Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Thursday, March 24, 2016

Willow & Tara: D&D 5th Edition (Modern)

I haven't visited my witches in a while. Some part of my brain likes to think they are nice and retired, living in the suburbs somewhere raising a bunch of daughters.  So I never even considered doing a post with them for D&D 5.

Geek and Sundry decided to do it for me.

Granted they did for the Buffy cast, but Willow and Tara got a special place on their list.
Check out their link, If the Apocalypse Comes, Play D&D, to give them the hits.

They also did some Harry Potter sheets too, because Hermoine and Willow in the same game would be epic. (Also remember, the Scobby gang are the same ages of the Potter kids. They were in "high school" at the same time).

But here are my girls in their D&D form.


So. What Wild Shape would Tara prefer?  I also approve of Tara being just a bit lower level than the rest of the gang.



Necromancy for Willow?  You know, I think I can see this.

These are obviously early in their adventures, Season 4 to 5 I would say.

Consequently, today is Alyson Hannigan's birthday! So Happy Birthday Alyson!

Tuesday, March 8, 2016

Review: Curse of Strahd (D&D 5e)

Quick question. Who played Dracula?

Your answer might depend on a lot of thing from when you first saw Dracula in a movie to your age to what your cultural background is.  I also bet that the choice of actor might also say something about your gaming choices, but I am not getting into that today.
Like Dracula, who keeps coming back from the grave to scare or charm a new generation, Strahd the Vampire and his home in Ravenloft keep coming back for each version of the D&D game.

You can easily buy a Ravenloft product to fit any version of D&D you like.  There have been subtle changes with each round of designers and editors.  To extend the Dracula movie metaphor more, I6 Ravenloft is "Hammer Horror" (Christopher Lee).  2e Ravenloft Domains of Dread (boxed sets and books) were "Bram Stoker's Dracula" (Gary Oldman).  3rd Edition was split between Wizards own Expedition to Castle Ravenloft ("Dracula 2000," Gerard Butler) and the Ravenloft setting from White Wolf/Arthaus (Lestat movies).  4e's board game, Undead books and Shadowfell books were different enough that these are more like the NBC TV series Dracula (Jonathan Rhys Meyers).
This new book is "Dracula Untold" (Luke Evans).

I have converted Strahd to a couple of different systems myself.  I have been playing in Ravenloft, the castle and the land, since the original module came out in 1983.  I played it when it first came out and it is one of maybe three adventures I have run under every version of D&D I have ever played.  Ravenloft has history both in game and in the real world.  It was my world of choice in the AD&D 2e years and the effect it has had on adventure design can't be overstated.   To call it a sea change is not hyperbole.

So the new 5e Ravenloft has a lot to live up too.

I mentioned here back in the Summer that I was going to run the original I6 Ravenloft adventure for my family at Gen Con 2015.  I spent most of July prepping for that, working out Strahd's 5e stats, converting the major magic items, filling in some details.  None of it was hard work really. Again I *know* this adventure like few others.  The hardest part was balancing out what has become the de rigueur method of handling a D&D 5 encounter with the more plot-driven nature of the Ravenloft adventure.   Having this new Curse of Strahd book then would have helped me out a lot.

The new book is a retelling of the same I6 Ravenloft adventure from 1983. On the down side there is not much about the "Demi-Plane of Dread" as we knew it back in 2e.  This is more 4e Shadowfell.  Including it as part of the Shadowfell actually gives the DM more flexibility to be honest.   So that is good.  I did not notice much from the disappointing 3e Expedition to Castle Ravenloft here. So that is also a plus.

The book itself is hardcover, full color, 256 pages. Suitable for levels 1 to 10 for D&D 5.  The "Castle Ravenloft" adventure itself has been upgraded to level 9.

The first 90 pages or so are some introductions, some background and the updates Castle Ravenloft adventure.   There is an introduction and forward here too. The subtle snark directed at the likes of Twilight in Tracy Hickman's forward can't be missed.  There is a page on how to run a horror-themed game. It's nice, but nothing new and by no means complete.   If you really want to run a horror game find a copy of +Kenneth Hite's "Nightmares of Mine" or Spooky: The Definitive Guide To Horror Gaming.

The book is basically a sandbox, with Castle Ravenloft (the place and the adventure) in the "middle".  It is designed for adventurers from 1st to 10th level.  There are a few really interesting "side treks" including the low level "Death House", the medium level "Argynostholt" and the high level "The Amber Temple".  Death House is available for free from WotC.  So I would grab that first if you are on the fence about this.

Souls vs. Shells
One of the new "features" of this book is the idea that not everyone in Barovia has a soul.  Now if you were playing this as a horror game then this would be a truly frightening concept. The scenarios that are implicit in this are numerous.  Hapless villagers moving through their lives in drudgery, unfeeling save for a pervasive dread.  Or worse yet the same said villagers coming to the PCs begging them to find their lost souls.  Or PCs born in Barovia discovering they are among the "Soulless Shells".   Sadly though as a D&D game I see this only working as an excuse for PCs to murder bystanders.

There are some interesting character options, like the new Haunted One character background.  The iconic magic items like the Sunsword and the Holy Symbol of Ravenkind are here too.  As well as the Tome of Strahd.   The Gothic Trinkets are a really nice touch to be honest.
There are some new monsters too.  The is a fantastic full color tear out map of Castle Ravenloft (roughly 32" by 24") on one side and Barovia on the next.

I think in the end I was hoping for more.  Maybe not so much as a repeat of the 2e Ravenloft Domains of Dread campaign world, but something...more.

There will be a Tarokka deck you can buy later.
http://dnd.wizards.com/products/tabletop-games/rpg-products/tarokka-deck
I think I still have my 2e one around somewhere, but I prefer to use Tarot cards myself.

You can read the table of contents here.
http://tribality.com/wp-content/uploads/2016/03/01_CoS_TableofContents_4s09.pdf
I got excited when I saw that "Barovian Witch" listed under NPCs and had hoped to see an update to the 2nd Ed "Witches of Hala" but sadly this was not the case.  But it has given me some ideas.

I know. This is Pathfinder, but this is what a witch in Ravenloft could look like.
Ok bottom line time.  Who should buy this and who should avoid it?

Buy this if...
You are a fan of Ravenloft and want to have a complete collection.
You are a fan D&D 5e and want to have a complete collection.
A fan of adventure design and want to see how a 1st ed to 5th ed conversion can be done.
If you are planning to ever run Ravenloft under 5e.
Like the idea of playing in the Barovian sandbox.  This is actually a big one to be honest.

Avoid if...
You are not planning on running the classic Ravenloft adventure.
You are not playing D&D 5e.
Want to do your own conversion of one of the many options out there for taking on Strahd in his castle.

There are no new classes or races.  Not even rules for playing a Vistani.
There are no new spells or rituals either.  This seems like a bigger miss to me.

In the end you have to decide for yourself.  I am certainly not someone that needs tips on playing horror game, nor am I going to run Ravenloft (the adventure) under 5e (already did it) and don't need help converting.  There isn't anything here I could not have done on my or haven;t already done on my own.  But I got it anyway.  Hopefully there will be a sequel for levels 11-20.

Just like Dracula, Strahd can (and will) come back.  There are even details in the book about how it happens.  So maybe a sequel is already in the works?

Now that would be fun!

Monday, March 7, 2016

Ravenloft, Now on DM's Guild

Curse of Strahd is coming out on March 15.  If you live near a Wizard's Premier store you can get your copy now.  With this releaseWotC has also opened up Ravenloft to the DM's Guild.

http://media.wizards.com/2016/downloads/DND/CoS_DMsGuild.pdf
http://support.dmsguild.com/hc/en-us/categories/202531048-DMs-Guild-General-Information

I hadn't really considered doing anything for the DM's Guild.  Not because of the pricing structure, but because it was more restrictive than the OGL, but this might make me change my mind really.

Back in college during the dawn of 2nd Ed I played the hell out of Ravenloft.  For me really Ravenloft and Second Edition are synonymous.  I know my experience is not entirely unique.  Of course back then I was a poor college student; money could go for pizza, beer or D&D books.  Guess which one usually lost.

The result was what we all did back then, we wrote our own material.  Now I will admit that my writing from the late 80s and early 90s was not great. So maybe only 5% of things I did then would be worth publishing in any forum or form.  But some of that stuff I really liked and would like to see it see the light of day.  So to speak.

Time to dive into my archives and see what I have.

Monday, February 15, 2016

Weekend Gaming. Modern threats and Ancient enemies

This weekend was the end of the first part of the module A3; the boys are about to enter the city of Sudderham.  But before they left the maze they took a long rest.

And then the dream sequence kicked in.
The boys were transported back to the Dawn War where He Who Was was killed by The Destroyer (who will become Demogorgon) and Dis, the god that dies and then becomes the demon Orcus.


The old Dungeons & Dragons toy troll and ogre are Demogorgon and Orcus prior to the battle respectively.

I had them fighting a new creature, well, new "then"; demons.

I ran the game using 30+ level "gods" using the B/X and Companion rules (with some AD&D 1 to smooth out some edges).

It was a lot of fun.

Now to tie it into the current adventure.

Monday, February 1, 2016

The Order vs. the Slavers Stockade and introduction of the Drow

Over the weekend the Order of the Platinum Dragon completed the Secret of the Slavers Stockade.

The managed to kill all but one of the Slave Lords in the stockade, freed 140 slaves including a Tiefling Warlock name Crowley who is staying with the Order.
The Rogue discovered two short swords of sharpness and quickly named them 'Snicker' and 'Snack'.

The Order enters the torture room

The order was leading the slaves out when they encountered the brainwashed Markessa's double, whom they also saved.  As they were leaving a group of Drow leading 20 more slaves in.  In typical fashion my youngest made a called shot (I am aiming for her eyes) and rolled a natural 20.  Solid.

They are now spending some time returning some of the Slaves to their homes in the Duchy of Urnst.  They left Highport and are travelling by ship up the Wooly Bay following the river in.  This gives me a chance to get them used to this area of the world, including Greyhawk, AND a a chance for the Slavers to recover a bit more to be ready for them.

All in all a great time this weekend.  No one leveled up, but the treasure was nice.

Friday, January 29, 2016

Kickstart Your Weekend: Family and Familiars

A couple of Kickstarters today.

First is a really cool one,  I really love Castles & Crusades, but I also really love D&D 5e.
So it is really cool to see the Troll Lords bring out a product for 5e that was also one of my favorite Troll Lords books.

5th Edition: Familiars, Monstrous Companions, Steeds & More is part of their new 5e line.  It is an update of their Castles & Crusades Book of Familiars.   Though I have on very good authority that this book is more than a conversion, it's a complete rewrite of the book.



It looks really cool and will be a nice addition to my 5e library.


This next KickStarter I know very, very little about except that it is a widow wanting to bring her late-husband's game to the market.

The game is EVERYVERSE RPG and it is a multi-genre RPG.


You can also read more about it on their blog at, http://rpg.parizekdevelopmentllc.com/

Both are worthy of your attention.

Friday, January 22, 2016

The Temple of Elemental Evil

Confession time.  I have never run or played through The Temple of Elemental Evil.
I think I was in the Villiage of Hommlet once, but that was back in the early, early days of the game.

So I have to admit I really want to run it now.  Though I want to tie it in to my current D&D5 game.
Trouble is that the characters are now already 7th level and in the middle of the Slave Lords.  I didn't want to start with T1 because for me it was more important to start with B1 and B2.

So I have the T1-4 supermodule on PDF, but there is a lot going on that I am not a fan of.  Not that it isn't good, it is, but not what I need or want.  Plus I am no fan linking Zuggtmoy to the temple.  Her powers are not elemental in nature.  Plus I always liked the idea that some remnant of Tharizdun especially in the guise of the Elder Elemental Eye.  Maybe this is an elemental themed patron for a warlock.  The idea is of course to play into the larger "Come Endless Darkness" plot line.  So yes this evil is related to the larger evil. Which might be Tharizdun. At least that is what I have always considered over the years.  Turns out that +Joseph Bloch agrees with me.  I already did S4 and WG4, so I guess I am going in reverse.

As usual I have an embarrassment of riches. Too much material actually.

I found some 5e Conversion notes that look really nice.
And I have a lot of choices when it comes to plots, ideas and adventures.
Of course I will use T1 The Village of Hommlet and likely a good portion of T1-4 Temple of Elemental Evil.  Given my particular desire to make an easy job far more difficult I am also going to look at versions for other editions.
I read through most of those last night.  T1 is easy, T2 will be a bit more work.  I think I am going to steal a lot of ideas from Return and Princes of the Apocalyspe.

While doing some research, I discovered this blog post, http://sagaworkstudios.blogspot.com/2014_08_01_archive.html that talked about T2 The Temple of Elemental Evil as promised  back before T1-4 came out.  It is a very interesting read to be honest. That is where the image above came from.

Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
To me "Expert" level (as listed on the T2 cover) is 4 to 14.  But I am more likely to do 4 to 8.  Then the characters of this adventure will then join the other characters of the Order of the Platinum Dragon to move on to GDQ.

So it is settled.  Zuggtmoy is out. Tharizdun is in.  What is his plan?

Simple. He wants out.  He has convinced all these different evil factions to blot out the sun and deliver the essences of gods to him they think they are going to obtain godhood, but in truth they will be freeing him.  Maybe each has a piece of the Elder Elemental Eye.  Lolth has Air, Orcus has Earth, Dagon/Hydra has Water and someone else has fire.  I kinda want it to be Asmodeus.  But I am leaving out the mindflayers.  Why Air for Lolth when she is underground?  Air represents what she has lost. Plus I like tying her to the Queen of Air and Darkness.

This will also let me try some of the new material coming out for 5e.  Like +Mark Craddock's Dhampir TK Monk!

What have your experiences been?  What should I watch out for?

Monday, January 18, 2016

The Return of Strahd

The news is finally out, Ravenloft is coming back.
I have known about this for a while now from multiple reliable sources but obviously could not say anything.

Curse of Strahd is the next campaign for D&D 5.

http://dnd.wizards.com/articles/news/return-ravenloft

http://dnd.wizards.com/products/tabletop-games/rpg-products/curse-strahd

So yeah...I am REALLY excited about it.

I just hope that Barovia is not relocated to the Forgotten Realms. We all know it is from Mystara!

But in any case this looks great and I can't wait till March 5th!  (Yeah I get new releases 10 days early).



Friday, January 15, 2016

New 5e Material Out Now

This did not take long.

+Mark Craddock over at the excellent Cross Planes blog has already gotten two new classes out for D&D 5 over at The DM's Guild.

Dhampirs and Way of the Telekinetic.



I picked up the Dhampir one and I like it. It is quick, easy and adds some fun to D&D5.
Plus it is only a buck so how can I complain about that.

It is nice to see this content come out and I hope this is a first of many new products from Mark but also others.

Everyone is fearing a repeat of the great d20 glut and flood of the early 2000s, but not me.
Bring it on! I am ready to drink from the firehose.

Congrats Mark!  Looking forward to more!

Wednesday, January 13, 2016

Class Struggles: What Should a 5e Witch Be?

This post is an odd one for the Class Struggles series.  Instead of looking at different expressions of the same class or class-idea, I want to figure out what a 5e Witch class could be via the same sort of research and analysis.

Why do this?  Well the news came out yesterday that the 5e SRD is now released under the OGL.  While I had not really seriously contemplated the idea of a 5e witch.  I had been playing around with an idea I was calling The Coven for 5e.  Where I took established classes and tried to make them more "witch like" by working within the rules. I am still going to do that since it informs my own play and how the rules work for the various magic using classes.

I want to start by looking back to these posts, What Should an OSR Witch Do or Be? and Tom Moldvay on Witches.  Why? Well, this post represents my thought process when I was working on The Witch.  I like to walk through the same exercises for each version.  Start with the assumptions and then add in the game specific assumptions and see where that takes me.

Let me start by looking at the Moldvay Criteria again for 4e, Pathfinder and my Basic witch.  Why keep 4e? Well if WotC does their own witch it will be informed by the work they did in 4e.

Ability 4e Witch Pathfinder Witch Basic Witch
1. Ability to use Herbs skills skills ability check
2. The Power of Fascination powers spells spells
3. Clerical and Magic-User magic Yes Yes Yes
4. Sympathetic Magic limited to powers limited to spells new spell mechanic
5. Worshipers of forbidden religions yes yes yes
6. Powers based on natural cycles "Moon" builds no spells
7. Covens Yes only with hags Yes
8. Ritual Magic In PHB I only limited Yes

All 8 of these points must be met in order to create a new witch class.  Thankfully, this can be done in 5e.

So the ability to use herbs can be a Medicine or Nature check, depending on how it is used.
Fasicnation can be a power or spell or some combination (which also puts a vote in favor of Charisma as the prime stat).
Clerical & Magic-user magic. Not an issue.  I have a well-established list of spells.
Same with Sympathetic magic.
Covens, Powers based on the natural cycles, and worshippers of forbidden religions will need to be dealt with.
Ritual magic is well covered by D&D5.

Ok. So the framework is there and I have some ideas how to put the witch class on this framework. Time to start thinking about how 5e plays.

Covens as Builds/Archetypes
Each class has a "build" involved with it.  The Druids have Circles, the Sorcerers have their Origins, Warlocks have their Pacts and Wizards have Arcane Traditions.   Witches could have Covens.  In other books and games I have used "traditions" to cover this same basic idea.  But Wizards have that word now.   The Druid Circles struck me as being very coven like in truth.  Though the Warlock pacts could also be redone slightly to reflect some of the same ideas I have about covens and traditions.

Ability Scores
What ability score should I use?  I have, over the years, used Wisdom, Charisma and Intelligence.
The Witch uses Charisma.  Eldritch Witchery uses Wisdom and Inteliigence.  Pathfinder uses Intelligence and Charisma.  I used wisdom for both my 2nd and 3rd edition witches.  I can come up with reasons or justifications for any of them to be honest.  I prefer Charisma with Wisdom in a close second.  Trouble is D&D 5 already has two magic-users that use these abilities each.

I think I want to take a look at the 5 basic magic using classes in terms of how well they address the Moldvay Criteria.

Ability Cleric Druid Sor Warlock Wizard
0. Ability Score Wis Wis Cha Cha Int
1. Ability to use Herbs Med Med/Nat No Nat Med
2. The Power of Fascination spell spell spell spell spell
3. Clerical and Magic-User magic Clr Clr MU MU+Pact MU
4. Sympathetic Magic spell spell spell spell spell
5. Worshipers of forbidden religions no yes/no NA yes NA
6. Powers based on natural cycles no yes no no no
7. Covens no yes no yes no
8. Ritual Magic yes yes no yes (pact) yes

Looking at the list is seems that the best "witch" is either a druid or warlock.  This actually tracks with my playing of these two classes as wtiches.

In fact.  The Warlock is very much like what I would want for a witch, but only less "blasty".

Maybe a "Witch" is a warlock that has a "Goddess/God" Patron and instead of evocations there are spells.   I will have to experiment more to be honest. And certainly more time with the 5e Warlock.

I like the idea of of some powers (Occult Powers in previous editions) and spells.

I think IF I were to do a witch I would have to be very, very selective of her spells and make sure they balance out compared to the other classes. It is possible, even liekly that the Witch and the Warlock have similar lists, but who knows right now.

5e players. What do you think a 5e witch should do?

Tuesday, January 12, 2016

D&D 5th Edition SRD and OGL. Oh..and you can now write for the Forgotten Realms too.

Well no one suspected THIS I can tell you that.

Wizards of the Coast released the D&D 5th edition SRD along with the OGL 1.1 today.

http://dnd.wizards.com/articles/features/systems-reference-document-srd

They have also opened up something they call The Dungeon Master's Guild.
https://www.dmsguild.com/index.php?affiliate_id=10748



You can now release material under the OGL for 5e using the SRD.  OR if you want to say, write Forgotten Realms material, then you can do that too.

The SRD is nearly 400 pages of D&D 5th ed rules.

If you are a publisher and have something ready to go, you might want to consider your D&D5 options now.

So I have to ask.  Anyone interested in a 5e version of The Witch?

Weekend Gaming

The Order of the Platinum Dragon picked up a new character this weekend.  Crowley, a tiefling warlock had been captured by the Slavers in A1, he decided to stay with the group as they journeyed up the Drachenslab hills to A2.

So far the Order has done well. They have killed Markessa and are about to encounter the Ogre Mage.

The maps from the new Against the Slave Lords PDF came in very handy!


They have all already looted close to 50,000gp worth.  I might need to adjust the treasure for future modules.

Wednesday, December 30, 2015

Class Struggles: The 5e Witch Project


Been playing a lot of D&D 5 of late and it has been a real blast.
It really has a lot going for it and feels like a D&D Greatest Hits.   But what it is lacking is a real witch class.

Well...I am not getting ready to write one to be honest.  I have plenty on my plate, but that doesn't mean I can't try to make something witch-like.

So something I have done with pretty much every other version of D&D I have played, most recently with 4e.  That was fun, but ultimately...well we know how that all turned out.

With 5e it has been a bit of different story.  For this experiment, I took five character concepts I have been playing around with for different things and thought this might be fun.

So in each case I built a by-the-book character of each of the main magic-using classes (and one extra, but I will get to that), cleric, druid, sorcerer, warlock, and wizard.  I used a variety of the backgrounds, feats, skill choices, and spells to create witch-like characters.

So far I have finished the warlock, the cleric, and druid.  I am working on the wizard and the sorcerer next.  I also built a paladin using the Oath of the Ancients, to build a witch-knight like character.

I am particularily fond of the Acolyte and Sage backgrounds for the characters.  I typically give Acolyte to the Arcane characters and Sage to the Divine, but not always.  It helps give them some background that I think would make them fell more "witchy".

Magic Initiate and Ritual Caster are also good feats to choose.  Typically something different than they already are.  My Warlock for example has Ritual Caster (Wizard) and Magic Initiate (Cleric).

Lastly are the spells.  There are a lot of great witch-like spells in the new PHB, much more so than say 4e had.  But there is still room for improvement.   There are plenty of spells in my Basic Witch book that could be converted and even improved under 5e. "Bewitch" is one of the first examples that comes to mind.

Pretty much everything else I can cover in role-playing.  The Cleric and Druid were tested out last week while my son ran Hoard of the Dragon Queen (or "Hoard of the Demon Dragon" as he was running it).  The Warlock has been coming in off and on while I have been running.

The real test for me will be the wizard and sorcerer.  For 4e the Wizard made the best "witch" for the concept I wanted to play and the Sorcerer did the same for 3e.   Interestingly enough the Cleric was the best 2e witch and the Druid the best 1e one.  Again...at least for concepts I was doing at the time.

Again, I am not ready to write a 5e witch class, nor am I even convinced I need to, but the experiments will continue.

Monday, December 28, 2015

Christmas Gaming

It's been busy time this Christmas.  So far I have gotten a lot of gaming in.
We went to my in-laws to see my wife's sister and her kids and my kids brought out D&D.  I got hit with some allergies and could not run, but my oldest decided to run some games.  He got both of my nephews to play some D&D 5.  They had a great time.  So great in fact that I went out got them some dice, minis, a Starter Set and the Basic Rules.


We went back out to visit and Liam ended up running Hoard of the Dragon Queen.  Instead of Tiamat he used his own creation, Aži Dahāka.  It went fantastic.  Really fantastic.




Even their other cousin and her boyfriend joined in for a couple of sessions.

They had such great time that the brand new Xbox One went largely ignored.  Not to bad really.

So I got 4 new people into gaming this holiday.  How did you do?

Monday, December 21, 2015

Kids vs. Krampus

Had a great time this weekend.
We went out to see my in-laws on Saturday. My wife's sister was in and she also has two boys close to the same ages as my boys. We took out Dungeon! a game they really love and on the advice of my wife took out some D&D 5th edition, some minis and the Krampus adventure I was going to run for my kids.

Once out there I didn't want to get right into playing; long drive and I wanted to visit first. So my oldest took it upon himself to help them roll up new characters and he started running them through some quick and simple adventures.  He was hesitant at first, but soon really got into a groove DM'ing his first game.  He was having fun doing the voices and playing all the npcs and really coming up with a cool little adventure on the fly.  I was very, very pleased with him.  The kids enjoyed it because they played they played till almost 1:00am; about 12 hours straight!  So now I need to pick up a D&D5 starter kit for the other two boys so they can play at home.

On Sunday I ran the Krampus adventure, "Twas the Night Before Krampusnacht". I had been working on one for a little bit but something was not quite right about it.  So I was reading through some adventures for another campaign and I came across +Pete Spahn's Stealer of Children.  It did 90% of what I wanted to do I just made some tweaks. The Grombel was now Krampus, the dryad Merrit was now La Befena the Christmas Witch, I even used the Burgomeister Meisterburger and Grimsley from Santa Claus is Coming to Town (though here they were good) and the village became more like Whoville.  The kids discovered that Father Christmas was also captured by Krampus and if he is killed on the eve of Krampusnact the entire area will be plunged into endless winter.   They were able to defeat Krampus, thanks to a potion cooked up by La Befana.



The boys are already talking about when they will play next and my oldest is considering running the Rise of Tiamat adventure for them on Christmas eve when we seen them next.

Monday, December 14, 2015

Slavers Defeated!

Last night the Order of the Platinum Dragon crushed the gnolls working in Slave Pits of the Undercity and defeated the slavers!  The slaves were freed, including some orcs which vowed to help the PCs when and if they could.  Detailed maps were discovered and the group is off to stop an even larger threat.

We finished module A1 Slave Pits of the Undercity last night.  I ran it under 5th Edition and made a lot of tweaks along the way.  While I felt the players had an easy of a time when going through Castle Amber, I made som changes in how monsters were dealt with and felt that last's night session was much more balanced.  Plus a lot of great things went on.
I used gnolls instead of orcs.  In truth I am tired of orcs and wanted something new.  So I used a lot of material from +James Mishler's Hercynian Grimoire #1.  I included his Gnoles, werehyenas, and even a gnoll assassin and a gnoll witch. It made for a lot of fun.
Since I am also tying in more to the Out of Abyss adventures I included some gnoll demonic adepts which was great fun.  I took the old adage that the campaign is written by the paranoia of the players my oldest son decided that these demonic-gnolls must mean that ultimately demons are in control of the slavers.  Sure. Let's go with that!

To really have some fun since there were ghouls in this adventure I added a Thoul enforcer.  Now back in the day I always thought thouls were part ghoul, part troll and part gnoll, forgeting all about hobgoblin.  So I decided I would honor my 35+ year-old mistake and have a thoul in my game that was decidedly gnoll in heritage.  If you never played Basic/Expert D&D then you might not know the thoul.  Well here is the man himself, Perdustin over at Thoul's Paradise to educate us on what is a thoul.  Mine was a little different than the one in the BECM(I) Rules Cyclopedia.
Thankfully I found this great tool that helps create a D&D5 style monster stat block.
http://thegeniusinc.com/dd-monster-maker-download/

I can build monsters all day!

The characters are on their way to the Slaver's Stockade (A2) but along the way they are going hit our "Christmas Special" and have to deal with Krampus!  Hey since I have the software open...
Here is Krampus.



Can't wait to tell you all about it!

Tuesday, December 8, 2015

Review: GAZ3 The Principalities of Glantri

Still spending a lot of time thinking about witches, wizards, schools of magic and witch queens.  So naturally my thoughts turn to +Bruce Heard's masterpiece, GAZ3 The Principalities of Glantri.
I have mentioned Glantri here a few times. It was the homeland for my characters back in my D&D/AD&D days.  I built up the country from the small bits of information from D&D Expert Set, Isle of Dread and Castle Amber.  It was not till much later I discovered the Gazetteer series and picked up Glantri that I discovered how really interesting and fun the place was.

GAZ3 The Principalities of Glantri
The pdf is 102 pages (the original book was 96 pages, a detached cover and large map of the country and Glantri City).  The PDF is a good quality scan and retains all the information found in the print book.   The cover art was done by the fantastic Clyde Caldwell.  While this book is a D&D "Basic" book, there is so much here of use that it can really be used with any D&D system.  This book really set the stage for all the other Gazetteers to follow.
The first part, Welcome to Glantri, gives a very brief overview of what the country is and what this book sets out to do.
Up next is the History of Glantri. I spent hours and hours reading this over and over.   I won't go into great detail, but linking Glantri to ancient Blackmoor was wonderful in my mind. Mostly because I loved the link but also I had done something similar for my own games.  What follows next is a time line from 3000 BC, The Rain of Fire* (Before Crowning of the first Emperor of Thyatis)  to 1000 AC (today) and even on to 1200 AC.  *I always wondered if the Rain of Fire that destroyed Blackmoor was related or even just the same spell that destroyed the Suel in the Greyhawk world.
Geography of Glantri is next.  Like much of Mystara, Glantri is a mix of all sorts of races and people, but Glantri also has it's fair share of "monsters" those will be detailed later.  Glantri's climate is also touched upon, making it one of the colder lands.
The is followed by The Glantrian Economy. I really enjoyed this section because it really breathes life into the people that live here.  Each of the Principalities is detailed here for the first time.  A quick read and one immediately recognizes analogues to Scotland, Italy, France, and even Transylvania. Glantri is very cosmopolitan.  We move into the Grand Army of Glantri and Politics and Rivalries of Glantri.  Glantri is the place to play out political intrigue where everyone is mage of some sort or has one on retainer.  Like the Economy section, this section breathes more life into the people of the land, in this case all the great houses.   I will admit once again that the interior art by Stephan Fabian links this to Ravenloft in my mind.  Not only are there humans here, but vampires, werewolves and liches ruling.  We will get to witches in a bit.
Guilds and Brotherhoods are also one of the more important features of this book and life in Glantri.  There are so many here that characters could each belong to many and none overlap.  Some are complimentary to each other and others at cross purposes.  Really good fodder for role-playing.
Glantri City by Night details what happens to the 39,000+ residents when the sun goes down. The book is like a what we now call Modern Supernatural.  So all sorts of "monsters" come out and mingle with everyday people.  It says "by Night" but really this an overview of the city itself and all it's sections.  It reminds me of a travel guide to London I once read, so I am rather fond of this section.
Living in Glantri City details life in the city including the laws, who is in charge, magic use and various holy/high days. There is no religion in Glantri, but there is a state philosophy. Of course it is tied in with magic.
The Great School of Magic.  Outside of Hogwarts or Professor Xavier's school has a school been so rich detailed. Though there is enough here to make me want more, a lot more.  This is followed by Creating Spells and Magical Items and The Secret of the Radiance. The source of Glantri's magical power.
Nest we get into The Seven Secret Crafts of Glantri.   If you only buy this book for this section then you will be well rewarded.  Think of these as schools or even colleges of magic. Each one ads something special to the Magic-User class, almost like a Prestige Class or Paragon class feature.  They include, Alchemy, Dragon magic, Elemental magic, Illusion, Necromancy, Rune magic, and of course, Witchcraft.
We wrap up with Adventures in Glantri.

The Gazetteer series were works of art and none more so than the Glantri book.

I mentioned before that this book would work fine with other versions of D&D.  Looking deeper into the Seven Secret Crafts of Glantri, one could EASILY replace the Arcane Tradition feature of the 5th Edition Wizard and replace those powers with the craft powers.  The 5e wizard gets 4 Arcane tradition powers/features and the Basic craft wizards get 5. They work out to about the same levels too.

So if you have not picked this up, do so. I highly recommend it.

I also recommend Bruce Heard's latest Calidar kickstarter Beyond the Skies.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies

Calidar is a load of fun and this promises to be great.

Wednesday, November 11, 2015

Class Struggles: Psionics, Part 2

Psionics
Last week I went over the various Psionic systems that have appeared in print or digital for the D&D game.  This week I want to look at the classes.

One thing that you first discover that psionics were always something that was added on to the game later.  Often there are powers, but no classes to speak of really.  This is certainly true for AD&D1st ed and OD&D.  Interestingly enough (compared to my discussion last week) that in Eldritch Wizardry it is stated rather plainly that Monks (and Druids) can not be psychic.

1991 was a good year for psionics.  We saw the release of the official Complete Psionics Handbook from TSR for 2nd ed and the unofficial Psionics from Mayfair Games Role Aids line.
Both books changed psionics from it's added on system and made something that seemed to fit into the game a little better.  They sacrificed a little of what made the psionics system so alien and different for playability.
The Complete Psionics Handbook introduces the Psionist class.  This class has access to all the powers in the book.  Psionic powers are divided into six groups with major powers, called sciences, and minor powers, called devotions.  Just like AD&D1, but now they are sorted and there are more powers.   The attack and defense powers, for example, are now part of Telepathy.  The system works well and while the psionists has less overall powers than say a wizard has spells the psionist is not limited to how many times they can use their powers, save by PSPs.

Mayfair's Psionics takes a slightly different approach.  In this there is a Psionist class with five different traditions or schools of psionics, Sonimancers, Telepaths, Telekineticists, Pyromancers, and Empaths. So...every Stephen King psychic ever. The psionist usually stays in that tradition.  Powers are categorized by school and then divided by power level, similar to spell level. There are six levels of powers.  Largely it plays the same as the TSR book, but this one feels more like a spell system.  Getting these two books to work together would be a feat to be honest.  There are so many differences between the levels of the powers, the assumptions of the psionist class and even the PSP vs MP power point costs.  Best to choose one system and adapt the other as needed.

I want to give brief mention to the Deryni in Mayfair's Witch book.  While presented as a witch class the are obviously better suited for Psionic use.  Converting them to Mayfair's psionic system would be easier than converting TSR Psionic to Mayfair's.

3e and the OGL comes around and we get a ton of new psionics options including three new classes (and a spell like system).  This in turn gives birth to Pathfinder and the OSR.  One of the first 3rd party books to support psionics was The Quintessential Psychic Warrior from Mongoose. But like most of Mongoose's products from this time it's not very good.
Pretty much everything for 3.x era psionics can be found in the d20 SRD.  Pathfinder, as a system, had not used psionics or psychic powers till this year with the release of the Occult Adventures book.  I am still going throuhg my copy from Gen Con.  Other companies though built off of the SRD and came up with their own books.
Ultimate Psionics is by far the largest at 450+ pages.  This takes the three basic psionic classes from the SRD and expands it to 10 (7 new).  Not to mention pages and pages of powers. I am hard pressed to think of a more complete book.

But sometimes you don't want a 500 page tome.  Sometimes you just want a couple of pages.  Well if the OSR is about nothing else it is about "less is more".  These books are designed for your old school games and are much smaller.

If you are playing Castles & Crusades then the Mentalist class from Amazing Adventures! would port over with hardly an issue at all.  In fact I have done it before and it works so good that Troll Lords should really consider doing it offically.

White Box Options: Psychic Talents [Swords & Wizardry]
At 10 pages this book really exemplifies what people love about S&W.  Quick and easy rules that slot in nicely with the game they are playing.  This is more of a psychic wild talent add on. Feels similar to the wild talent powers in AD&D1 or even OD&D.  Random table of powers and descriptions of all the powers. Not a bad deal for just under 2 bucks.

Old-School Psionics
Designed to be a new psionics system for OSRIC this book introduces the Mentalist class.  Powers are divided out among disciplines going to 7th level.  Powers are treated mostly like spells, but that works well for adding into OSRIC.  Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster.  22 pages including cover and OGL.  Very nicely done.

OSRIC Psionic Combat
This book has a lot of charm. A quick look at the author, artist and contributors leads me to believe this was something a whole family put together and then played.  I can relate and honestly the book gets an extra star just for that.  The books covers a very simple psionic combat system and a psionist class.  Nothing more really.  But that is all it set out to do, so great.  I might not play as written, but the detail here is great and would convert nicely to any of the other systems I have used.

Crypts & Creatures Psionics Handbook
At 12 pages for 50 cents this looks like a deal.  But what we have here is a stripped down version of the psionic classes from the d20 SRD for the OSR crowd.  I would have liked to see some more to be honest.  There are classes and powers listed, but not really detailed.  Now for someone this will be just perfect, but most people I think will want some more.

Psionics
This book is designed for the White Star game.Though it can be ported over to Swords & Wizardry with no issues. The psionist is introduced and powers are detailed.  The psionist chooses a focus power area and sticks with that in the game. A nice, simple system with some useful powers.  11 pages with cover and OGL.

There is a psionic system in Realms of Crawling Chaos as well, but I well detail that one on a later date.

And of course the Basic Psionics Handbook.

So if you love psionics and psionic classes there are plenty of choices out there.

Monday, November 9, 2015

Attack on the Slave Lords!

While searching for a ship that will take them home the Order of the Platinum Dragon discovers that  there has been an increase in the slaving activity to the north.  They decided to put a stop to it.

The first half of A1 went very well.  The characters discovered a lone cart from a caravan with slaves.  A few well-placed sleep spells and a few more well-placed arrows and the slavers were dealt with and the slaves freed.  An illusion later the party, with a couple of freed slaves looking for revenge manage to get into the north entrance.  So now they have an orc helping them.


Things went rather well so far.  The cleaned up much of the upper temple and have now dealt with the apis and the giant ants.

I did replace the orcs and half-orcs with gnolls and gnoles, respectively from the Hercynian Grimoire #1.  Replacing Gruumsh with Yeenoghu was an easy swap.  It also allowed me to play up the whole "demon" aspect since Gruumsh is considered a god and not a demon.

The high priestess in the chapel on the first level was also turned into a were-hyena witch.

Can't wait to see what the next session brings me!

Thursday, November 5, 2015

Assault on the Slave Lords

Things are heating up for the Order of the Platinum Dragon this weekend.  They have been dropped into some unknown part of the world after they left Barovia.

While trying to charter a boat they hear some rumors of a group of slavers.

I went through this series years ago myself, so I am really looking forward to running it.  I think I still have a thief that was trapped in the basilisk room.
Of course I am going to make some changes to these adventures. The Slavers themselves are working for a group of vampires.  One or more of them are vampires themselves in fact. Not sure who though.

Also, I am going to replace some of the orcs with gnolls. I am planning on incorporating some more gnoll themes in the Slavers series. I am replacing Gruumsh with Yeenoghu and capitalizing on his role as "King of Ghouls" and "Vassal to Orcus". I am going to use a lot of the material in Hercynian Grimoire #1 from +James Mishler too.  It's just too good NOT to use.

I am also considering throwing in thouls just for the fun of it.

Here are some other postings on this module. Always interesting to read what others have experienced.
http://www.metagamemastery.com/2011/09/26/annotated-a1-slave-pits-of-the-undercity/
http://www.thedelversdungeon.com/forums/viewtopic.php?f=2&t=227
http://bloodofprokopius.blogspot.com/2012/02/re-imagining-slave-pits-of-undercity.html
http://grognardia.blogspot.com/2010/11/retrospective-slave-pits-of-undercity.html
http://bxblackrazor.blogspot.com/search/label/a1-4
http://dungeonfantastic.blogspot.com/2014/12/review-a1-4-scourge-of-slave-lords.html

Edited to Add, Peter's detail into each adventure.
http://dungeonfantastic.blogspot.com/2014/10/review-a1-slave-pits-of-undercity.html
http://dungeonfantastic.blogspot.com/2014/10/review-a2-secret-of-slavers-stockade.html
http://dungeonfantastic.blogspot.com/2014/10/review-a3-assault-on-aerie-of-slave.html
http://dungeonfantastic.blogspot.com/2014/11/review-a4-in-dungeons-of-slave-lords.html