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

Dungeons & Dragons Animated Series Ep. 25

$
0
0


This episode is about Venger's sister. She has a costume like his and everything.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 25 - Citadel of Shadow

Orcs have the group surrounded. Hank uses his trusty encounter-busting bow to clear a path through the orcs that the group uses to escape.

The adventurers seemingly escape the orcs, but end up in "the hills of never," an area littered with statues of monsters. This whole monster statue thing never explained. Seems like a really cool place.

Making camp, Eric blames Shiela for almost failing to secure a magic ring that the heroes need to get home. Despite the fact that the heroes did acquire the ring, Shiela starts crying.

The next morning, Shiela and Uni wake up, hearing someone calling for help. Wanting to prove herself, Shiela decides to deal with it alone.

In a cave is a girl trapped behind a magic wall. She urges Shiela to press her hand through.

This immediately causes Venger, who is elsewhere, to sense it. "The spell is broken! She must be stopped!" Look how dramatic:

The rest of the group wakes up, wondering where Shiela is. Dungeon Master has arrived. He tells them that "the ring of the heart must be placed above the ring of the mind."

Having freed the girl, named Korina, Shiela and Uni now accompany her in the search for a second magic ring. Her brother put the ring in.. the citadel of shadow. Check it out:

Somehow, the rest of the group ends up in a valley where rocks are falling on them.

Shiela, Uni, and Korina enter the citadel. There is a spell on the doors which prevents Korina from opening them. Shiela opens a door and, in the room beyond, sees a magic ring radiating energy. Uni thinks something is up. Shiela avoids some traps and brings the ring to Korina.

Putting on the ring, Korina cackles. The rest of the group arrives. So does Venger. It turns out that Korina is Venger's sister. Korina and Venger start shooting energy at each other.

The heroes flee the tower, which is destroyed. Korina emerges from the rubble. She asks the group for the other ring.

The group is being duped and are about to willingly hand over the other ring. Sensing his adventure is about to go off the rails, Dungeon Master appears and tells Korina to go away.

The adventurers realize that they need Korina's ring to go home. They think maybe she's in Venger's lair. That's right, Venger has another new lair:

In Venger's lair, Korina is wearing Venger-style garb.

Shiela turns invisible and rushes Venger's lair alone, trying to make up for her past mistakes.

Orcs spot the rest of the group. Hank implausibly uses a lightning arrow to create a square prison to trap them in.

Invisible, Shiela taunts Korina and snatches the ring off her finger.

Rejoining the group, they try to figure out how to use the rings to open a portal home. They hear Venger attacking Korina and decide to help her. Shiela throws both rings at Venger, causing him to get sucked into another dimension or something.

Somehow this... frees Korina of evil and becomes Venger's prison. That's what Dungeon Master says, anyway.

Korina and Shiela become friends. Erik isn't impressed and falls in a hole. The end.

So, we know that Dungeon Master is Venger's father. Is he also Korina's father? Who is the mother? Why does Venger look demonic, while Korina appears to be a normal "human" (with bat wings)?

This whole show seems to be about Dungeon Master using the kids to turn Venger to the side of good. Here, in one episode, Korina is turned good just through the use of a ring. Kind of weird.

Stuff that Presto's Hat Does:

58. Summons dynamite.

Eric's Life is Horrible Because:

23. He makes fun of Shiela, causing the group to resent him.

Hank's Bow Can:

72. Fires arrows into a group of orcs, clearing a path for the group to run through.
73. Fire a single arrow that becomes a square prison for a band of orcs.


Dungeons & Dragons Animated Series Ep. 26

$
0
0


Faerie dragons! A rare Venger-less episode. The series is just about over.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 26 - Cave of the Faerie Dragons

The heroes are swimming in a lake at the base of a waterfall. Here's Dungeon Master. "Greetings pupils," he says.

His riddle includes this phrase: "A giant sacrifice may be required to save a tiny friend."

Giant ants burst out from the ground and attack the group. They run. A mysterious creature saves them by leading them to a cave behind the waterfall. In it is the creature who helped them - a faerie dragon.

I always get faerie dragons and pseudodragons mixed up.

The dragon's name is Amber. She likes Presto, and climbs in his hat while he's wearing it.

Passing through a tunnel in the back of the cave, they encounter another tiny dragon. Apparently the queen of the faerie dragons has been captured. The adventurers decide to help.

The people who abducted the queen is demanding the treasure of the dragons. She shows the group the castle where the queen is being held.

Most of the group heads down into the dungeon under the keep. Eric and Uni stay on the ground level.

They find the cell where the queen is being kept. Magic doesn't work in this cell. The bad guy, a human named King Verin, locks the group in. Despite the fact that the group was split up, everyone is somehow in the cell (except Amber, who slips out).

The Queen explains that the faerie dragons lived in the Forest of Mists, but a volcano erupted and destroyed it. They want to relocate to another forest, but for now they are living in a cave.

Amber flies to the caves to get help.

Presto evades the anti-magic shell by holding his hat through the bars in the cell door, using his magic hat to summon termites, who eat and destroy the wooden door.

The queen casts sleep on two guards to help the heroes escape the keep.

Back in the caves, the queen shows the group the treasure horde of the faerie dragons. She offers the group treasure, but they decline.

Amber helps Presto use his hat to make a rock float like it was a balloon.

The humans invade the cave. Here's a new one: Hank fires an arrow that summons a wall of glass, which the humans immediately shatter.

The group flees.. right into the treasure room. Wow guys, what a choice.

In a mirror, a portal to Earth appears. It turns out that the mirror is a magic item. "The mirror reflects what you desire most."

Hank causes the mirror to show the forest that the faerie dragons want to go to.  The dragons fly through, and the heroes dump the treasure through as well.

The humans force their way into the treasure room. Eric breaks the mirror, so that the humans can't follow.

Taken before the king, the adventurers refuse to say where the forest is. Presto uses his hat to cause the humans to float. I guess this is like reverse gravity.

The heroes walk away, talking about how they will have more chances to go home. Dungeon Master, peeping on them from a distance, says that they are closer than they think. 

Kind of a nothing episode. I'm not sure why, but I don't like the way the faerie dragons were depicted.

Stuff that Presto's Hat Does:

59. Summons magical termites that eat a wooden cell door.
60. Makes a small rock fly.
61. Casts reverse gravity on a band of evil humans..

Hank's Bow Can:

74. Fire arrows which change course in mid-air, and sick into a wall to give Presto a ledge to stand on.
75. Fire an arrow that summons a wall of glass.

Dungeons & Dragons Animated Series Ep. 27

$
0
0

This one is... not great. 

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 27 - The Winds of Darkness

This is the last episode of the series. However, there is an audio version of the actual final episode of the series included in the DVD set. We'll cover that one next time.

The episode starts off in chaotic fashion. Hank's leg is fading away? A scarecrow is menacing the group with magical fog. Bobby runs into a village for help, where a mob is accosting an old woman.

The mob disperses, and the woman seems friendly enough. She has a shack built on a cart pulled by an ox or rhino or something. When Dungeon Master's name is mentioned, the woman seems to know who he is.

Back in the scary forest, Hank vanishes.

Bobby and the woman, Martha, arrive. The scarecrow flees.

It would be kind of cool, for a party to have a mobile shack like this as a home:

Martha says the scarecrow is a "darkling." He can control an evil fog. Once the darkling takes its victims away, they are never seen again.

Dungeon Master shows up and says that he can't help Hank. Martha mysteriously claims that Dungeon Master ruined her life.

The group blames Dungeon Master for what happened to Hank.

Martha wants to take the group to a town called Mindral, but they insist on trying to save Hank.

We learn a little bit of darkling lore: The darkling appears for only 3 nights every 33 years, taking one victim each night. Once he takes 100 victims total, his winds of darkness will destroy all light in the Realm, forever.

The group arrives at Mindral. Martha heads in alone to find a place for them to stay.

The darkling lurks nearby, sending his fog to snatch Presto.

Presto tries to use his hat, but he uhh drops it and nothing happens.

Martha returns, seeing the group struggling against the fog. Martha emits a globe of light to protect the heroes.

The darkling ends up taking Martha's little furry pet.

Martha wants to flee. The group urges her to stay. She says that Dungeon Master told her the same thing once. She takes her cart and leaves, telling them they can find the darkling in the Grotto of Darkness.

Dungeon Master shows up and urges the group to defeat the darkling, as he probably doesn't have anything else to finish the session.

Martha decides to turn around. We see that the beast pulling her cart has a rhinoceros horn, but it has two prongs on the end.

At the grotto, Martha battles the darkling.

Presto's hat actually does something. He drains the darkling's fog into his hat. Then, Martha blasts the darkling with light.

In the grotto is a dungeon, where all of the victims of the darkling are. Hank is among them, as is Martha's pet.

That's it.

This is like... a new DM who has a pet NPC that does everything important in the adventure while the players just sit there. This was Martha's show. The heroes did nothing.

The worst part is how they built up the darkling as this unstoppable foe, and yet Martha defeated him with ease. She just shined light at him, and it was over. What was she so scared of?

A pretty terrible way to close out the show. But! We do get to check out Requiem, the actual final episode of the cartoon.

Stuff that Presto's Hat Does:

62. Drains the darkling's fog.


Dungeons & Dragons Animated Series Ep. 28

$
0
0


In the DVD set, we are given a bonus - an audio version of the actual final episode of the series, which was written but never produced as a fully animated episode.

First I watched/listened to the "radio play" in the DVD set, then I watched the fan-made animated version. The fan version is a lot of fun. They also added to the ending, and in my opinion, the fan ending is far, far superior to the original in the script.

The images I am using for this come from the fan version, which you can watch right here.

There is apparently also a comic book version of this episode. I'm not really sure where you can get it, though.

You can buy the complete series right here

Check out the previous episode recaps: 

Part One (Episodes 1-6)
Part Two (Episodes 7-13)
Episode 14
Episode 15
Episode 16
Episode 17
Episode 18
Episode 19
Episode 20
Episode 21
Episode 22
Episode 23
Episode 24
Episode 25
Episode 26
Episode 27
Episode 28

Episode 28 - Requiem

Dungeon Master and Venger meet in the Plane of Dreams. Venger wants to test the courage of the heroes - to challenge them without Dungeon Master's aid. The DM agrees.

The heroes fight a hydra. Well, run from it.

They had to use different voice actors. Bootleg Uni sounds very odd.

The group is having a hard time fighting the hydra. They spot Dungeon Master and shout for his help. Dungeon Master says they must defeat it themselves. Eric is outraged.

Hank's superbow blows a hole in a rock wall, allowing the group to flee. But, the hydra follows. They run through a swamp, the hydra close behind.

They enter a green bog and scatter. The hydra blunders into the bog and sinks into the murky depths.

Continuing on, the group comes to a crossroads. The sign has fallen to the ground, and the group isn't sure which way to go. Eric wants to go one way, Hank the other. Eric is sick of Hank being the leader. The group is split on which way to go.

Hank says the group is mad at Dungeon Master, not each other. Hank lets Eric choose which way to go. They head to the Sea of Sorrows and make camp, as night has fallen.

Eric says they are all prisoners of the Realm. Shiela wonders what they'll do without Dungeon Master's help.

Venger appears, and says that he can help them. He tells them to travel to Realm's Edge, where they will find a key in a cenotaph. If the group throws the key into a chasm, he will send them home.

Eric decides to go ahead with Venger's plan. Hank, Bobby, Diana and Uni refuse. Presto and Shiela go with Eric.

Eric, Presto, and Diana find a ruined ship. Presto makes it float, and it becomes a flying vessel for them to use.

Hank sees this and decides they need to go to Realm's Edge to stop them. A bronze dragon arrives. It offers to give the group a ride.

Hank asks Diana why they're in the Realm. She thinks it is to defeat Venger. Hank thinks it might not be that simple.

The dragon catches up to the ship and Hank tries to force them to land. He fires an arrow that bounces off of the cavalier's shield, causing a jet of lava to shoot up and strike the ship, which catches fire and sinks down toward lava. 

Hanks and the adventurers on the dragon lose sight of the ship. They continue on, thinking their allies are dead (!).

Watching on, Venger tells Dungeon Master that the group's desire to return home is stronger than anything else.

The group reunites at the entrance to the cenotaph, and are happy to see each other.

Presto uses his hat to shatter the entrance door. They end up being attacked by an ooze. Bobby buries it under debris.

Climbing up and exploring more, the group comes to the literal edge of the Realm. It is the "ultimate gulf," an endless cliff. They spot continent-sized pillars that support the Realm itself (this isn't really depicted in the fan version, I imagine it would be difficult to create).

They find a sarcophagus with the visage of Venger on it - presumably from when he was a good guy.

Opening the sarcophagus, there is nothing inside except the key. Eric wants to throw it into the void. They raise their weapons.

 

The ooze is back. Eric goes to throw the key, but Hank grabs him and stops him. Hank says he thinks Eric is right, the Realm itself is a dungeon - and this is the key.

Bobby uses his club against the ooze, causing Hank to drop the key and fall over the edge. The ooze surrounds the group.

Eric has the key. Venger shows up and tells him to throw it into the abyss. Eric spots a keyhole in the vault door nearby.

Venger tries to attack Eric, but the ooze grabs him in a tendril. Eric races over to the vault door and puts the key in the lock.

As the vault door opens, light spews forth, causing the ooze to vanish. Venger is transformed by the light. Magic rolls over the land, opening portals in many locales in the Realm. Even Venger's servants see portals to their home worlds open. Even shadow demon!


I should note that in the fan version, a ray of light shatters Venger's home - his first home, that is. The hanging stalactite one.

Hank is hanging on to the side of the cliff. The group pulls him up.

Venger is hit with energy.

The energy transforms him into a noble, majestic human - his old self. Hank realizes that their mission wasn't to defeat Venger, but to redeem him.

Venger kneels before Dungeon Master. "Father, I have returned."

Venger explains that he chose to follow a master of evil, but that the group has set him free.

Dungeon Master opens a portal to Earth. Good lord, he could have done that at any time?! He gives the group a choice - go home, or stay and have more adventures.

They take one more look at the land...

That's the end of the "official" version. The fan version creates a much more elaborate ending, and it is much better, in my opinion.

This was a pretty great episode. The fan version was kind of amazing, though redeemed Venger's voice was no good. I feel like Matt Mercer would have been nice enough to lend his voice for those 5 lines and it would have been tremendous.

Also, my mind is boggled that Dungeon Master could have sent them home at any time. He literally risked the lives of little kids to deal with his rotten son.

I would say the one issue I have with this whole endeavor is that they didn't include Tiamat in the final story. Tiamat was a big part of the show, and to not include her in the finale feels wrong. 

Redeemed Venger, teaming with the heroes, to defeat her once and for all seems like something that should have happened.

Stuff that Presto's Hat Does:

63. Turns a ruined ship into a flying vessel.
64. Calls forth a bolt of energy that shatters a door.

Hank's Bow Can:

76. Shoot an arrow that wraps all of a hydra's heads together.
77. Blow a hole in a rock wall.


The Legend of Vox Machina Ep. 1

$
0
0

 

Now that I finally finished the D&D cartoon, I have decided to watch a contemporary D&D animated series - The Legend of Vox Machina, which is on Amazon Prime.

This cartoon is based on a real life D&D game played by actual voice actors, chronicled on the "actual play" show known as Critical Role.

Critical Role is hugely popular and, from what I can tell, has played a large part in drawing people in to playing 5th edition Dungeons & Dragons.

Critical Role has actually spawned a number of D&D supplements:

I've only watched one full episode of the Critical Role show, which I reviewed here. I liked it, but it was just too long for me to watch on a weekly basis.

The Characters

Grog: A Goliath who likes combat, women and ale. He used to travel with a violent barbarian clan, but that ended when he stopped them from killing a gnome. The clan turned on him, beat him and left him for dead. Grog was healed by a relative of the gnome, a fellow named Pike.     

Keyleth: A druid that loves nature and elemental magic, Keyleth is on a quest to discover herself.    

Percy: When nobles overtook his family's castle, Percy and his sister fled, but his sister was apparently killed by archers.    

Pike: A halfling cleric.

Scanlan: A gnome bard who is searching for a true gnome to fall in love with.

Vax'Ildan: A half-elf thief with a twin sister, Vex'ahlia. They left their father's elven settlement and wandered for a few years. When they came back, the place had been destroyed by a dragon.    

Vex'ahlia: A half-elf ranger. The sister of Vax. Neither twin was accepted by the elf community that they lived in with their father. She has a bear companion named Trinket.

The Show

I'm going to obviously spoil the show now, so I highly recommend that you watch this episode before reading. Check it out and then come back.

I'm coming right off from watching the '80's D&D cartoon, so this very jarring. The opening sequence, which involves Matt Mercer explaining the setting and story, has some really awesome art.

There's a great evil, and a band of heroes who greatly resemble characters from the Lord of the Rings try to deal with it, but they are slaughtered.

The rulers of Tal'Dorei argue about what to do about the evil entity. One sinister fellow wants to capture it and use it as a weapon, but the ruler wants mercenaries to kill it. They need to find "the greatest mercenaries in Tal'Dorei."

We cut to the heroes, drunk in a tavern. I am so taken aback by the swearing. The f-bombs are flying left and right.

They get into an altercation with another group of adventurer-types, which includes some kind of dog guy. Wait, there's a cat-person too.

What a great intro. Keyleth vomits in the dog guy's mouth.

The group wonders where Scanlan is. He's got a room with a lady. Good lord, we have full frontal nudity. I was 100% not ready for this.

The bartender puts a stop to the fight. The bartender seems to have the ability to turn into a minotaur at will.

Kicked out of the bar, the group is broke. They see a "mercenaries wanted" sign.

The heroes comes before the rulers of Tal'Dorei.

Scanlan tries to impress the ruler with a song about the group. The rulers have a quick, quiet conference and decide, "Why not?"

The group's task: Kill the evil entity. Their reward will be a chest full of treasure.

Next thing we know, the group is on an airship. The ship seems to be powered by a handful of large, glowing crystals affixed around the edges.

The adventurers disembark and visit a village that was hit by the evil entity. A villager asks Pike to bless their home. Pike tries, but seems like she doesn't know what she's doing.

The heroes learn that the creature has wings and that it is really big. Using the nose of Trinket, they begin tracking the entity through the forest. They eventually find footprints of a humanoid.

Suddenly, a dragon rises up and breathes massive bolts of lightning.

The group considers running but Grog says, "F*ck that." Keyleth casts what looks to be call lightning, which seems to make the dragon stronger.

The group ends up buried in rubble, and the dragon flies away. Grog has a hideous wound. Pike heals him.

The heroes discuss abandoning the quest. "Who gives a soggy anus..." Keyleth is in shock. Pike reminds the group that the people need them. 

Vax explains that she can sense dragons, and that she sensed one in the palace. "Someone in the council must have been in contact with the dragon."

The general feeling seems to be that the dragon is just too high-level for them to take on.

Upon their return to the village, they see that the entire village has been wiped out. There is one survivor - a kid who is badly wounded. No.. wait. Pike has no healing left. The kid passes away.

The group changes their mind. They're going to kill the dragon.

Thoughts

I have actual chills. That was so good. The art, the music, the writing... just amazing. This episode is the D&D session you hope to run.

It makes me wonder why Hasbro hasn't created a D&D cartoon like this in recent years. I know there's a movie coming out (made by the people who made Game Night, a movie I love), but it seems like a no-brainer. You could either tie it to the old cartoon, or create some contemporary heroes and each season run them through a TV version of one of the adventures.

They could do Acquisitions Inc., even. It's kind of odd that they never did.

I hope Vox Machina is a huge success (I'm guessing it is) so we see more of this type of thing.

The Legend of Vox Machina Ep. 2

$
0
0

 

You can watch this episode right here.

We start this episode off with the dragon attacking a camp of soldiers. This show is doing a great job of showing how a scenario that might seem "basic" at first glance - a dragon attacking a kingdom - can be a top notch adventure or story. It's all in how you do it. I feel almost dumb for not having run a scenario like this.

The dragon wipes out a band of soldiers in the forest..

At the castle, the ruler confers with his council. Let's see if I can figure out the names of the NPCs in the castle are:

  • Sovereign Uriel Tal'Dorei: The ruler, seems like a nice fellow.
  • General Krieg: Jolly guy with a mustache.
  • Allura: Blonde-haired human who accompanied the group on the airship last episode.
  • Sir Fince: The shady guy.
  • Lady Kima: Looks like a dwarf or halfling. Head of the city guard?

Vox Machina returns to the castle and talks to the sovereign. Fince thinks they should try to cut a deal. The general is impressed that the group survived.

Vax's dragon sense again goes off.

Leaving the castle, Vax and Pike go to buy something to kill the dragon with. They are going to... Gilmore's Glorious Goods.

One of the things I liked about the old D&D cartoon was the paintings of the different locales. In this show, they definitely don't skimp on depicting the different areas that the heroes inhabit. There's been a few overhead shots of the city that were insanely detailed, and this image of the shop is pretty great, too.

Gilmore really, really likes Vax. He has a "Lance of Dragon Slaying" (aka a dragonlance), which is 20,000 gp. The adventurers don't have that kind of money, so they toss Gilmore a few coins for info about blue dragons.

Gilmore breaks out a tome of dragon lore. "The wyrm shall only find defeat in the gorge where twin rivers meet." That's about it.

Scanlan and Grog are thinking about going to a brothel, when they spot Sir Fince. They follow him to a palatial estate. The rest of the group arrives at the mansion. They are having a hard time with the non-magical lock. Vax finally picks it.

As they explore the interior, it looks like this is General Krieg's home. Sir Fince is in the basement, looting a scroll from a wall of books. Sir Fince starts to explain, when he is run through. Sir Fince dies. General Krieg is the one in league with the dragon.

Krieg somehow loses the heroes, possibly using a secret door. Exploring the mansion some more, the group notices that Krieg really likes dragons.

Tiamat? Cult of the Dragon? What D&D lore, if any, are they allowed to use on this show? Probably none, right?

It turns out that a life-size erotic painting of a dragonborn that Grog is drooling over is also a portal that can be stepped through.

Stepping through, they enter into an icy cave. In this cave is a massive pile of treasure.

Check that out. That's like... a Dragon's Lair treasure hoard.

General Krieg is here. "The age of man is coming to an end. When dragons ruled all of Tal'Dorei..." Krieg transforms. He is the blue dragon.

The dragon takes flight, making it difficult for the group to hit it. Vax notices cracks of energy in the neck of the dragon, "Where the two rivers meet."

The adventurers are hit by the lightning breath, but when the smoke clears, they are hurt but still standing. Vax cuts it in the neck, then Pike uses magic to make one of Vex's arrows like Hank's from the cartoon. The dragon is hurt badly. Grog charges and reduces it to a bloody mess.

Grog takes a tooth from the dragon as proof it's been slain. The entire cave is collapsing. Scanlan grabs just a bit of loot and the heroes flee through the portal.

Vox Machina are declared protectors of the realm, and are honorary members of the council of Tal'Dorei.

The group opens their reward chest. Inside are keys and a scroll. The group has been given the deed to a keep.

Krieg may have been part of a larger plot. There will be a banquet. Several dignitaries are on the way.

We cut to the dignitaries traveling by coach. They are Silas and Delila Briarwood. Bandits spring a trap. Silas slaughters the bandits, literally punching through one dude's abdomen. An ominous way to end the episode. I assume, if I was familiar with Critical Role, this would be an awesome reveal.

Thoughts

Good show! Not as epic as the first episode, but they totally won me over, and now I'm on board for the duration. It felt like this story could have been stretched out for another episode or two.

The Legend of Vox Machina Ep. 3

$
0
0


You can watch this episode right here.

Percy is having a nightmare about his past. His wealthy family killed by assailants. His sister running through the forest, shot in the back with an arrow.

He wakes up in the group's new keep.

The adventurers have breakfast together. Allura arrives to remind them that there is a party tonight that they need to attend. Dignitaries from across the realm have come to work out a new security pact.

That night, the adventurers arrive at the party wearing noble garb. Scanlan is wearing a bejeweled codpiece. They check their weapons at the door.

When Lord and Lady Briarwood arrive, Percy is stunned. Percy quietly explains to the group that they are the ones behind the death of his family.

Some of the NPCs at the dinner include: 

  • Sovereign Uriel Tal'Dorei
  • Empress Salda Tal'Dorei
  • Arbiter Duala Juun, Master of Law
  • Seeker Assum
  • Lord and Lady Briarwood

While the rest of the heroes are at the dinner, Vax is sneaking around. He spots the fellow who drove the Briarwood's carriage. Distracting a pair of guards with a snake wearing an eyepatch, he slips into the room that the Briarwoods are staying in.

At the dinner table, the sovereign discusses Whitestone, and how no one travels in or out of the lands. Lord Briarwood, at the table, basically casts suggestion, forcing the sovereign to commit to leaving Whitestone be.

Vax searches the room of the Briarwoods. He finds a false bottom in a chest containing a book. In it is lore linked to "The Whispered One." Vecna?

Back at the table, Lady Briarwood claims that Percy's family abandoned their people to rot. Percy is seething. After the meal, Percy explains that the Briarwoods murdered his entire family.

The Briarwoods entered their room and find Vax. Lord Briarwood uses magic on him.

Scanlan distracts the party-goers with a song and his glowing codpiece.

Briarwood is a vampire. He bites Vax, who staggers back and then jumps through a window into a pool. The Briarwoods follow.

The adventurers grabs their weapons and run outside to battle the Briarwoods. Pike heals Vax, as Keyleth has a spell countered.

Lord Briarwood's sword cuts into Grog, and it actually grows in size. I am still used to the D&D cartoon... I get shocked every time I see blood in this show.

The group isn't doing so well. Keyleth uses a wall of thorns (which seems to be her go-to spell) to separate the villains from the group.

Percy thought he had them, and accosts the group. Pike's holy symbol seems to be losing power.

Percy points his gun at the Briarwood's driver, a meek fellow who seems to have no choice but to do the bidding of the villains. Percy puts on his plague mask, then actually shoots the driver. Before he can kill the driver, the Sovereign orders guards to arrest the group. 

Thoughts

Again, I think that the blue dragon story could have used a few more episodes. This Briarwood story came in very abruptly. I feel like something is missing, but I don't know what it is.

Part of it might be that I don't really have any strong feeling for the characters. They're all pretty funny and distinct, but in general I'm not really rooting for them. 

That moment at the end of the first episode, where the group is outraged at the death of the villagers, made me care. But here, when the stakes are more muddled, I have a hard time getting invested. 

My feeling right now is that the wackiness outweighs the heroism. The group prioritizes things like punching each other in the balls, rather than adventuring. It takes away from the momentum of the story. There needs to be just a bit more intensity to counteract all of the "magic codpiece" kind of stuff.

The Legend of Vox Machina Ep. 4

$
0
0


You can watch this episode right here.

We start off with a great shot of the castle at night.

Allura tells the heroes are confined to their keep until further notice.

In the carriage, Delila Briarwood realizes her book is gone - stolen by Vax. Silas reminds her that they have the means to retrieve it.

Ohh, then we get a great shot of the group's keep at night.

Soldiers take the group's weapons, and warn them that if they leave, they will be executed.

They look through the Briarwood's book. It is in a language they can't read.

Percival tells the group that the Briarwoods slaughtered his family, seized his estate. Percy and his sister tried to escape. Percy thinks that the Briarwoods aren't in the habit of leaving loose ends, and that they'll come for him.

Meanwhile, in a graveyard, Delila Briarwood casts some kind of spell. Seems like she's raising the dead.

When the group tries to use a secret tunnel to escape, the soldiers force the heroes into a few different rooms in the keep.

Pike prays to her deity and appears in some dank dimension. Nothing but darkness. It's like her god, Everlight, isn't answering her. Grog, who is in her room with her, learns that Pike's god doesn't seem to hear her anymore.

The soldiers outside the keep are being slaughtered by evil humanoids.

Keyleth tells Percy that she can't go home until she proves herself worthy.

The entities make their way into the keep and begin killing more guards. They are after the book that Vax stole from the Briarwoods.

I am trying to figure out what these undead entities are. Wraiths? If they touch you, black goo pours out of you.

Their weakness is light. Pike tries to cast light, but she can't. It is time for Keyleth to prove herself - she casts light and the creatures react as if they are being turned.

The heroes slaughter the entities, who fade away after being slaughtered in a gory fashion.

The lone surviving guard lets the adventurers leave to go to the Briarwoods.

Pike says she's not going. She can't hear the Everlight. She needs to apologize to her gor, properly, in a temple.

Thoughts

In D&D, it's always fun to give the groups a home. I usually give them the opportunity to get a ship or spelljammer loaded with goofy NPCs. It's nice to have a place where they can collect and display all of the things they've obtained or conquered. They can sort of get a sense of their own history, and that the things that happen in the campaign are all relevant and right there with them.

This episode, which is in the group's "home base," is right up my alley. The keep is relevant - it's a place they can grow fond of. 

I am most invested in the story line about Pike's god. That's a cool idea, that a cleric's deity stops responding. I have no idea how that would play out.

Very good episode! I think I'm on board with the Briarwood story now.


The Legend of Vox Machina Ep. 5

$
0
0


You can watch this episode right here.

On the run from the town guards, the heroes break into Gilmore's. Gilmore is on the premises, so the adventurers do some shopping - enchanted arrows, holy water, etc.  The others steal a horse-drawn wagon, and the group is on their way to Whitestone.

Keyleth and Scanlan go through Delila's book. They see notes and a drawing about a ziggurat.

Passing through a fog-laden forest, Vex notices something stalking them. It turns out to be a pack of monstrous wolves with prehensile tongues. One snatches the book along with Scanlan, and runs.

Keyleth actually uses wall of thorns to create a bridge over a chasm, which is very clever.

Vex fires an enchanted Hank arrow that blows up a wolf.

The wolf, and the cart tumble over a ledge. They think Scanlan's gone, but he rises up from over the edge on what looks to be a Bigby's hand spell. The group's sack of magic items, however, falls and is apparently lost or destroyed.

The lone surviving wolf still has the book and gets away.

The wolf returns to the Briarwoods, who are having a family over for dinner, if you catch my drift. The book is back in Delila's hands.

Scanlan messes with a magic scroll that turns him into a frog, then a zebra/unicorn, and then a female half-elf.

Elsewhere, Pike visits a temple of her god. Oh good, I thought we might not see her for a few episodes. She meets with a cleric at the church. Pike thinks she is cursed, but the cleric tells her,"The Everlight accepts you as you are."

Gathered around a camp fire, the group shares stories of their weirdest monster kill. I am still not ready for the full frontal nudity on this show.

We learn that Whitestone was at one time a bright place that was built around the massive Sun Tree. The group looks down on Whitestone now to find that the city is dark and full of boarded-up buildings. The Sun Tree's leaves are gone and the branches are twisted. It's a fun idea to have a city with a "sun tree" be taken over by vampires, very cool backstory for Percy.

Percy wants to find Keeper Yennen - a holy woman. Emerging from the fog of the dark city is some kind of giant, which the adventurers hide from until it passes by. 

Gazing up at the Sun Tree, they spot a family hanging from it. The victims are dressed as the adventurers - hanging from nooses.

Thoughts

Good episode! Very Ravenloft-y. I like the city, the villains are cool, and I loved the chase encounter with the wolves. I love chases, but they can be hard to run in D&D. In this instance, you'd have to just flat-out say that the wolf snatches the book, because if it doesn't, you've got no chase encounter.

As a DM, you're in a spot where you have to choose to either be a bit railroad-y, or just see if the wolves can pull it off. Personally, as a player, I'd be fine with the DM being a bit railroad-y in this instance because the encounter is awesome.

The Legend of Vox Machina Ep. 6

$
0
0


You can watch this episode right here.

I really like Whitestone. The idea is really good - a foggy city ruled by vampires that is patrolled by an undead giant. 

We learn that there are rebels in Whitestone who have convened in an unknown locale in the city. They're looking at a map. Check out the detail on that thing.

An undead giant tears the roof off the hideout and kills a number of the rebels. The rebel leader, Archibald, has been captured.

Is that a death giant?

The adventurers gawk at the sun tree for a moment more, then end up hiding from the undead giant, which is really cool.

They are doing a great job of both creating cool threats, and building them up as a true menace. Although, I suppose, in most D&D groups if you try this there's a very good chance the heroes would just attack the giant. They'd probably have a surprise round, after all.

Tracking down Keeper Yennen, she takes the heroes to an old resistance hideout. The leader of the resistance, Archibald, has been captured and is due to be hanged tomorrow.

Meanwhile, Pike is trying to reach out to the Everlight. She has a vision where she is surrounded in flames. The clerics of the Everlight explain that Pike isn't cursed, something inside her is causing the disconnect.

Back in Whitestone, the adventurers make a plan to rescue Archie. It involves splitting the party. The lock on the back door seems to be unpickable, which is hilarious.

The heroes eventually meet up in the building and find Archie in his cell. He's been beaten badly.

There are a couple of "mid bosses" in this place. One of them is a dude with golden plating on his arms. Another is Captain Stonefell, a squat, bald man with what I think is a maul.

Percy puts on his plague doctor mask and tracks Stonefell down. Percy fires his gun, shattering the maul. Then he shoots off Stonefell's limbs before ending him.

Archie reveals that Percy's sister, Cassandra, is alive.

We cut to the Briarwoods, where Cassandra spots the building the heroes just set on fire. Apparently, she works with the vampires.

Thoughts

I liked this one quite a bit. Fighting a bunch of guards could be real dull, but they made it fun. There are definitely stakes involved, which adds a lot to everything. 

Most of this season deals with just one character's backstory, which is kind of amazing.

The Legend of Vox Machina Ep. 7

$
0
0


You can watch this episode right here.

We learn that Whitestone is an actual type of stone. When it comes in contact with residuum, both shatter or explode.

The adventurers are concerned that Percy is a bit unhinged. To put them at ease, he tells them a bit about his life after the Briarwoods killed his parents. He climbed onto a sailing ship and ended up homeless in some other city.

He had a vision or dream of a device - his gun. He made it himself. Inscribed on the barrel is a list of those who wronged him. There are 5 names. Who is the 6th one for? We don't find out.

Keyleth, a druid, senses that the roots of the sun tree seems to be connected to some kind of necrotic energy.

Archie thinks that Percy being back could inspire the people who remain in Whitestone. He explains that Cassandra is the prized hostage of the Briarwoods.

Scanlan convinces the group to let him make a big distraction while the group tries to rescue Cassandra.

Going off alone, he tries to start a fire, but it begins raining. Creeping into a house, he ends up in a room where the mid boss with the golden arms is going to the bathroom.

Guards rush him, but he drinks a potion that allows him to teleport about and avoid their attacks. When that wears off, he drinks a potion of diminution, and after that, a potion that gives him indigestion. He is captured briefly, but it turns out to be a potion of fire-breathing. The entire place catches fire. That was so good.

He flees into another room and uses a scroll to polymorph himself into a triceratops.

The mid boss catches up with him on the roof of the burning building. Scanlan actually fights using a Bigby's hand, punching the dude repeatedly. He ends up firing a bolt of energy from his groin and floats away on Bigby's hand (which I think he is referring to as "Scanlan's Hand").

Seeing the guards of the city running to the fire, the rest of the group makes their way to the manor of the Briarwoods. Guards are ready for them.

Percy makes his way into a room where he finds his old tutor, Anders, fighting with Cassandra. Anders slits her throat.

Thoughts

This was a Scanlan-focused episode, which is fine. It's a lot of fun to see D&D stuff on the screen - spells, potions, everything. 

Also... residuum! Residuum is some classic 4e stuff, did not expect to see it here on this show.

The Legend of Vox Machina Ep. 8

$
0
0


You can watch this episode right here.

Pike is in the temple of the Everlight, where clerics are chanting, trying to help her cleanse her soul. Pike has a vision in which tendrils of darkness pull her down. The clerics snap her out of it.

Back in Whitestone, Keyleth is trying to save Cassandra, who is bleeding out. She is successful.

Anders, the villain who slit Cassandra's throat, animates a few suits of armor. I should note that Anders seems to have an actual metal (silver?) tongue.

The rest of the adventurers join the battle against the animated suits of armor. Once dealt with, Anders uses magic to turn Grog against the group.

Back at the temple, Pike tries again to make the connection. Again, she ends up ensnared by black tentacles. This time she is pulled down, but a sun rescues her. It seems to be an embodiment of the Everlight, her deity.

"Lies will not lead you back." Pike insists she is not lying. I have NO idea where this is going, and I really like it.

Grog is attacking the adventurers. Anders ends up magically controlling Gorg, Vex, Vax, and Keyleth. Percy is in big trouble.

Percy fires a shot that ricochets and blows through the side of Anders's face. Anders's tongue actually animates and tries to escape, but Grog impales it. Percy blows his head off. That's another name off the barrel of his gun.

Percy reunites with Cassandra. She seems to be not so thrilled with Percy.

The heroes find a star chart. There's a solstice five days from now.

Outside, Keyleth shapes the clouds over the city in the form of the symbol of Percy's family - the Derolo Crest.

The Briarwoods see the clouds, and decide to act. Delila enacts a ritual, raising at least one zombie.

In the temple, Pike is semi-conscious, having fits. Her body might be an empty shell. The Everlight says Pike is lying to herself. She left the righteous path, drawn to depravity and violence. She put her group before her. Pike will need to choose a path.

In Whitestone, Scanlan sees the cloud formation. He encounters a horde of zombies. There are zombies everywhere...

Thoughts

It seems like we are basically working up the chain of flunkies, killing off a series of villainous NPCs until we get to the Briarwoods. Normally, I'd hate this, as it would feel like a waste of time (why wouldn't they just go right for the top villains?). 

But the combination of the fact that Percy wants revenge on each of them (having inscribed their names on his gun) and the execution of the story makes it enjoyable. Each encounter is different. Each villain is unique and interesting. The more it rolls on, the more you become familiar with the city, which seems endlessly cool.

We haven't gotten to the giant yet!

It's a great show.

The Legend of Vox Machina Ep. 9

$
0
0

 

You can watch this episode right here

We start off with the origin of the Briarwoods. Silas is on his deathbed. Delila runs into a ruined library and retrieves an evil tome with a skull on its cover. Bringing the tome back to the castle, she uses a ritual from the book that awakens and heals Silas. He's a vampire now.

Back in the present, those corpses hanging from the sun tree actually awaken as zombies.

The city of Whitestone is seemingly over-run with zombies. The group has no choice but to run. Keyleth uses her trusty wall of thorns to block many of them off. The heroes seek refuge in a hideout of the rebels.

The zombies start smashing through the walls, and Scanlan is bitten.

The group climbs up onto the roof. A couple of NPC rebels don't make it up there, and are devoured.

Scanlan will likely lose his arm within the hour.

Here comes the undead giant. Percy breaks out what looks like an arcane shotgun. He actually drops the giant with one shot, but his gun is damaged ("It's still a work in progress"). The guy with golden arms is still alive, and he brings more undead giants with him.

As the battle unfolds, Archie is cut in half. The group runs. When a horde of zombies blocks their path, Keyleth casts... wall of ice? Freezes them.

The surviving NPCs and the group meet up at the sun tree. Percy's sister urges him to rally everyone. Percy gives a rousing speech.

The zombies and giants advance. There's just way too many of them, and the heroes accept that this might be the end. In a beam of golden light, Pike arrives and heals Scanlan's arm. Pike is glowing - this is an astral projection of her, as her real body is back in the temple.

She starts firing off spells that devastate the undead. I assume she is turning them. I am actually interested in comparing this to the real life game to see what abilities are actually being used.

The group takes down two more giants in an extremely gory fashion.

Percy takes down the guy with golden arms.

Pike enchants... everyone's weapons at once. Good god.

The heroes enter the dungeons of the Briarwoods home. There they encounter a prisoner who offers to guide the group, but Percy puts a gun to her head.

Thoughts

Another awesome episode. It just gets better and better. I was not really sold on this storyline in the beginning, but they've won me over.

The Legend of Vox Machina Ep. 10

$
0
0


You can watch this episode right here.   

We start off with some backstory on why Percy wants to shoot this woman. It turns out she was an ally of the Briarwoods who tortured him when he was young, and threatened to do the same to his sister.

In the present, Percy shoots but doesn't kill her. Dr. Anna Ripley is her name.

The adventurers have noticed that Percy has been emitting weird smoke at certain times. Pike senses that something is clouding Percy's soul. Percy says he'll sort it out once the Briarwoods would be dealt with.

The group interrogates the doctor, who explains that the Briarwoods are planning on enacting a ritual on the ziggurat that the group saw mention of in the tome.

Anna says she can take the group there.

When he retrieving Anna's bag, Percy sees she has a half-built gun. He dumps it on the floor.

Elsewhere in Whitestone, the rebels (wielding weapons enchanted by Pike) attack the palace.

Back in the dungeon, Anna leads the group through a tunnel that leads to a massive cavern. They pass into a crypt containing dead members of the De Rolo family... who are now zombies.

Pike turns one zombie, causing it to explode. The group wipes out the zombies, and enters a secret passage.

They come upon a chamber that is used to make residuum.

Percy sees that a new name has appeared on the barrel of his gun - Cassandra De Rolo. Uh oh... She goes to seal herself behind a glass wall, but Vax slides in after her. The Briarwoods are there. Silas immediately takes magical control of Vax.

It turns out that Cassandra is one of the Briarwoods now.

The room starts filling with acid. Keyleth uses her go-to spell, wall of thorns, to attempt to shut down the acid-spewing tube, but it backfires. Scanlan summons the floating hand and the group climbs on. 

In the base of the pool of acid is a drain and a lever that opens it. Grog... dives into the acid... and swims down. This show is so fun.

Pike starts hitting him with healing spells.

The plan actually works.

As the episode ends, we get a look at the ziggurat.

Thoughts

What can I say? Another great episode. Did they do a long series of sessions based on each character's backstory? 

I am wondering what Critical Role fans think of this show. I imagine a TON of stuff had to be trimmed out of the sessions to fit this format (each episode of this animated show is about 25 minutes long). 

All I can say is that, as someone who is largely unfamiliar with the story as it played out on Critical Role, I really like this a lot.


The Legend of Vox Machina Ep. 11

$
0
0


You can watch this episode right here

At the ziggurat, Delila notes that the celestial alignment is almost complete. She chants, and the place begins to glow.

The adventurers approach the ziggurat. Scanlan realizes that the tome was an "instruction book" related to the Whispered One - an undead creature who seeks the power to return to our plane.

The solstice is the time that the barrier between the planes is weakest. So... the Briarwoods are trying to summon... Vecna?!

Anna Ripley ditches the group. Percy is torn on shooting her - as doing so would alert the Briarwoods. He is nearly overcome by the black smoke/energy.

Instead he ascends the steps and challenges Silas. Vex, still under the control of the villains, attacks his sister.

Cassandra fights Percy, who points out that Percy abandoned her.

Pike battles Silas, while Scanlan is getting hurt badly by Delila. She cast silence on him, and he's just screwed. Pike jumps in to save him.

Silas drops Percy. We see that Cassandra is under the magical influence of Silas, as is Vax.

Keyleth, wounded, notices the roots of the sun tree. She channels its energy, which snaps Vax out of it. It also cancels the silence spell.

Grog and Silas face off. Silas tries to take control of Grog.. but Grog closes his eyes and keeps fighting. That's so good.

Grog holds Silas in a bear hug (grapple), and Keyleth channels the energy of the sun tree. Delila tries to help, but Scanlan casts silence on her.

Keyleth blasts Silas with radiant energy, wounding Grog but reducing Silas to dust. Silas's name disappears from the gun.

With Silas gone, his control over Cassandra is gone.

Delila seals herself into a vast, evil chamber at the top of the ziggurat.

She enacts the ritual. The adventurers bust into the chamber as a portal opens.

Vex fires an arrow into Delila's back. Delila casts a spell back at Vex, but Keyleth dives in the way and takes the hit.

A robed figure steps through the portal. It is "The Whispered One." He vanishes, apparently abandoning Delila to her fate. Is that a sphere of annihilation hovering there where he was standing?

Percy shoots her in the back twice.

Pike goes to heal Keyleth, but her "astral form" comes apart.

We close in on the hovering sphere to end the episode.


Thoughts

I really appreciate that there were no "lowly minions" on the side of the bad guys. They added in Vax and Cassandra, which helps include the other characters, to keep it from feeling like this is all only about Percy.

A really epic episode, I am really curious about how this finishes.


The Legend of Vox Machina Ep. 12

$
0
0


You can watch this episode right here.

Here we go! Final episode of season 1. Is Keyleth dead? Vex uses an elixir on her. Doesn't seem to work.

Delila is still alive. Percy has his gun pointed at her head.

The group realizes that the hovering orb is blocking their magic, so they leave the ziggurat.

Grog spots Silas's sword and keeps it.

They end up back in the acid trap room. Magic is working, now... but they have no more elixirs to heal Keyleth with.

Vax grabs her components and Scanlan casts some kind of aid spell. This does seem to keep her from dying.

Delila, despondent, can't believe the Whispered One abandoned her. She wants to die. As smoke spews from his body, Percy plans to torture Delila. Keyleth awakens... and points out that Percy is possessed by a demon.

Vex stands between Delila and Percy. She helps him partly snap out of it. The demon leaves his body for a moment.

Hallucinating, Percy attacks his allies.

Percy slowly realizes he had made a deal with the demon - aid in building and empowering the gun, in exchange for souls to feast upon.

After a lot of struggling, Percy shoots himself in the hand and rejects the demon.

Delila gives a big evil speech as she prepares to teleport away, but then Cassandra kills her. They throw Delila's body in a pool of acid just to be sure.

Scanlan throws Percy's gun in the acid, too.

So what happens now? The people of Whitestone are cleaning up. Percy convinces Cassandra to take over as ruler.

What about the spinning orb? Holy men investigated it.. one touched it and was sucked inside it.

Keyleth opens a portal in the sun tree.

We get a nice shot of the group's keep:


Percy is building a new gun. The twins are reuniting with their bear. Scanlan has written a song about their adventure.

The group has been summoned to the cloudtop. We get a great shot:

Sovereign Uriel makes a proclamation.  He has decided that he is stepping down, and that the council will rule Tal'Dorei.

Vex's dragon sense goes off. In the sky.. is a dragon. Wait... four dragons. That's the end!

Thoughts

It's funny.. this literally felt like a mop-up session after a major battle in a campaign. They dealt with some stuff the DM couldn't squeeze into the last session, which went long. 

D&D is interesting in that you end up with characters whose style don't exactly mesh. Percy literally feels like he's from some other campaign, with the guns and the gothic clothing.

The Wild Beyond the Witchlight - Everything You Need to Know

$
0
0

This is just a quick post wherein I attempt to familiarize myself with everything Witchlight.

I have spent the last few months putting together a guide to The Wild Beyond the Witchlight, a 5e adventure that came out fairly recently.

Usually I post these guides piecemeal, adding and updating the guide until it is complete. But I felt like this time, I should just wait until the whole guide was done before presenting it to the D&D public at large.

I finished the guide a few days ago, and now I want to see what other Witchlight content is out there (videos, Dragon+ content, DMs Guild, etc) before posting it.

I decided to start off by looking for videos and... wow. There are a lot. D&D youtube has kind of blown up in the past few years, huh?

Let's start with The Wild Beyond the Witchlight: Everything You Need to Know by Todd Kenreck.

Things we learn:

Chris Perkins has wanted to do a Feywild adventure for 11 years.

Todd discusses the premise of the owners of a Feywild carnival and a Shadowfell carnival deciding to switch ownership. It's funny, I knew this, but I never really thought about it. Mister Witch and Mister Light are from the Shadowfell, and this is why they're a bit creepy.

Ray Bradbury's Something Wicked This Way Comes has a character named Mr. Dark, who apparently is quite like Mr. Witch in this adventure. The phrase "Something Wicked This Way Comes" is actually on the back cover of this adventure. I should probably watch the movie based on this book.

I found it. It's on youtube. It looks really good, so I'll probably watch it and write about it.

Todd points out the art of Little Oak, the treant with the house on its back, which I never really stopped to appreciate. 

I'm already glad I watched this video, because I was so busy grinding out the guide that I didn't really stop to think about or appreciate the concepts.

Todd speculates that, because the roller coaster from the D&D cartoon is in this carnival, that this may be how the characters from the cartoon got to "The Realm." I don't know if that is true, but it's fun to think about and it's really cool that the roller coaster is here at all.

Todd actually has a Kelek action figure mint on card. Amazing. I have a friend who always used to say, "The unicorn horn is mine!" just like Kelek did.

Quick video, really helped me step back and digest the adventure and see it in a clear light. I got so lost in the page numbers and all that stuff that I feel like I never had sight of the tone of the adventure. But now I am starting to get it.

My over-riding feeling about this book so far is that it would be impossible for me to run at a level that is satisfactory. There is no way at all I could juggle all of the things going on. 

The carnival in particular feels impossible, but each hag realm is also difficult for me because you have no idea going in exactly how it is going to play out. I just don't feel like I could possibly be ready to roll with all of the things the heroes might do.

I guess my feeling right now is, even though I went through every single page of this adventure and sorted it to the best of my ability, I still don't have a grasp on even the basics. The motivation of the heroes in particular is a sticking point.

I'll get into that more when I write a review of this adventure. It is possible that all of these videos and articles that I'll be going through will help me to better digest the story.

Thanks for reading!

The Wild Beyond the Witchlight for D&D Dungeon Masters

$
0
0

Today we are going to go through another video about The Wild Beyond the Witchlight. This one involves Chris Perkins giving advice to DMs who plan on running this adventure.

Setting Up Your Campaign: Chris talks about how the book has a section on what type of information the DM shares with players, and what type you don't. 

Chris says that he realized that the DM's Guide doesn't really cover this topic, so the team decided to put some guidance in the beginning of this book.

"Do I tell the players how many hit points the monster has?"

Flipping through the Wild Beyond the Witchlight, I see that Chris is referring to the 'Tips for New Dungeon Masters' section on pages 6-7. There, they write a bit about whether or not to roll dice in front of the players, and what information the monsters know. 

Also, there is a large section on whether or not you tell the players what a creature's AC is, how many hit points it has, that kind of thing.

Here's the thing about all of this. Chris seems to indicate that not including this info in the DMG was an oversight. But the truth is... I think there are a lot of DMs who don't read the DMG cover to cover. And even if they do, they're not going to remember everything. Every time I flip through the DMG, there are things in there that I either never realized were in there, or that I forgot existed.

The DMG is a great book. But it's huge. And this is a hobby for a lot of people who may simply not have the time to truly study the Dungeon Master's Guide.

Adventure Structure: Chris says that the Witchlight Carnival (the first section of The Wild Beyond the Witchlight) is a sort of romper room before the adventure really starts. 

I think that the most important part of each of these adventures is the first chapter. The first sessions. Because everyone is going to play them. The beginning needs to be really good to propel the group's interest, to motivate them to play the whole thing through.

I still feel like most campaigns don't make it to the end. Maybe that's changed in the past few years, but that is something I observed during my time as a game store DM. Most campaigns fizzle out, and it is almost always due to an interpersonal issue - usually a problem player, or a DM who isn't in tune with what the players want.

Location-based Scenarios: Chris says that there is more to D&D than the one pillar of combat. There's three pillars: Exploration, role-playing, and combat. 

In this adventure, the group can solve almost every problem without getting into a combat. That used to be something of a bragging point for D&D groups - "We played a whole session without ever rolling a die."

That's actually really fun, and in my opinion the sign of a group that is firing on all cylinders. 

One question I have when it comes to the Wild Beyond the Witchlight is whether groups will want to play it. If you tell players 'This is an adventure where combat is optional," will take that as a good thing? 

When I look on reddit, all I see are posts about builds and stats and what subclasses are "broken." It seems like a lot of players are still very into the combat side of things.

New Tables for DM's: Ari Levitch talks about the Fey Trinkets table. That's on pages 8-9 of the book. 

New Monsters: The book has a few new monsters, which are briefly discussed in this video.

  • Brigganocks: Fey miners whose souls live outside their bodies as balls of light. They have an interesting role in this adventure, being rivals to a clan of korreds.
  • Glasswork Golem: A very cool addition to 5e, reminding me of the 'stained glass' golems of past editions.
  • Campestris: This is a Dungeon Magazine deep cut, a favorite of mine solely due to the art of Tony DiTerlizzi from way back when.
  • The Jabberwock: While I'm not a fan of just pulling fairy tale creatures out and plopping them into a D&D adventure without a re-skinning, the art of the Jabberwock in this book sold me on it completely.

Role Playing Cards: In the back of the adventure book are cards containing cards with roleplaying info for many NPCs. Chris says that the cards are meant to be cut out and assembled, to help reduce page-flipping.

Two thoughts spring to mind. The first is that I very much appreciate the effort to reduce page-flipping. The second is.. who is going to actually cut these things out of the book?

There has to be a pdf of these out there right? Let me look. Apparently, the Domains of Delight pdf has a printable version of the cards, and a few other things from the book.

Story Tracker: We are told that you shouldn't feel like you have to rush through the carnival. It is meant to be a playground.

I can see the carnival being very fun, but for some reason I just feel very wary about running it. There are so many little bits in all these different places. Info on certain things, especially Mr. Witch and Mr. Light, are scattered throughout the chapter. 

If I ran the carnival, I'm not sure I could keep everything cohesive, even with a map and a tracker in front of me. Right now, I could not tell you the effects of the carnival's mood when it is at its peak or at its lowest.

Similarly, I was almost shocked when I was flipping through the book after completing the guide when I saw that, in Prismeer, when you die, you roll on a special chart. I completely forgot about that. That's a major thing. But there's so many little details that you have to carry with you when running this adventure, it kills me to think I'd forget something that would have added a lot to the fun of the campaign.

Lots more Witchlight stuff to come. Thanks for reading!

D&D Risks, Evolution and Witchlight - Chris Perkins

$
0
0

I am continuing my somewhat exhaustive research of all things related to The Wild Beyond the Witchlight, as I've finished the guide to it (will be posted soon). 

This article contains some spoilers for the adventure, so please skip it if you are planning on being a player.

Watching these youtube videos has been extremely helpful in helping me understand the tone of the book and the mindset of the DM preparing to run the adventure.

How has designing adventures evolved? Chris says that he is learning as he goes. He says that he has designed/edited 5,000 adventures.

Chris talks about how they did a little more hand-holding for the DM in the beginning of this adventure. "Some adventures need flow charts."

Flow charts never worked for me. I just don't process information in that way. I need to know the broad outline, really, and then have the option of zooming in on smaller details.

With this adventure, he first started with the image of the cauldron with 8 eyes, 8 bats, 8 cats, 8 snakes, 8 feet, and 8 toes. This is Iggwilv's cauldron and a very cool idea. Being a big Iggwilv fan, I am really happy that they added to the lore.

I'm a bit torn on what they did with Iggwilv. While I love that they added another name/persona/guise to her list, I am not 100% on board with her as a fairy godmother type. 

I do love that they have moved her to middle age, complete with white hair, and have shown that she may become a hag-like entity in the future. I should read up on how hags become hags. Maybe we could cook up a story on how Iggwilv becomes a hag, and whether or not the other hags are on board with her joining their ranks.

Chris says that this adventure plays with the theme of time. Not time travel, he thinks it is a nightmare to run. I've tried it. We've probably all tried it, right? I've never made it work, but I feel like it could be done in a fun way.

Chris feels like he's getting to the end of his professional tenure, and time is more important to him. He tried to make the theme subtle. The code name for this adventure was "Hourglass."

He wanted to pull things from the past of D&D, and also look to the future. There are things in this adventure that foreshadows events to come. Honestly all of that went right over my head. Very little stuck out to me. Except, I guess, the inclusion of Ellywick Tumblestrum, a planeswalker from Magic: The Gathering. But that's not something I am into.

Grazz't's agents were creeping around. Maybe we're getting a Grazz't adventure in the future?

Chris is taking more risks. We're deep into the line of 5th edition. They can explore some elements of the D&D multiverse that they haven't been able to get around to.

Chris says that this adventure easily imports into your campaign world. The carnival links to another realm. Chris says that, generally, players don't know anything about the Feywild so the DM is free to indulge their wackiest instincts.

Almost everything in this adventure can be handled without combat. It's true! I think you'd need to tell the players this in some fashion, though, as many groups are in combat-default mode.

This adventure plays to Chris's predilictions. Chris is a big fan of Halloween, and this is the most Halloween-y thing he's ever made.

I guess it is halloween-y. I do love the idea of a horror-based D&D adventure, though. Zombies, especially. A D&D zombie apocalypse, from outbreak to 'cure', is definitely on my bucket list of campaigns to run.

Thanks for reading!

Viewing all 719 articles
Browse latest View live


Latest Images

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