages and pages of monster stats. Some include: A cursed water Elemental, kamadan, troodon, and a utahraptor

Overall

This is a good book partly because so much material is packed into just 25 pages. I am pretty sure that any DM could find stuff in here to use.

I think it is extremely handy to have for when you have to run a game on short notice or if your group suddenly goes off in an unexpected direction. These only take a second to read and it's very easy to flesh them out.

Off to a good start! We'll be looking at more of these as I begin the Guide to Tomb of Annihilation over the next few days.

Dungeons & Dragons - A Guide to Tomb of Annihilation

$
0
0
For the next few weeks, I'll be adding to this guide. Hopefully, this will help you plan and prepare Tomb of Annihilation.

Links
Maps
DMs Guild Adept Tie-ins
Adventurers League
Reviews
I'm going to start off by listing groups of NPCs in clumps. I'll try to put all of their info right here.


List of NPC Guides
  • (pg 33) Azaka Stormfang: Weretiger
  • (pg 34) Faroul: Human
  • (pg 35) Flask of Wine: Tabaxi
  • (pg 34) Gondolo: Halfling
  • (pg 34) Hew Hackenstone: Dwarf
  • (pg 34) Musharib: Albino dwarf
  • (pg 34) Qawasha: Chultan druid
  • (pg 35) River Mist: Tabaxi
  • (pg 35) Salida: (yuan-ti)
Pirate Captains

(pg 67) Elok Jaharwon: Wereboar, captain of the Dragon Fang

(pg 67) Laskilar: Human, captain of the Stirge

(pg 21) Ortimay: Female gnome, captain of the Brazen Pegasus.
  • (info from pg 21-22) You can find this ship in the harbor ward (pg 21).
  • You can book passage for 10 gp/day (for the whole group).
  • Co-Captain Dark: gnome bandit captain (MM pg 344), clever and calm.
  • 1st mate Greg Ruddell: male human veteran (MM pg 350), big guy with a heavy greyish beard.
  • Crew: 6 sailors aka bandits (MM pg 343)
  • (pg 67) Zaroum Al-aryak: Human, captain of the Emerald Eye
Merchant Princes
  • (pg 25) Ekene-Afa: Weapons, shields, traveling gear, canoes etc. He is a famous former gladiator (see "Grand Coliseum" on pg 22).
  • (pg 25) Ifan Tal'roa: Beasts
  • (pg 26) Jessamine: Plants, poisons, assassinations
  • (pg 26) Jobal: Guides and Mercenaries
  • (pg 26) Kwayothe: Fruit, wine, perfume, tej, insect repellent
  • (pg 27) Wakanga O'tamu: Magic and lore
  • (pg 27) Zhanthi: Gems, jewelry, cloth, armor.

The Death Curse
  • Was activated 20 days ago.
  • Anyone who has previously been brought back from the dead begins to waste away.
  • Their hit point max is reduced by 20, and decreases by 1 every midnight. Once at 0 hit points, they die.
  • The soul of anyone who dies is trapped in the Soulmonger. An atropal eats the souls. Once it ha enough, it will become an evil god.
  • Liches can't trap souls in their phylacteries.
  • The spells revivify, raise dead, resurrection, and true resurrection do not work.
  • The Soulmonger does not affect pre-existing ghosts and spirits. Speak with dead and other spells like it still work normally.
  • When a soul is trapped in the Soulmonger, roll a d20 each day. On a roll of 1, the soul is destroyed.
  • Spells like commune and divination can determine if a soul ha been destroyed yet.
  • The DM decides when the atropal has enough souls to become a guide. It could be months or years.
The Plot
  • The group is in Baldur's Gate. Their friend, Syndra Silvane, has the death curse. She asks the group to go to Chult to find the Soulmonger.
  • Syndra will be dead in 79 days. That's how long the group has to get this done.
  • The Soulmonger is in the Tomb of the Nine Gods, which is located in Omu.
  • Ras Nsi and the yuan-ti are in Omu, trying to end the world.
  • Also in Omu are the trickster gods and their shrines. Each shrine holds a puzzle box that is a key to getting into the Tomb of the Nine Gods.
  • The Soulmonger is feeding soul to an atropal. Once it has enough, it will transform into an evil god.
  • If the heroes destroy the Soulmonger, the death curse is ended.
  • Acererak will attack the heroes. The trickster gods will aid the adventurers in their battle against him
Summary and Leveling Guide
  • (level 1) The heroes explore Port Nyanzaru.
  • (levels 1-6) They explore the jungles of Chult.
  • (levels 5-8) They find the ruins of Omu.
  • (levels 7-9) In Omu, they will battle the yuan-ti.
  • (level 9) Then they will make their way through the Tomb of the Nine Gods.
  • The book says the group will be around 11th level at the end. The tomb is very big.
Meatgrinder Mode: If you want, you can say that the Soulmonger make it so that you only pass a death save on a roll of 15+ instead of 10+.

If a Character Dies: They can't be raised. They need to use a new character.

Who is Ubtao?
  • Ubtao was a god who lived among the people of Chult.
  • The constant warring between tribes eventually led to Ubtao deserting them in disgust.
  • The Chultans have made peace in the 100 years since, but Ubtao has not returned.
  • Dinosaurs are revered as Ubtao's sacred children.
Chapter 1: Port Nyanzaru


When the group arrives, Syndra Silvermane will be staying at Wakanga's place. The two main choices for the group are the Thundering Lizard or Kaya's House of Repose.

Side Quests: Here's a super-short version of all this stuff:
  1. Collect a Debt: Beat up a gladiator
  2. Create a Distraction: Escort a spy to a jungle fort and create a distraction while the spy steals information.
  3. Escort a Priest: Escort a priest to Camp Vengeance.
  4. Explore the Aldani Basin: Go see if there is a base full of wizards here.
  5. Find Artus Cimber: The daughter of Artus wants the group to find Artus, but there's more to this than it seems.
  6. Help a Dyeing Man: The group has 10 days to kill a certain dude.
  7. Help the Lords' Alliance: If the group can make an accurate map of the locations of two ruins, they get a sailing ship.
  8. Hunt Pirates: Take out 3 pirate ships and capture the captains.
  9. Save an Innocent Man: Help a guy survive a public fight with 2 velociraptors without being noticed by the crowd.
  10. Seek Wisdom at Orolunga: The group is mysteriously directed to speak to a seer who lives south of Mbala.
The Locations in Port Nyanzaru

The city is divided into sections, some of which are outside the city walls.

Old City: This area has 3 ruined ziggurats and people living in bamboo huts.

1. Beggars' Palace (pg 18): There are shops and bamboo tenements on the two larger ziggurats.

2. Executioner's Run (pg 18): Criminals are thrown in this dinosaur pit. Those who escape win their freedom. Crowds gather and bet on these events.

In Encounters in Port Nyanzaru, there is a scenario where a dude falls in and the group has to save him.

3. Refuse Pit (pg 20): People throw their garbage in here. There are otyughs (MM pg 248) at the bottom.

In Encounters in Port Nyanzaru, there's a scenario set here involving an otyugh that is tricking people into coming into the pit.

Merchants' Ward (pg 20): Upper class area full of shops.

4. Goldenthrone (pg 20): Guarded by 8 gladiators (MM pg 345). The Merchant Princes run Port Nyanzaru from this place. If you show up to meet with a prince, there is a 1 in 6 chance they are there. If they are, you'll have to wait d3 hours to meet them.

5. Merchant Prince's Villa (pg 20): There are details on each individual villa on pg 27. Here they are:
  • Ekene-Afa: Lots of caged squawking parrots. Paintings, shields and weapon hanging on the walls.
  • Ifan Talro'a: Flying snakes swoop around freely.  Displays of relics obtained from ruins.
  • Jessamine: Walls and pillars painted with colorful serpents, decorative serpent-themed fountains.
  • Jobal: Silk draperies, mounted heads of beasts.
  • Kwayothe: Reeks of perfume. There are bowls of fruit for you. Oil lamps and braziers are always lit.
  • Wakanga: Lit with continual flame spells. Magic music plays throughout (easy listening?). Doors are arcane locked (PH pg 215. Flying swords (MM pg 20) and rugs of smothering (MM pg 20) abound.
  • Zhanthi: Standing suit of gold-plated armor, bejeweled skulls of Zhanthi's ancestors. 
6. Grand Souk (pg 20): You can buy almost anything in the PH here. No elephants. Heavy armor is rare. Check out page 31, "Buying Special Items". Heavy armor costs 3x the normal price. If the character makes a DC 15 persuasion check, it's 2x. Armor prices are on PH pg 145.

7. Temple of Savras (pg 20): Savras is a god of wizards/fortune tellers.

Head Priest: Grandfather Zitembe (priest MM pg 348)

When the group first meets Zitembe, he is arguing with three members of the Zhentarim (assassins MM pg 343). Zitembe shoos them away. Zitembe can use his magic to locate Omu.

8. Temple of Gond (pg 21): Popular among crafters. There is a huge fountain here that has water jets that create amazing shapes.

9. Temple of Sune (pg 21): Accessible by boat or causeway, an illusion make it look like the roof hovers in the air. When you first go there and meet the clergy, make a Cha check DC 15. Success: You're accepted. Fail: You get pity for being unattractive.

10. Jewel Market: Sells jewels and luxury items. Lots of guards (MM pg 347) and spies (MM pg 349).

Harbor Ward: You can book passage on the Brazen Pegasus for 10 gp/day (for the whole group).

11. Royal Docks (pg 22): Exclusively used by the rich and fabulous.

12. Statue (pg 22): This is Na N'buso, an "ancient king". The statue was made 5 years ago and it is meant to impress outsiders.

13. Harbormaster's Office (pg 22): Outside of this building is a bulletin board that lists the available guides (see pg 33). Zindar is a half-gold dragon who watches over the harbor. His stats are on page 239.

14. Lighthouse (pg 22): It can make colored smoke that can be seen from far away.

15. Fort Nyanzaru (pg 22): It has a chain that can block the harbor. It's got stuff:
  • 2 ballistas: Ballista: +6 to hit, 16 (3d10) damage. It takes an action to load, an action to aim, and an action to fire.
  • 1 noble (MM pg 348).
  • 4 veterans (MM pg 350).
  • 40 guards (MM pg 347).
16. Warehouse District (pg 22): Ships are towed by dinosaurs.

17. Dry Dock (pg 22): Ships get repaired here. Dinosaurs pull ships out of the water.

Market Ward: Middle class area with shops and tradesfolk.

(pages 31-32) Special Items:
  • Canoe 50 gp
  • Insect Repellent 1 gp for 20 doses
  • Rain Catcher 1gp
  • Tej (fermented honey) A mug costs 4 cp, 1 gallon cask is 2 sp.
  • Ylkwa (a type of spear that does d8 dmg) 1 gp
18. Red Bazaar (pg 23): You can buy dinosaur meat (!), vegetables, fruit, tej (fermented honey), insect repellent, rain catchers, etc.

Inns:
  • The Thundering Lizard: 5 sp/night, raucous clientele.
  • Kaya's House of Repose: 1 gp/night, nice place, quiet.
19. Fish Market (pg 23): Prices are higher in the morning.

20. Grand Coliseum (pg 23): Statues of legendary gladiators line tops of the walls. There are events every day. There are some awesome events detailed in City on the Edge.

21. Hall of Gold (pg 23): Temple to Waukeen, goddess of trade and wealth. It is also a major bank. Run by Sibonseni, Mother of Prosperity (priest MM pg 348) she is very popular. When she travels in the streets, she's carried in a sedan chair and accompanied by drummers and dancers.

22. Public Bathhouse (pg 24): Run by priests of Sune. There is no charge, but a donation is requested. A masseuse costs 2d10 sp.

Malar's Throat: Buildings on either side of a ravine, connected by rope bridges.

24. Temple of Tymora (pg 24): This is where the people of Malar's Throat flee to when zombies attack.

Tiryiki Anchorage: Home to animal trainers, river folk and unsavory types. This is where most dinosaurs are trained.

25. Dinosaur Pens: Dinosaurs trained for street racing are stabled here.

I'll do more tomorrow!

Tomb of Annihilation Episode 1 - City on the Edge

$
0
0
You can watch this session on youtube here.
The 10-minute highlight version is here.

For a long time, I ran games in a game store. This blog started off mostly so I could write about what that's like.

Things I liked about it:
  • You meet tons of players to put in your home games.
  • Running unique "official" stuff.
  • Getting special free products: Dice, adventures, poster maps, etc.
Things I didn't like:
  • Playing in a public space.
  • Getting stuck with unpleasant players.
  • Game store "politics".
It's been a year or two since I stopped and almost as soon as I did, I missed running for my group of kids. They were really awesome. I wrote a lot about Dark the Dragon Sorceress, played by a 9 year old girl. I still say that out of the hundreds of players that I have run for, she was one of the best. I can only think of one player better.

I don't want to go back to running D&D adventures in a game store, so I figure I'll try to replace that with online games. My "kids" are now my online players.

Earlier this year, I ran a bunch of online test games to get the hang of it and learn how the whole thing works.

I am using xSplit to set up the overlay and we are using Skype to connect with each other. So far, it has worked great. I had to get a new computer to handle all of this.

I don't think I'll be doing live Twitch shows. For now, I'll stick with posting recordings on youtube. That allows me time to order art, to edit, and to make graphics.

The first episode is 90 minutes long. The rest will be 45 minutes to an hour and shows will be posted every Wednesday. I'll also include a super-short version so you can keep up without sinking hours of your life into it.

As of this writing, episodes 1-3 are recorded and episode 1 is posted.

The Party

(Ryan) Mistletoe - Human Druid
(Garrett) Ramrod - Goliath Barbarian
(Annalise) Val - Tiefling Sorcerer
(Joe) Zavagor - Half-orc Warlock

When I started this session, the tomb book wasn't out yet! The first three episodes use material from City on the Edge and Over the Edge. I set this on the world that I ran the Savage Tide campaign (from 2010) and my Skull and Shackles campaign (from 2013) on.


I love pirates, so I worked those in. There is an AWESOME NPC from Skull & Shackles that I decided to use. She is Isabella "Inkskin" Locke, a pirate captain who has a treasure map tattoo and wields a magic cutlass known as Brine's Sting. I used her in Skull & Shackles, but there was so much going on that she didn't get to do much. Now I can dangle her in front of a new group of heroes.

In order to have something of a clean slate, I used events from my Planescape campaign to combine some realities that caused little changes that will help make this campaign more accessible to new viewers.

At the start, the heroes are 1st level. Thanks in part to the reality "revision", the heroes are in the Hall of Final Fate in the Shadowfell - lost souls collected by Vorkhesis, son of the Raven Queen.

Tomb of Annihilation is all about the death curse. Souls are being destroyed. This does not sit well with the Raven Queen, so Vorkhesis sends our lost souls to go take care of it.

The heroes have their albino froghemoth with them. He is a "runt" and is supremely uncoordinated. I use him for comedy and as a tool to help the group along if they get stuck. He's also there to help them form an emotional connection with the world.

This is the overlay I made

Technical Stuff: I was very worried that I was going to mess up the recording, but thanks to all of my preparation, it went quite well! I recorded at lower settings just to make sure my computer could handle it. I'll be using higher settings next time, so the video quality will be sharper.

On this first episode, I used a snowball microphone. I love this thing, but it picked up my air conditioner a little bit. I bought and used a headset for episodes 2 and 3.

Using Port Nyanzaru: One of my strengths as a DM is running city adventures. Like in so many other paths, Tomb of Annihilation starts off in an awesome city, and then the group leaves it behind for good. After a lot of thought, I think I figured out a way to get the group back to the city periodically throughout the campaign.

Recurring Jokes: Because my games are stupid, one of the first things I did in this was to have an NPC look at the group and their froghemoth, pause, and say.. "That's a big frog you got there!"

My goal is to have people say this to them over and over, in many different voices, and then have it said in unexpected situations. I want to see how many ways I can work it in. I've hit them with it three times so far and they haven't noticed.

The heroes riding in the cart
Exploring the City: The group hitched a ride on a cart pulled by a stegosaurus and helped a guy deliver laundry to some pirates. Along the way, I had a jerk kid harass the group. Ramrod got out and actually threw the kid. The kid was very well-received, so I have some plans for this little feller.

The heroes couldn't help but notice that super-fast Tomb of Annihilation zombies were eating a sleeping pirate, so they jumped in to help. The heroes were victorious and befriended the pirates, including mighty Captain Inkskin.

As I had hoped, the heroes asked how the heck the zombies got on there. I set up this really stupid story and got to pull the trigger on it. The zombies were stowaways! The pirates had gone to Zombie Island and wouldn't you know it, there were zombie on the island! They snuck on board while the pirates were drunk.

The fact that I got to roll this dumbass story out and see the reactions of the players just killed me. It's my way of saying: Yes, this is what you signed up for. It will only get stupider from here
Mistletoe on his dinosaur

Then we jumped into one of my favorite scenarios from City on the Edge - Dinosaur racing! Weirdly, the racing rules in it are completely different than the ones in the Tomb of Annihilation book. Honestly, I like the City on the Edge version better.

In this scenario, the heroes race against another group of adventurers known as... the Green Vipers, who I fleshed out. I always love the "other adventuring party" trope. They are:
  • Nara, the smart lady.
  • Ladarius, the handsome dude.
  • JIM CRANK, an angry dwarf who doesn't take any crap.
  • Deidre the Slinker, a stealthy tabaxi.
Each racer rode an allosaurus, and a number of memorable moments were had. Mistletoe cast shilleleigh on his staff so that it left a trail of light. Val just took off right from the start and didn't look back. Poor Jim Crank, my badass NPC, couldn't roll above a 10.

We stopped halfway through the race and I was very, very pleased with how it went.

In Tomb of Annihilation, there are 9 trickster gods. Towards the end of the adventure, a trickster god enters the body of each of the heroes and gives them a special boon (such as the ability to turn invisible at will, or a 23 Strength!!) and also a flaw (such as selfishness or paranoia).

I was sitting here thinking about how to tie in the backstories of the heroes to all of this. I realized that each hero has a major entity tied to them:
  • Mistletoe: The Queen of Air and Darkness (from the Feywild)
  • Ramrod: A phoenix (!)
  • Val: (A miysterious entity yet to be revealed)
  • Zavagor: Eman, the home-brewed demon queen.
So here's what I'm thinking. The GREEN VIPERS will be possessed by the tricksters. The heroes will be possessed by their backstory entities!

I think that will work out really well.

This could all change as we see what works and what doesn't, but I've got a nice little roadmap to work with.

Next week, I'll write about episode 2, where Val absolutely KILLS IT with her quick wit. I was floored. She did it again on episode 3, as well.

The group also meets Kwayothe, a merchant prince who I think might become a major part of this campaign.

The Tortle Package - D&D Tomb of Annihilation Supplement

$
0
0
You can buy this on the DMs Guild. Profits go to charity!

I don't want to spoil too much about this, but I want to give you an idea of what's in it. It's by Chris Perkins and ties in to the Tomb of Annihilation.

The Tortle Race

So, you can make a tortle character, eh? Let's see what that is like:
  • Their speed is 30. I figured it would be slower. 
  • They can hold their breath for up to an hour.
  • They have a natural AC of 17!
  • They can withdraw into their shell, gaining a +4 to AC.
That seems really fun!

Tortle Guides

We get three new tortle NPC guides who can help the heroes make their way through the jungle of Chult:
  • Eeyal: She's trusty, smart and wear goggles.
  • Kwilgok: Great name! He travels on an ankylosaurus named Deadly Treasure. He is Jobal-sanctioned. I love this guy.
  • Mudgraw: He has a tragic secret that he tries to keep to himself.
There are a bunch of maps in here by Will Doyle, who writes a lot of quality D&D stuff. His maps are really good, too! What a talented guy. Check it out:

We get details of Fort Ahoyhoy, home of the tortles. They sell some really cool stuff there, such as:
  • 80 pounds of coconuts
  • A pteranodon egg!
  • An axe beak on a leash
  • A 500 gp diamond (costs 500 gp, har har)
Dangwaru (The Typhoon Palace)

This is an abandoned temple of Umberlee. Chris Perkins writes about Umberlee a lot, doesn't he?

Dungwaru is a large location that would definitely take a session to fully explore. Parts that stick out to me:
  • There's a very cool part where you might be able to turn into a crab.
  • Sitting on a throne has a couple of really fun effects.
  • The classic deadly gazebo!
  • The group might find "booty ransacked from shipwrecks" including Zakharan perfume. (Zakhara = Al Qadim), a Quaal's feather token and 40 gallons of wine!
  • There's a really cool room where seawater might drag heroes a great distance.
  • The final encounter is pretty unique. The bad guy can do some cool stuff with a statue.
High Horn: This is my favorite part of this whole document. High Horn is an area where there are 6 shipwrecks in the water. At low tide, they are all visible to the naked eye.

A few of the ships could use some spicing up, but I think this will make for a really fun session of D&D. Without getting too spoiler-y, I think that you could use Myldryd Urchinspine to feed the group info relevant to the search for Omu and the nature of the Soulmonger.

Mud Pits of Florrb: Home to a mud mephit. There is a portal to the Elemental Plane of Earth here! I wrote a whole guide about that place.

There are new monsters:
  • Decapus: A tentacle-thing with really awesome art (and I usually hate tentacle-things).
  • Geonids: Rock-people.
  • Topi: Creepy 2-foot-tall undead.
  • Tortles: Full of Tortly goodness.
We get handouts for each guide and 3 more maps.

Overall

I was wondering how joke-y this would be. It isn't really a joke at all. It is all usable stuff.

I think the tortle race will be popular. Some people will want to make a tortle just for the 17 AC, others because it sounds hilarious to retreat into your shell.

The island is very cool. The temple is a very fun location and I love the shipwrecks.

Tomb of Annihilation is already overloaded with stuff to use. When you factor in the guild adept products, there is way, way too much material to fit in your game.

That said, I like this location and I think I'm going to use it. If you do the same, you might want to change it a bit to make it more relevant to the plot, but that is easily done.

This is definitely worth taking a look at!

Dungeons & Dragons - Cellar of Death (Tomb of Annihilation DMs Guild Adept tie-in)

$
0
0

You can buy Cellar of Death right here.

Howsabout we look at one of the DMs Guild Adept Tomb of Annihilation tie-ins? This one is called Cellar of Death, created by James Introcaso.

This adventure is for level one characters (!) and it actually takes place in the Cloakwood over on the Sword Coast. This adventure explains who the lich was that told the Harpers about the Soulmonger at the start of the Tomb of Annihilation book. 

This one actually begins with the group creating an NPC that everyone is linked to. Then we get to the intro boxed text and that NPC is dead! Killed by the death curse! Cracked me up.

I think some groups will love this. Each character gives a eulogy. Very funny idea!

The group gets involved in a raid on a lich's tower. The Harpers (a band of heroic adventurers) will attack it while the heroes slip inside and steal the lich's phylactery.

It talks about taking rests. The Harper assault is over an hour? If I was playing through this, I'd assume we've got 15 minutes, tops.

I really like the lich. Her name is Zaldara Cordress, the Duchess of Rot.
  • Her face is half-beautiful, half-skull
  • Her presence lowers the temperature of the room she's in.
There's a fun skull-face trap and another sea-monster-themed door trap that I really like.

There is a gem chamber that has an effect that I love! This dungeon feels just a little Dungeon Crawl Classic-y, which I like a lot. 

Here's a tremendous quote for you: "The ghouls take baths in the blood fountain."

There is a note saying that if the heroes try to go out and help the Harpers, a monster forces the adventurers back down into the cellar. I think it would be better to just have the Harpers yell at them: "What the hell are you doing?!" If the adventurers stay out there, the lich annihilates them.

There is a room with a water trap that I really like, but I don't quite understand where the trapdoor is. It sounds like it is set into the floor. The author has great rules for getting the doors open. He made sure to make it take more than a single die roll to open the sealed doors.

In the treasury, an iron chest sits between two humming pillars. I can just picture players going "uh oh" when they hear that description.

Once the phylactery is obtained, the group will have to contend with a severely injured lich! She only has 1st and 2nd level spells left. Her casting a Melf's acid arrow might off a character.

Overall
 
I like this one a lot! I can just picture myself running this for new players. I think it would go very well.

This is an adventure that you can drop into any campaign. It is not jungle-themed and it can be used in many different ways.

I really appreciate that the author kept it so short. It's 10 pages, plus a map and monster stats. In those 10 pages is a dungeon with 13 rooms, and more. Each room has its own fresh gimmick, described incredibly succinctly. That makes this adventure ideal for DMs, because it is so easy to prepare.

I personally love that you actually rub elbows with a powerful monster in this. Some players might expect her lair to have higher DCs and effects, which could cause some meta-gamey problems.

I notice that, as far as I can tell, it is possible to get the phylactery after passing through just two rooms. At first I balked at this, but then I saw that the heroes have to make their way through the prison, which is potentially five rooms in one.

I would say that the title kind of undersells the content. I'd prefer something like "The Duchess of Rot", as it has a little more spice.

People praise Phandelver often, but I'd run this adventure over the Cragmaw Hideout any day. This dungeon has a heck of a lot of ideas packed into it, it's really easy to prepare, and it seems like it would be a lot of fun to play through.

Dice, Camera, Action: Episode 61 - Tomb of Annihilation

$
0
0
Episode 61: End of the World
Season three is about to begin! The show has been on a break for a month, and during that time, Strix had a couple adventures with the Acquisitions, Inc. group. She was on a podcast and then she did a live show. Both of them were fantastic and, in my opinion, hilarious.

The Waffle Crew

(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Nathan) Paultin - Human Bard
(Holly) Strix - Tiefling Sorcerer
(Dani Hartel) Captain Xandalla - Elf Sorcerer

Non-Robot Evelyn

At the start, the group is on an airship. Strix is gone. She had vanished (summoned by Omin Dran) but the group has no idea what happened. They are on an airship captained by Captain Xandala. Godfrey the undead knight is with them, as is Waffles the owlbear and Simon, the demented, sinister golem-boy. Artus Cimber is here, too! He's got the ridiculously powerful ring of winter.

The airship is lifting off. The crew is dead - they were agents of the red dragon, Klauth. The waffle crew is trying to run the ship on their own under the tutelage of Captain Xandala.

Diath wants to know what happened to Strix, so he busts out his sword, Gutter, and summons Shemeshka. She is wearing a ball gown, crimson and gold. This is apparently based off of a piece of fan art right here, which is awesome. She's wearing her "crown", which is a wreath of razorvine. She's got a cigarette in a cigarette holder. Evelyn likes her clothes.

From this point on, Shemeshka is referred to as Diath's girlfriend, which he really doesn't like. Very amusing!

Diath... blushing

Shemeshka checks out Jared's pendant. It's not magical. She drops it. Diath asks about Strix and she says that she did a little research. She says that Strix was summoned via infernal contract by Omin Dran.

He messes up his other two questions. "Can I take a raincheck on that?" Shemeshka says a bunch of things, suggesting that the group doesn't need Strix because Xandala is a suitable replacement.

She also says, "The Skizzixes are coming for you." That's Strix's family. Hmm... who are these people? Are they after Diath?

She also again drops the name "Locatha" or "Lorcatha". Who or what is that?

Xandala wants the ring of winter from Artus. Artus says she isn't who she says she is. Paultin wants the ring, too.

Paultin makes a high persuasion roll. Artus wants to accommodate him.. he says that he will travel with them and decide whether Paultin is worthy to wear the ring. Yikes, that will be awesome and terrifying.

After lots of talking, the group knows that Strix is in Chult and they want to go there ASAP. Xandala is worried that Klauth will find them. She chucks the sending stone that her former crew used to communicate with Klauth over the side.

Some rolls are made and Xandala "made a 1", becoming the first member of the waffle crew to roll a 1. There was a poll on twitter where people could vote on who would do so. Strix got the most votes (fun fact: Strix wins every twitter poll).

Evelyn realizes that he mouse, Juniper, is freezing. Since Evelyn is  construct, she has no way to warm up Juniper.She hand Juniper to Xandala and suddenly, her pseudodragon eats Juniper! Xandala rolls a 20 to persuade Summerwise to spit the mouse out. Evelyn resuscitates Juniper with a lay on hands. The look on everyone's faces when that happened.. good gawd.

The group notices that Paultin is sick. He says he has motion sickness/allergies. It's the death curse!

Xandala notices that Artus is not wearing the ring of winter. She points it out to everyone.

Over the course of a few days, Paultin loses some  max hp and gets sicker and sicker. Artus says Paultin will be dead by the time they get to Chult.

Strix

Strix appears!  She declares that she won the dinosaur race. She says Omin is nice and that Jim is an asshole.

Strix tells the group about Acererak and the Soulmonger. Xandala wants to find a quicker way to Chult.

After much debate.. they summon Shemeshka again. They are thinking about jumping through her portal which makes my eyes explode. I would love that so much.

Would Chris use post-Faction War Sigil? I guess he would. Would the crew have a run-in with the Lady of Pain?

Shemeshka has a vial and a scroll for them. They can use this stuff to summon the Sewn Sisters. The affected heroes will need to suffer through three things in order for the sisters to stave off the death curse.

They ask Shemeshka, "Where can we find the Soulmonger?" It's hidden under the city of Omu. Strix points out that she was just in Omu, so she knows where it is.
Paultin

Shemeshka agrees to teleport the group to Chult if Diath does something for her. She casts a geas spell (this spell forces a quest on you - you take a pile of damage every time you defy it). She wants Diath to find a person named "Mr. Fox". She wants his spectacles and the spellbook that he took from her library.

They have to pick people. They exclude Godfrey and Xandala. Xandala decides to cast dominate person on Artus. Xandala gives a great monologue, talking about how the Harpers are ineffective and that she's going to take care of things herself. She has "plans for this world."

Strix tries to stop her. Roll initiative! And... here come Klauth the red dragon. That's where we stop!

Overall

I'm going to talk about the show and then march into spoiler territory, so beware!

Great show! A little too much debating in the middle, but they are all fun to watch so it was fine. The show is really good and it makes me very happy to see it get bigger and bigger. I should note they have a new intro, and it is really great. It feature all of the heroes getting trapped in the Soulmonger.

As far as I'm concerned, Dani is the "fifth waffle". She should be on the show as often as possible. Maybe they could put her on a new show or something. Let's imagine a super group:
  • DM: Mike Mearls (I'd like to see him running something, at least on occasion!)
  • Dani Hartel
  • Trump from Missclicks
  • Milynn Sarley from Maze Arcana
  • Taliesin Jaffe from Critical Role
I'd watch the crap out of that show!

Xandala: If you want to know what the deal with Xandala is, check out pages 58 and 236 in Tomb of Annihilation.

The Sewn Sisters: They are on page 180 of Tomb of Annihilation. The people who make D&D seem to really like hags! I think there's at least one hag in every adventure so far.

The sisters are Widow Groat, Peggy Deadbells and Baggy Nana. They're probably going to want the hair or blood of the heroes, which will lead to some hilarious, insane stuff.

What's weird here is, as far as I can tell, these ladies guard the Soulmonger. They are not going to be inclined to help the heroes.

Also interesting is that the Acq Inc group has also been pointed in the direction of the Sewn Sisters. Maybe we'll get some kind of taped Christmas show where the waffle crew and Acq Inc have a crossover.

"Mr. Fox": This person is on page 188 of Tomb of Annihilation. Shemeshka wants two things of his:
  • His Spectacles: They're not magical but acts as a portal key in the city of Sigil.
  • Shemeshka's Book: This place is full of spellbooks. One must be hers. Maybe Chris will make it a Demonomicon of Iggwilv or something. There is one named book: "X the Mystic's Arcane Grimoire." 
X the Mystic has a bunch of quotes about "dungeon survival" in the 5e MM. X was originally a pre-made character from the classic 1e module, Dwellers of the Forbidden City. Chapter 3 of Tomb of Annihilation is actually named "Dwellers of the Forbidden City", so you got yourself an easter egg here. I wrote about all this weird stuff in this article right here.

I'm glad the show is back!

Tomb of Annihilation Episode 2 - Grand Prize of the Oracle

$
0
0


My Tomb of Annihilation Episode 2 show is right here.
The TLDW version is right here.

Thanks to everyone who checked out episode 1! The response far exceeded my expectations!

Online Players: I am planning on running side games online (1 or 2 sessions, not an ongoing campaign) fairly regularly with different players.

These will go on youtube. Ideally, I'd like each group to have 2 males and 2 females, something like that. I am planning on running some of the Guild Adept adventures for Tomb of Annihilation, Shadowrun, and a special Halloween zombie game (using the All Flesh Must be Eaten rules, probably). If you're interested in any of this, first look over this list:
  • Check out my show! I run goofy games. Most people like it, but if you are into the numbers and stats side of the game, you might not enjoy yourself. I always choose pacing over rules accuracy. 
  • I love new players! I don't care if you've ever played before.
  • You must be considerate of others. Be polite, pleasant and accommodating.
  • Know your character! If you are running a spellcaster, make sure you know your spell attack bonus, your DC, and what your spells do!
  • You have to pay attention, you can't be doing other things or leaving for 5-10 minutes. I try very hard to keep things moving and I run short games (an hour an a half, usually). I'm somewhat obsessed with getting stuff done.
  • I'll likely run these on Thursdays from 7-8:30 PM EST, or Saturdays from 6:30-8:30 PM EST.
  • I might run special games on Thanksgiving day and/or Christmas day, so if you don't celebrate those holidays we might be able to do something.

If this sound like something you're interested in, email me at powerscorerpg@gmail.com.

Session 2: I tape these online shows so that I can avoid live technical glitches. I ran this almost two weeks ago. Going into this one, I really wanted to dive into those Adventurer League scenarios that I liked so much.

I ran a mission from City on the Edge that has dinosaur racing and an arena fight. I generally don't like arena fights. Kind of boring! But this one had some cool gimmicks and I thought it was pretty good.

Running Games Online: Someone in real life asked me if I was nervous about this whole "putting myself on youtube" thing. It's funny, I get nervous over all sorts of things in real life. I used to joke with my friend about the "diarrhea feeling" I got every time there was an inspection at the movie theater (which always went fine, despite the mice).

When it comes to D&D, I am never nervous. D&D is a huge part of my life! I have been running games weekly, bi-weekly or tri-weekly for about 10 years straight, now. When it comes to running a game, I feel very at at ease.

I always think about Christopher Hitchens when this topic comes up. When he would come on a show or take part in a debate, he knew so much about the middle east in particular that people couldn't get away with half-truths or bogus claims. To me, he was living proof of the phrase "knowledge is power".

I have made every mistake you can think of when running D&D games. Through years of trial and error, I was able to overcome my own faults, deficiencies and personality flaws enough to keep campaigns running all the way to the end. This is probably the one area in life where I am completely comfortable in my own skin.

So.. no! I don't get nervous!

The Party

(Ryan) Mistletoe - Human Druid
(Garrett) Ramrod - Goliath Barbarian
(Annalise) Val - Tiefling Sorcerer
(Joe) Zavagor - Half-orc Warlock

The heroes were trying to get the four pieces of the dreamer's amulet. With it, the believed they could find the location of the Lost City of Omu.

My dino race tracking chart

They entered into a dinosaur race to win the prize, which included a piece of the amulet. We stopped last time in mid-race.

Val rolled incredibly well, and left everyone in her dust. Her final animal handling check was a natural 20!

Dinosaur Racing Rules Issues: These racing rules were pretty good, but the race was too short. It might just have been because of good die rolls, but I feel like it need some tweaking.

I am very leery of the dinosaur racing rules in the book, which is very abstract to the point that it's hard to figure out how to depict it. The first person to get to 300 feet wins. The whole thing is described in about 5 paragraphs and one chart.

I sat down a few days ago to try to figure out how I could run these things better. Here's my idea:
  • Look at the map of Port Nyanzaru and plot the race course.
  • Break it up into sections and create an "event" for each. Each round, everyone enters the new section.
  • The riders are in a clump, rolling for "feet" like in the Tomb book. Whoever has the mot feet is in the lead.
  • The winner isn't the first person to get to 300. It is whoever has the most points at the end of initiative in the final section.
So I am going to start my city race at area 4 on the map (pg 19). See the elevated bridge that leads to area 7? Section 1 of my race will give people the opportunity to bump riders over the side of the bridge.

I made up events based on the places they are passing. The church of Gond has clockwork water contraptions, old city has executioner's run, etc.

I think that is a way to make the race easier to imagine, and it gives you tools to create exciting or dramatic moments.

Hopefully we'll get to that on episode 5, which we're taping this weekend.

Val won the race and so the group defeated the NPC adventurers known as... the Green Vipers. Now they had to fight in the arena against a kenku named slicer, and his two velociraptors.

Slicer: Before the event, Ramrod walked up to Slicer and intimidated him. The roll: Natural 20! Slicer gave him the finger and then fled the scene.

That's when Val blew our minds with wordplay. I don't want to spoil it, but man... how did she come up with that so fast? It belongs in the dad joke hall of fame. On top of that, she actually came up with a better one on episode 3!

The arena fight is right out of City on the Edge. The iron bars have these vines wrapped around them. At the end of each round, the vines lash out and strike a random person, possibly poisoning them.

The arena map
Zavagor riled up the crowd, which worked out very well for the group by the end. Mistletoe bludgeoned Slicer into unconsciousness but got his throat slit in the process. He was up, but just barely.

Val kicked a dinosaur into the vines and then Ramrod hit it with his maul, ending it flying through the bars into the dirt of the arena.

After the fight, the group headed to the locker room to clean up. There was a bath tub. Mistletoe got in. Ramrod joined him. Then Hoppy, the froghemoth, decided to try to get in, too. The heroes made their saving throws and the tub was ruined.

Then they went to get their prizes! They met Kwayothe. My version of Kwayothe is a bit different from the book. She's very fire-demon-oriented. Here's the art I got:
My Kwayothe

She came down the step with her many beautiful concubines and gave the group their rewards:
  • A leather thong full of gold.
  • A piece of the dreamer's amulet (an orange gem)
  • Passes to a private bath house - their appointment was in two days' time.
Bath house, you say? Yes, that's right. I'm using the bath house thing from Encounters in Port Nyanzaru ASAP.

Zavagor noticed that she was wearing a ring that bore the symbol of the demon lord he was enslaved to - Eman, demon queen of fire.

That's where we stopped!

Was a great game! I love Port Nyanzaru and I have figured out a way to keep the group coming back there during the adventure. Right now the problem I have is that there's too much good material to fit into one campaign!
Viewing all 719 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>