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

Wednesday, May 11, 2016

"Much Maligned"? I don't think so.

So I got this email from RPG.Net the other day and there is a section near the bottom.
Dungeons and Dragons Fifth Edition has been much maligned in RPG circles (including by yr. humble editor, to be fair), but the game does have its undeniable good points. For some positive discussion of the latest edition of the grandaddy of RPGs, check out "Why 5e Is Good."
Much Maligned?  By who? Where?

RPG.net is blocked at work, so I can't get into the thread itself.
I know there is a certain segment of the RPG population who disliked D&D5 based on (what it seems to me) the involvement of +Kasimir Urbanski (RPGPundit) and +Zak Sabbath and wished it would fail.  Well, that never happened and now almost 2 more years in I notice some of those (vocal) one are now playing 5e.


Then there are also these articles.  Not exhaustive, or even 100% representative but they do make a point.   Read them, but for the purposes of this illustration, the titles will suffice.


I could go on but hardly needed.

No I think this is much, much more a reflection of the point of view of the editor of this newsletter, "Iustum". (I admittedly have no idea who that is.) Also trying to push a particular narrative.

RPG.net lately has been more a place of cliques and overly draconian rules on what can and cannot be posted.  Granted that is their right. They pay the bills they can say what they want there and control what others say.  But that doesn't really make it true.  

Sorry RPG.net. but D&D5 is not much maligned. Not even by die hard Grognards.

Monday, May 2, 2016

Weekend Gaming: Against the Slave Lords!

The Order of the Platinum Dragon made it to the throne room of the slave lords and encountered the first five.


The battle was fierce with many HP lost on both sides.
I did notice that in some cases the Playtest version of Next has slightly different monster stats than the final version of 5e.  I have used both more or less interchangeably.

Sadly the heroes were all knocked unconscious and awoke in a deep, dark dungeon with no weapons, gear or armor.   Adventure A4 begins next!

Of course while they were unconscious they had more dreams.
I am using dream sequences and flashback to give them tidbits of information about what is going on in the world or the past.  I am going with the old adage that it is better to show and not tell.  Each different dream sequence or flashback I use a different version of *D&D.  The next one uses AD&D 1st Ed for a trip back 30+ years ago (natch).



I have used Basic already and even have one planned using 4th ed D&D.

I have my summer gaming mapped out.  This is going to be epic!

Wednesday, April 20, 2016

A to Z of Adventure! Q is for Queen of the Demonweb Pits

Q is for Queen of the Demonweb Pits.

What else could it be?  Well...funny you should say that. There is also a few Vampire Queen adventures out there and there is the adventure path I am playing around with, War of the Witch Queens.  But I guess really there is only one queen and only one Q module.

Queen of the Demonweb Pits is the ultimate finale that began with the characters looking into some giant raids. Behind it all was the Drow and Lolth!...er wait. Wasn't supposed to be the Elder Elemental Eye? Tharizdun? I mean that is what is going on in T1 Village of Hommlet.

Well as it turns out Q1 was supposed to be different. It wasn't the vision that Gary wanted. Now the official story is that Gary was too busy to work on Q1 because he was working on T2 The Temple of Elemental Evil.  We can see bits of his thinking in T1, S4 and WG5.  So David Sutherland came in to finish it off.  At least that is story we have been told.  According to Shannon Appelcline this was the start of Gary's eventual ouster at TSR.

Regardless of how, what and why, Q1 is fondly remembered to this day 36 years later.  As part of the GDQ series it is considered to be one of the greatest adventures of all time.

I remember playing this back in the day and that confusing as hell map.  I remember talking to friends in the days WAY before the Internet and how we would speculate on Q2 and Q3.

Like T1 and the mythical stand-alone T2, a DIY Q2 would be great.

SO TO MY REGULAR READERS:  What would be in YOUR Q2?

Would you have the characters look into the Elder Elemental Eye connection?  Maybe there would be a civil war among the drow; those that support the EEE and those that support Lolth.

I suppose I could take a few pages from Expedition to the Demonweb Pits for 3.5 edition of D&D to.  I do know I need to work out this Lolth-Tharizdûn issue before my players get there!

3 Different Editions, 1 Basic idea


Thursday, April 14, 2016

A to Z of Adventure! L is for Lendore Isles

L is for Lendore Isles (and Len Lakofka).

I was a fan of Len Lakofka way back in the day when I first discovered his work in Dragon Magazine.

I think it was his articles on the Gods and Goddesses of the Suel Empire that read first. Especially the one on Wee Jas.  Or it could have been his article on the Death Master NPC.

But in any case it was his L series, the Lendore Isles, that most people know his work.

Module L1, The Secret of Bone Hill, is a classic for a number of reasons. First it was Lakofka's first foray into module writing. There is was plenty of background detailed in this module as well, a lot for what amounts to an introductory module.

The typical hack-n-slash or kick in the door plot is given over to what really amounts to a mystery.   The adventure section itself is actually only a small part of the adventure.

I also think it was that Bill Willingham cover.  I made character based on that magic user.

I got the chance to run my kids through this at Gen Con 2014 and we had a great time with it.
I had planned to run L2 Assassin's Knot, which is a great follow-up to L1, but time did not allow it.  By the time I had calculated all the XP the characters were ready for something else anyway.  Which is too bad, there is a great murder mystery in L2 that my youngest would have loved.

L3 Deep Dwarven Delve was completed at the same time as the first two adventures, somewhere around 1979, however it would not see publication til 1999 for the D&D Silver Anniversay Edition set.  I have never actually owned or even read this one. A fact that was lost on me till I started working on this post!  In fact the game it was written and published for, 1st Edition AD&D, was no longer in print and 3rd edition was on the very near horizon. Even the company, TSR, was no more having been bought by Wizards of the Coast.
(eta I checked and I did buy it on PDF at some point)

You would think that 20 years is enough to keep a guy out of the gaming biz. Well Len then released the next installments of the Lendore Isles adventures on the old-school gaming forum Dragons's Foot.

The next adventures were L4 Devilspawn and L5 The Kroten Adventures.
Plus material to support these adventures.

I have ready through these other adventures and I can't help but feel that they might work great for Astonishing Swordsmen & Sorcerers of Hyperborea. They have the same feel to me and think they would compliment each other very nicely.

Friday, April 1, 2016

A to Z of Adventure! A is for Against the Slave Lords

A is for Against the Slave Lords

Welcome to the A to Z Blogging Challenge for 2016!

Let's start this off with one of the earlier adventure series and consequently one I am currently wrapping up for my kids.

The Slave Lords series was marketed under the "A" module code. The series included four adventures, A1 to A4.
Back in 2013 Wizards of the Coast published a new A5 The Last Slave Lord in Dungeon Magazine #215. In 2015 a new hardcover of the adventure came out which included an introductory adventure A0.

The "A" series came from the adventure "Assult on the Aerie of the Slave Lords".  Though for me I always thought they were "A" since they were for Advanced Dungeons & Dragons, even though other adventures came before it.  Of course my DM also was confused why it was called "A" so he did what he usually did, he added a bunch of Assassins to it.

These adventures were used as tournament level play at the AD&D Open Tournament for Gen Con XIII (1980).   The adventures were then published in 1980/1981.  I played it myself around 81 or 82.

Ask 10 gamers and you are likely to get 10 different opinions on these adventures.  I remember having a character die in it a trap in one of the various traps found in these.

So far my kids are doing well, but it has by no means been a cake walk for them.  We are down to the last adventure in the series.  I have to figure out if I want them to go through the first part without all their gear or not.   I get why it is there, but it isn't something I *need* to do with them right now.



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

And 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

The A series was also made part of the D&D 5 playtests, so it was possible to grab all the conversion needed.  So far playing this with D&D 5 in 2016 is just as fun as playing it with AD&D 1 in 1982.

Buy it at DriveThruRPG, A0-A4: Against the Slave Lords (1e).



Wednesday, March 30, 2016

Koliada, The Winter Witch for D&D 5

Back in June of 2009 D&D 4th edition was still on the shelves and Dungeon #162 was available for download.  Inside was an Epic level adventure by Stephen Radney-MacFarland called "Winter of the Witch". It featured the machinations of the so-called Winter Witch, the minor Archfey Koliada and her plans to freeze the world.    From the adventure:

"In this epic adventure, the Winter Witch—a legendary archfey—has launched a campaign to send eternal winter cascading over large portions of the world. After a summons to Winterhaven, the characters find a land locked in ice, and an old ally in need of aid. A trek to find a artifact known as the Sun’s Sliver ensues, the only force potent enough to defeat the Winter Witch and banish her from the mortal world once more. An adventure for 22nd-level PCs."

While not totally an original plot, it was still fun, well executed and had a lot things going for it.  But mostly it had Koliada who grabbed my attention from the start.  It also started me thinking about witches of winter.  In particular, why are there so many. Louhi, Elsa and the Snow Queen), Jadis, all the Jadwiga winter witches from Pathfinder and so on.  Notably almost all of these are also royalty, if not outright queens.

This also got me thinking about the War of the Witch Queens campaign I want to do next.  So good job +Stephen Radney-MacFarland! Your character from 7 years ago has inspired me quite a lot.

Recently I have been thinking about D&D 4e conversions.  Both to 5e and to BECMI specifically.  5e, because it is the D&D of the day now and D&D 5 makes a lot of allusions to past versions.  For example the Prince of Frost, Koliada's father/brother/lover/patron appears both in the Dungeon #162 adventure and as a potential Warlock patron in D&D5.

For D&D 4 to 5 conversions (and I'll talk about BECMI ones later)  I opt not to use a 1 to 1 correspondence.  Instead, I convert on a 2/3's basis;  Take the D&D4 character and times it's level by 2/3rds.   WotC still has her stats up, she is a 26th level solo skirmisher.  A lot about her though says Warlock, in particular a fey-pact Warlock Hexblade from the 4e era.

Conversion in this case is going to be more concept driven than finding correspondences with powers.  In fact for a 26th level warlock she is missing a number of spells and powers.  To be fair, the adventure never says that is what she is; just my translation.

So in 5e terms what is she?  Well. I think I made a solid case for her to be a warlock. Her powers come from her patron, the Prince of Frost (Fey Patron). She has a magical sword she can summon (Pact of the Blade) and she has a number of ice based powers.  Now she could use some more oomph, she is the main antagonist afterall, so I buffed her up with some feats.  Let's have a look.
26th level in D&D4 translates, roughly to 17.3333 level, or 17th level in D&D5. She also has some really high ability scores too. I am scaling those back a bit as well.

Koliada, The Winter Witch
Warlock 17, Eladrin Female, CE
Background: Noble

Strength 16 (+3)
Dexterity 20 (+5)
Constitution 19 (+4)
Intelligence 17 (+3)
Wisdom 15 (+2)*
Charisma 20 (+5)*

Proficiency Bonus: +6
Proficient skills: Arcana, History, Intimidation, Persuasion
Saves: Wisdom, Charisma

AC: 24 (studded leather +4, Ring of Protection +3)
HP: 165 (HD d8)
Speed: 30'

Sword of Blackice, "Rimefang" +11, 2d8

Fey Patron Warlock, Pact of the Blade
Patron: Prince of Frost

Feats: Elemental Adept (cold), Magic Initiate (Sorcerer), Keen Mind, Spell Sniper

Powers: Fey Presence, Misty Step, Beguiling Defenses, Dark Delirium

Invocations: Agonizing Blast, Eldritch Sight, One with the Shadows, Thirsting Blade, Sign of Ill Omen, Lifedrinker, Witch Sight

Spells Known
Cantrips: Eldritch Blast, Chill Touch, Blade Ward, Mage Hand, Ray of Frost (MI), True Strike (MI), Ice Bolt (SS)
1st level: Faerie Fire, Sleep, Fog Cloud (MI)
2nd level: Calm Emotion, Phantasmal Force
3rd level: Blink, Fear
4th level: Dominate Beast, Greater Invisibility
5th level (current casting): Dominate Person, Hold Monster, Scrying, Seeming
6th level: Conjure Fey
7th level: Finger of Death
8th level: Power Word Stun
9th level: Power Word Kill

Languages: Common, Sylvan, Draconic, Primodial, Abyssal

All in all, a nice build.

I am ignoring her Unique Kill quality about only being killed via a bolt of sunlight from the artifact Sun's Sliver. 

Have to try her out now against my players!

Monday, March 28, 2016

Getting Ready

I am getting ready for the big GDQ adventure, but this past weekend I was visiting my sister in my old home town.

I stopped by my Seond Favorite Local Game Store, On/Off the Square in Jacksonville, IL.
I love stopping by to support the local guys so I picked through his box of loose minis and came out with these:



Plus some giants and a bunch of bugs.  I have some more here at home, so my collection is growing nicely.

This is going to be great!

Now I just need to sort through my giants and make sure I have enough.  Though, if push comes to shove, I also have some old toys of the kids that would make decent enough hill giants.

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.