Monday, December 19, 2016

D&D 5e: Running Nightstone (Storm King's Thunder)

Source: Tumblr of Gabriel Cassata, freelance artist (used with permission).
I've just started my players into A Great Upheaval, the first chapter (free from Wizards of the Coast) in Storm King's Thunder adventure path . In a prior article, I've already noted some of the adventure design mis-steps that I've come across just in the reading, but a few other minor foibles have been revealed while running the opening chapter in the village of Nightstone.

So here are just a few small tips for DM's to make it run a little smoother.

Some spoilers follow, so if you are planning to play in a Storm King's Thunder campaign, you should stop reading now. For my own players, you can read this after our early January sessions.

*** SPOILERS AHEAD ***


Saturday, December 17, 2016

Star Wars: Rogue One

Disclaimer: This is outside of my usual D&D-related posts, but I have to comment being a huge Star Wars nerd. 

Go see this movie. Just go. Like right now! 

No real spoilers ahead.

Back before Disney, I was never a huge Expanded Universe fan. Many of the books often read like some authors' Mary Sue (or Marty Sue) versions of Luke, Han and Leia at best, or internet fan fiction at worst.

But there were some exceptions... specifically books that featured other characters in the Star Wars universe outside of the core three (or four, if you include Chewbacca, but he never really got his own novel...). The point is I was more interested in seeing different protagonists in the Star Wars universe aside from the movie characters. Among those novels were the likes of Timothy Zahn's Thrawn trilogy and Micheal Stackpole's Rogue Squadron.

So when Rogue One was announced, my interest was piqued. I was pretty sure it would not include Corran Horn, but I liked the idea of a movie that told the story of the Rebellion from a different group of Rebels... and the fact that no one has force powers is HUGE.

Thursday, December 15, 2016

D&D 5e: A Plethora of Class Options in Unearthed Arcana

Wow, I must have been sleeping under a rock to miss this one!

I knew that the revised Ranger options had come out in the last couple months, but I had no idea Mike Mearls' Unearthed Arcana articles had been putting out new class options nearly every week!

If you have desired more class options for 5e (I hadn't really... until I read some of these!), then you definitely need to check out the recent UA articles.

There's a few "meh" options, but there's also so much cool. I definitely recommend checking out their wild shape suggestions for Druids. The Druid also has a couple of really interesting new circles... and if you hadn't already been awaiting the Ranger updates, you should check it out! There's really a lot to digest in these.

Be aware that these are play test option, so may be somewhat broken in some places. A discussion between the DM and players needs to occur beforehand, so that there are no hard feeling if the DM has to nerf some power.

Artificer (new class) - Alchemist, Gunsmith
http://dnd.wizards.com/articles/unearthed-arcana/artificer

Barbarian Paths - Path of the Ancestral Guardian, Path of the Storm Herald, Path of the Zealot
http://dnd.wizards.com/articles/unearthed-arcana/barbarian-primal-paths

Bard Colleges - College of Glamour, College of Whispers
http://dnd.wizards.com/articles/unearthed-arcana/bard-colleges

Cleric Domains - Forge Domain, Grave Domain, Protection Domain
http://dnd.wizards.com/articles/unearthed-arcana/cleric-divine-domains

Druid Circles - Circle of Dreams, Circle of the Shepherd, Circle of Twilight, Wildshape Options (!)
http://dnd.wizards.com/articles/unearthed-arcana/druid-circles-and-wild-shape

Fighter Options - Arcane Archer, Knight, Samurai

Monk Traditions - Way of the Kensei, Way of Tranquility

Paladin Oaths - Oath of Conquest, Oath of Treachery
http://dnd.wizards.com/articles/unearthed-arcana/paladin-sacred-oaths

Ranger Revisions - Beast Conclave, Hunter Conclave, Deep Stalker Conclave
http://dnd.wizards.com/articles/features/unearthed-arcana-ranger-revised

More Rangers and Rogues - Horizon Walker, Primeval Gaurdian, Scout
http://dnd.wizards.com/articles/unearthed-arcana/ranger-and-rogue

Divine Casters -  Warlock Patron: The Seeker, Arcane Tradition: Theurgy
http://dnd.wizards.com/articles/features/faithful

Upcoming weeks will feature the Mystic, Sorcerer, Warlock, and Wizard.

Tell me what you like about the new class options in the comments. I'm still wading through a number of these PDFs, but this looks a bit like a Player's Handbook 2 in the making. Also, let me know if you or your player have tried any of these new options. I'm interested to hear what may be broken... Leave a comment!

Wednesday, November 30, 2016

D&D: Giant Miniatures Are Back (and bigger than ever) Again!

Even since the earliest days of D&D Miniatures Game (the skirmish game), I have been collecting the skirmish minis for use with the D&D table top game as well. I'd hazard a guess that the great majority of the consumers of the random booster packs were actually using the minis for D&D table top and not necessarily for the skirmish game. In 2008, Wizards of the Coast stopped selling the skirmish game, but continued to sell random booster packs of miniatures. The most recent line, Icons of the Realms, is licensed for production through WizKids.

Due to the high price of plastic, larger miniature were quite expensive to produce, and were therefore almost always rare creatures. The sculpts themselves were also often not particularly large in order to save production costs. Wizards of the Coast tried to mitigate some of this problem by introducing booster sets that specifically included at least 1 large or huge creature in each booster pack, but large creatures were still rare and pretty expensive on the secondary markets. With Storm King's Thunder, Wizards of the Coast (through WizKids) has brought back huge miniatures, and they don't disappoint. It is likely the falling price of oil (the main ingredient in plastic resin) has made these much larger figures cheaper to produce than in prior years. (Makes a great Christmas gift!)

A line up of the new giants showing the enlarged scale - Fomorian, Frost, Cloud, Fire, Hill. You can get them here.

Monday, October 17, 2016

D&D 5e: Haunting Halloween Adventures

Looking for a spooky adventure for your Halloween game? It's that time of year again when people are searching for thematic adventures with a Halloween twist [updated for 2018!]. So, what if you are not running Curse of Strahd?  Is there anything else out there which will scratch that Halloween itch?

Well, you are in luck. There are several 1 to 2 session length adventures that can add a spooky side trek into your current campaign. Here are a few quickies that might work out. A couple of these might take a bit of translation for D&D 5th Edition, but the work will be well worth the fun.

Death House
This free adventure from Wizards of the Coast is the opening volley for the Curse of Strahd adventure path. However, even if you don't plan on running a Barovia game, you can modify some of the elements to be able to drop it into any campaign. As a one-shot, it works wonderfully since you can playing it like a DCC "funnel" adventure and kill your PCs with impunity.

Nothing Unusual Here
The citizens of Mudhole are unusually fond of their miniature pigs, carrying the pigs with them everywhere... all the time. Is it a pet fad or something more sinister? A side trek for 1st - 3rd level PCs.

Lord of the White Fields - Dungeon Magazine, issue #184
Also originally a 4th edition adventure, this side trek explore what happens when a sliver the Ghoul King's power leaks into a small village. This is another zombie... er... ghoul apocalypse style adventure that make the PCs solve the mystery before the realm is overrun by ghouls. This was also a lot of fun to run when my group played 4e. This has not been converted for D&D 5th Edition, but a quick conversion using the ghoul and ghast stat block right out of the Monster Manual would likely create an adventure for about levels 4 to 6 (give or take).

Horror at Havels Cross
Similar in spirit to Lord of White Field, this level 2 adventure written for 5th Edition Basic D&D, also has ghoulish entanglements.

The Chapel on the Cliffs
An army of skeletons drives away explorers of this ruined, cursed village. What secret are they guarding? Memorable NPCs and multiple paths to the end point make this adventure an thrilling story. More than just a one-shot, this adventure contains 10 to 15 hours of play!  Scaleable for PCs levels 2 through 6.

Dead by Dawn - Dungeon Magazine, issue #176 (and 5e conversion)
Originally written for D&D 4th edition, this Dawn of the Dead hommage takes place in a ruined temple where the PCs must hold out until dawn while wave after wave of under attempt to break in and devours the poor souls. An 5th Edition adventure conversion guide (written by yours truly) costs less than 2 bucks! Conversion for level 3 PCs. This was also a big hit with the group, and I tied it into the Namjan Forest story line. The key is to keep the pressure on. It's a timer encounter, and each time the clock ticks, things just keep getting a bit worse.

The Darkening of Namjan Forest (Quests of Doom 1 Volume 2)
Frog God Game's excellent Quests of Doom series contains this excellent gem of an an adventure set in a forest overwhelmed by elemental shadow. The PCs must find the source of the infection from the Plane of Shadow. Watch gleefully when they crap their pants over the strength-draining shadow creatures. For PC levels 3 to 5 and 5th Edition compatible. I ran this for my group and it was a real hit. With a little more sketching out, this can turn into a mini-campaign arc.

The House of Poe
A creepy horror adventure for level 4 - 6 PCs where the adventurers explore a manor house at the edge of town. The adventure is filled with hidden references and homages to the works of Edgar Allan Poe making it a perfect Halloween adventure.

Death in the Cornfields
A level 4 vignette encounter that has surprising legs, despite its short length (and for only $1!). This is an excellent side trek that can be dropped into almost any session in the countryside.

The Haunted Cornfield
A free Halloween themed 1st level side trek from D&D Beyond.

The Witch of Underwillow
When wolves drag a child into the forest, there is only one option: find brave adventurers to follow the wolves and save the child! A short adventure for levels 1 to 3.

The Wolves of Welton
A "basic" starter quest that may be more than meets the eye. PWYW for levels 2 to 3.

The Ghost and the Peddler
A unique take on a "haunting" with lots of role-playing potential. For levels 3 to 5.

The House of the Midnight Violet
For levels 4 to 6, the PCs uncover clues to the lives of the former occupants as they explore this creepy mansion.

The Secret of Karnov Mansion
Dinner party during the full moon? What could possibly go wrong? For adventurer levels 4 to 6.

A Haunting in Brenton
While I have not (yet) read through this adventure, it's a PWYW so you can try before you buy. For level 7 PCs.

Night of the Walking Dead
Noted in the comments by one of my readers, Night of the Walking Dead is a classic zombie horde adventure written originally for AD&D 2nd Edition. This adventure would be fairly easily translated to 5th Edition with a straight conversion using the D&D 5th Edition Monster Manual and still have the roughly the same encounter balance. For levels 1 to 3 (perhaps leaning toward the higher side of that range). UPDATE: This now has a conversion on DM's Guild.

The Haunting at Velston
A free 2-encounter side trek from Kobold Press. Impactful and emotional.

Swamp Witch Monster Party
Not an adventure per se, but a pre-loaded encounter group for dropping into any campaign or overland travel. Encounter for level 3 PCs. PWYW.

Haunts
Some ideas for incorporating spooky non-combat haunt effects into your game. PWYW.

There are a few others tagged with the "Halloween" keyword on DM's Guild. I expect several others will show up before the week's end.

Happy Haunting and please support the PWYW publishers!

(Oh, and please add your own suggestions in the comments!)

Wednesday, September 28, 2016

D&D 5e: Fee, Fly, Foe, Fund - A Storm King's Thunder Adventure

In my effort to fill some gaps and repair some holes in the plot in Storm King's Thunder,  I've searched across the internet high and low (and DM's Guild) for additional content or ideas. In my efforts, I came across one intriguing adventure that ties in rather satisfyingly with the other plot threads within Storm King's Thunder.

Fee, Fly, Foe, Fund - A Storm King's Thunder Adventure


Fee, Fly, Foe, Fund not only ties together the Nightstone thread with Golden Fields encounters, but was also written by none other than Greg Bilsland (of Wizards of the Coast) for the 2016 Extra Life fundraiser.

Without giving too much away, Fee, Fly, Foe, Fund addresses where the other Hill Giant wives have roamed off while Guh (pronounced "Goo" apparently) rules the roost. It's mostly a combat side-trek, but could be tweaked for diplomacy (the suggested diplomatic approach is nearly impossible).

My only complaint is that the included map is just bad... MS Paint bad. I mean, this PDF was probably just thrown together because fans who may have watched the Extra Life streams asked for it, so I don't expect much, but there are so many ways to make a decent encounter map even without hiring a master cartographer.

The best thing about Fee, Fly, Foe, Fund is that it is Pay What You Want... and 50% of the proceeds goes to Children's Miracle Network.

So throw a couple bucks at it, even if you can just download it for free.

Thursday, September 22, 2016

D&D 5e: Storm King's Thunder - Quick Critiques

TLDR Summary: Storm King's Thunder has a lot to like within its covers, but also has some glaring adventure design issues that will annoy you and require some extra DM modification.

Introduction


If you've been living under a rock (or just don't pay attention to social media much), you might not know that Storm King's Thunder is the latest adventure path for Dungeons & Dragons 5th Edition.

In previous adventures, the PCs have had to deal with Dragons, Demons, Drow, Elementals, and Undead. This iteration, it's time for the Giants.

This isn't technically a full review. I've only read through the first few chapters, and this is more of a first impressions post. This is not a "buy or don't buy" review article, but just some [very subjective] observations of mine. I may follow up with a more thorough review once I've read through the whole book and start running it for my group.

SPOILERS AHEAD

Pre-Order Dragon Delves
The new 5e adventure collection
Dragonbane Box Set
Classic old-school RPG from Free League