Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Thursday, June 2, 2016

Throwback Thursday - Heroquesting

Over on victorgannongames.com, Vic recently wrote a rather forlorn article on not finding the old itch scratched by the classic game Heroquest.  Read his thoughts here.


Also, on boardgamegeek.com, user Nundo Bolas gives his impressions as a Dutch gamer here.


Finally, on the Wargamer: Fritz YouTube channel, he gives a review and a bit of a walkthrough of play.  Enjoy!



A look back at early tabletop hobby gaming
 or gaming-adjacent topics of the past.
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Friday, January 15, 2016

The Friday Grab Bag - D&D News

Over on dnd.wizards.com, we learned this week that Wizards of the Coast now has options for publishers and authors to get in on the action for 5th edition D&D design here.


Also, on wpn.wizards.com, we were told there will also be "Changes to D&D Organized Play" here.


Finally, on Merric's Musings, he steps up and gives us his "Quick thoughts on the Dungeon Masters Guild" here.


Essentially, a clearinghouse for topics not covered
elsewhere or needing a particular focus.
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Saturday, January 9, 2016

Saturday Crowdfunding Roundup - OZ to US, Ultimate NPCs, & The Dice Tower

Over on gofundme.com, Aussie-friend Heath is building up a war chest to make his was over to the States to visit for Gary Con.  He's offering his photographic services (which are considerable!) as a means of compensation so have a look and help send this boy to camp here!


Also, on kickstarter.com, have a look at "Ultimate NPCs: Skulduggery for 5e, Pathfinder and S&W"
by Nord Games here.


Finally, on kickstarter.com, they are raising funding for the 12th season of The Dice Tower here.


Keeping an eye on those Kickstarter & IndieGoGo
projects plus other crowdfunding efforts.
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Friday, October 9, 2015

The Friday Grab Bag - Imagination, Partners, & Take That!

Over on legionofleia.com, they interview "Michael Witwer On ‘Empire of Imagination: Gary Gygax and the Birth of Dungeons and Dragons’" here.


Also, on notsoboardgaming.com, they suggest the "Top 10 Games to Play with Your Partner" here.


Finally, on The Dice Tower YouTube channel, "Tom Vasel, Sam Healey, and Zee Garcia discuss their favorite games with a mean vein of 'take that!' gameplay!"  Enjoy!



Essentially, a clearinghouse for topics not covered
elsewhere or needing a particular focus.
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Friday, March 20, 2015

The Friday Grab Bag - Kids' Castle, Christopher West Interview, & DMG Review

Over on frontdoor.com, check out this nifty "Castle-Themed Kids' Bedroom in Austin, Texas" here.


Also, tribality.com shared an interview just last month with Cartographer Christopher West here.


Finally, on The Escapist, they posted an interview earlier this year for the 5th Edition Dungeons & Dragons Dungeon Masters Guide here.


Essentially, a clearinghouse for topics not covered
elsewhere or needing a particular focus.
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Saturday, September 6, 2014

Saturday Crowdfunding Roundup - BattleSystems, Watch It Played, PF Fens, & Tatooine Sand Watches

A Kickstarter for Battle Systems™ Fantasy Dungeon Terrain by Battle Systems Ltd is closing in on two weeks left to fund with nearly four times its original goal achieved.  They have some amazing pieces to add character to your standard tabletop terrain pieces.  See more here.


The web series Watch It Played is raising money for a fourth season and they surely are a good way to learn boardgames.  They've passed their initial goal and have nearly three weeks left to better their quality with the financial boost or even extend the season.  Join in their project on IndieGoGo here.


The innovative Brian Berg of TPKGames.com has a Pathfinder Kickstarter that has recently passed its goal but has plenty more that can be made of the project, so check out "The Fen of the Five-Fold Maw Pathfinder Adventure!" and see if you might join in the fun.  Be sure to also see the list of authors and artists.  Are any of you Jeff Easley fans?


Finally, check out the "The Coolest Tatooine Sand Watches" Kickstarter by Mary Moynihan here.  Essentially, they want to dig out the sand dunes encroaching on the original Star Wars sets and are utilizing the sand as a way to fund their efforts.  Pretty cool.


Keeping an eye on those Kickstarter & IndieGoGo
projects plus other crowdfunding efforts.
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Thursday, September 4, 2014

Throwback Thursday - 1974 Arnold Hendrick Review of (O)D&D

Over on EN World, some time back, a review by Arnold Hendrick of the original Dungeons & Dragons box set was posted here.  Enjoy!


A look back at early tabletop hobby gaming
 or gaming-adjacent topics of the past.
Please Like, Share, Plus, Tweet, Follow, and Comment!

Friday, July 25, 2014

The Friday Grab Bag - My 5E D&D Starter Set Playthrough Keeps Going (and Going!)

Our playthrough coverage continues from here!.

Before we jump back into the adventure, I have some added information to share.  One of the things I wanted to try and work out before our next game are inserts for a customized GM screen.  To that end, I discovered a thread on EN World where user ren1999 was building one for himself to use with 5E Basic D&D.  While I hope to make mine with more group-specific and Starter Set specific info, I'm keeping an eye on that thread for ideas for content and how to prioritize the layout.  See more here.

Also, WotC has put the five pregen characters from the 5E Starter Set up online as a PDF here.  Folks that are running the game, especially online, have been clambering for these.  Even if you are not playing or running the 5E Starter Set, you might want to look them over to get some insight on the new rules.  For our group, the characters and their players are named (in the order of the PDF) -

  • Fighter, Noble (Human) - Excelon played by Floyd
  • Cleric, Soldier (Dwarf) - Nox played by Norman
  • Rogue, Criminal (Halfling) - Bulbo played by Keith
  • Wizard, Acolyte (High Elf) - Heronimus played by John
  • Fighter, Folk Hero (Human) - Samuel played by Kurt

But without any further ado . . .
This whole post, a continuation from last week, will be fraught with spoilers, so you have been warned. 
 My own players should avoid the text below as well!
Often I post reports like this from the perspective of the adventurers but let's look at the rest of this section of the 5E Starter Set adventure in part from the point of view of the hapless victims of our fearless band of marauders.  I'll try to include details that would seem most important to the villains without leaving too much out for those who want the usual treatment.  Maybe a GM's insight into how one might run the bad guys will prove useful to other GMs.  Some of the encounters were from the previous week, held in reserve from the blog because the group had yet to complete the section. 
___________________

When last we left our adventurers they were surrounding the Nothic.  The group was taking a few hits but were dealing some serious damage to the creature.  The Nothic, who is often prone to negotiate.  Perhaps because he was once a wizard (though now horribly, insanely aberrant), he misses talking to people.  Perhaps, all Nothics are just greedy.  This one opted to attack for various reasons.

(Someone off-blog had asked for a peek behind the decision to have the Nothic attack rather than negotiate and the following is a capsule of what I shared.)
In this case, the party (without cloaks or disguise) are clearly intruders, had blood on their weapons, one had just fallen down the crevasse and was severely wounded and had thoughts of taking over the complex for his own (Nothic gained that info), and while three were back helping the Noble out of the crevasse, the unarmored one (Wizard) was wandering over in easy striking distance (with surprise and Advantage) with only the little one (Halfling) supporting him. 
I rolled a die and determined the Nothic would use the upper hand to try to take one or two down, perhaps using that and the injuries of the Noble to extort payment from a position of strength.  Nothics are evil, after all.

And there they were, the Nothic on the east side of the northern bridge, with adventurers all around him.  Some Fancy Dan of a warrior was standing atop this arched footbridge.  Our Nothic knew, through mental insight, that the so-called Noble had declared his intentions to claim the complex for his own and, in all likelihood, slay all who might live within.  With this threat came many merciless minions.  Action was taken.  What was meant to be an attack by the Nothic to slay an unarmed intruder before threatening the rest of the interlopers had swiftly turned into the Nothic fighting for his life above his cozy home in the treasure-laden crevasse.  Oh, the injustice!

The Dwarf was the hardest to hit and, despite Nothic's claws flailing multiple times at the bearded invader, only once did the nails cut through the Dwarf's armor, and then not-at-all deeply.  The Halfling was trickiest, avoiding damage but slipping in from time to time to strike with his little blade.  Another armored Human stood on the west side of the footbridge, firing arrow after arrow, more than a few finding the Nothic as a target even though the cavern resident had positioned himself with both the stone pillar and the Usurper as some form of cover.  It simply wasn't fair!

The party whittled away at our misunderstood mage-turned-monster, who was merely defending his home, and all soon seemed lost.  No matter how often the Nothic struck, a myriad of blows from the marauders rained down on him from all around.  Before long, the Nothic was at death's door.  But the leader, upon the bridge, slipped.  An errant swing of his axe had him slightly reeling astride the wooden span.  With all his strength, the Nothic plunged both sets of claws deep into the torso of the usurper.  Into his mind he projected an ultimatum, "Let me live or we both fall to our deaths!"

The Nothic felt the enemy stab deeply with his blade and shove him from the bridge, dislodging his claws.  As he fell into the crevasse, he could see he would land upon his treasures, some cold, golden comfort in his final moment.  He cerebrally screamed into the mind of his slayer hoping it would echo in his soul forever.

When Floyd's attacked with his Noble Fighter resulted in a "1," I allowed the Nothic to have Advantage on his next round of combat.  When the Nothic subsequently rolled a "20," and both claws had struck home, I allowed the Nothic to have buried his claws so deep it required a Opposed Strength Check (Contest) to separate them.  When Floyd struck with his sword, he also rolled the check and despite the Nothic rolling first and rolling high, luck was with the Noble Fighter.  I rewarded the well-played moment by having the falling body reveal the location of the chest hidden in the crevasse.  The group found the only one of the secret supply room doors, in the northeast alcove.  Through that, they discovered the Armory and only glanced into the tomb without entering (leaving the Undead undisturbed for now), then went below to the Redbrand Common Room.


Meanwhile, a weekly dice game was taking place in a Redbrand Common Room not far away.  Oblivious to the action that had transpired in the cavern above, Sulidan, the Redbrand who had been with Glasstaff the longest, was fleecing his fellows with a set of loaded dice.  He had just managed to build the pot large enough for a final throw of the bones when the door burst open and a sizable warrior moved in and around the table.  The newcomer hacked at the Redbrand to Sully's right dealing him a vicious blow.  Right on the warrior's heels, a wizard, his profession fast becoming apparent, danced across the room shooting out flames from his fingers, engulfing the table of ruffians in fire.  This finished off the injured Redbrand.  Next through the door came a Dwarf who clouted the ruffian across from Sully, and the former dice-mate died in his chair.  A fourth combatant appeared at the doorway and plunked an arrow in the back of the ruffian to Sully' left and killed him where he sat.  It all happened so fast that it was all Sully could do to blurt out, "Don't kill me!  I know things!"

After dispatching three dice players, and gaining some knowledge from the fourth, they bound him and checked the laboratory.  After a bit of confusion, they killed a large rat that was trying to escape the room beneath the door to the east.  It had already tipped off Iarno, though, who fled the complex.  After gleaning what they could from the paperwork left behind, including the identity of Iarno and the existence of the Black Spider, they discovered the secret way up to the storeroom, and made their way back to the Cistern hoping they could catch up with Iarno.  The tied up Redbrand from their first battle had been killed, seemingly by Iarno, and they figured out they had missed something hidden in the Cistern that had been retrieved.
 Figuring they had lost Iarno, but ignoring the door to the Bugbear Barracks, the group approached the tomb from the front hallway, nearly falling into the pit trap.  They opted to then go back around through he secret way to the tomb.  They vanquished the Undead and quickly handled the two Redbrand guards, releasing the prisoners.  With the former captives in tow, they returned to the Cistern and led them up and out through the cellar and back to town.  They felt they had cleared the complex.
In the meantime, the Bugbears had discovered the death scene in the dice room, not noticing the tied up Redbrand behind the dicing table.  The Bugbears checked Iarno's quarters and discovered he had fled.  The Bugbears opted to leave via the secret tunnel but soon reunited with Iarno hidden in the woods, who rallied the Bugbears awaiting a chance to make an attack on the adventurers.  Seeing they were still strong, he used his invisibility potion to follow them into town.  Because they revealed their next plan on the streets, Iarno returned to the Bugbears and waited in sight of the Manor ruins to see when best to make an assault.
"I had a very good thing going on here," thought Iarno.  "If it hadn't been for that meddling Sildar, and his collection of fools, I might have established a kingdom here in time and eventually had power enough to make the spider pay."

The disgruntled employee of the Black Spider knew there was but one way forward.  Fleeing the area was out of the question.  His identity was now known to Sildar and soon to the Lord's Alliance.  Neverwinter was off limits to him.  No place would be safe.  He needed to force the issue here and now, remove the adventurers from the picture, deal with Sildar and the folk of Phandalin, and re-establish control over the town.  If he could get this done before Sildar sent word to Neverwinter, it might buy him even more time.

Knowing now that but a fraction of the adventuring party would be returning to the Manor ruins to bury the dead, Iarno caught back up with his Bugbear allies hidden in the woods.  They crept up to listen and discovered the adventurers were the only ones willing to go deeply into the complex.  Iarno waited until most of the Deadbrands were pulled out and the townsfolk-helpers were busy with the bodies already brought forth.  Those idiots were still marveling over the burning body of the Nothic when the three adventurers on hand descended one final time to retrieve the three bodies form the Common Room.

Iarno scrawled a message to the Black Spider and dispatched it with the Goblin who would be glad enough to free from the Bugbears.  The Goblin only knew the way to Cragmaw Castle but they would pass word along to the Black Spider.  IF the Goblin managed to make it there.  It couldn't be helped.  Iarno needed all three of the Bugbears to re-establish control here.  With the Goblin on his way, Iarno gathered the Bugbears and slipped into the secret passage from the woods.

Without much light in the tunnel, he sent one of his burly, stealthy henchmen ahead to watch for when the adventurers would pass across the northern footbridge.  When he returned with word, Iarno split the group, sending two Bugbears, including Eyepatch their leader, down the southern staircase while he and another Bugbear, Splitnose, flanked the adventurers from the northern staircase.  Just to be sure they were softened up a bit, Iarno urged Splitnose to allow the other Bugbears to engage in the attack first, then head down.  As they descended to the sound of fighting in the Common Room, that damned Dwarf Cleric stepped out into the hallway.  If that bastard shut the door and barred the way, this combat would not end well.  He didn't.  His Dwarfish pride kicked in and he attacked Splitnose even as he was still upon the lower steps.  Iarno did his best to stay hidden behind his burly buddy, just above him on the staircase.

By the sound of it, the Bugbears in the Common Room were holding their own.  Splitnose was getting the upper hand here on the staircase but just to be sure, Iarno shot a couple of Magic Missiles at the bearded miscreant.  The dwarf called out that he was in trouble and another blow from Splitnose laid him low.  Iarno patted Splitnose on the back and sent him down to the Common Room to help finish off the others.  Still, there was no sense risking personal injury while the Bugbears had things handled.  Iarno stooped over the expiring Dwarf and rummaged through his pouches, snagging a couple of gems, a scroll, and some baubles.  As he heard Eyepatch call out that the battle was lost, Iarno looked up to see Splitnose hadn't entered the room and was now barreling his way toward the stairs in flight.  Leaving whatever else might be on the Dwarf's body, Iarno ran for it.  He didn't have to outrun the adventurers, he just had to outrun Splitnose.

As it happened, they both made it out the secret tunnel.  With little left he could do, while not risking his own neck completely, Iarno led Splitnose further off into the woods then slew him.  He had been bleeding profusely and it was not tough to tap a couple of missiles into the base of his skull.  If word of this bad turn reached the Black Spider, Iarno's days would be numbered even shorter than they obviously already were.  If he could just ensure that the Black Spider's plans for Wave Echo Cave were not thwarted, he might still stay in the evil graces of that tyrant.  For now, Iarno wandered off further into the woods to scheme and ponder his own existence.

With the complex now actually cleared of enemies in earnest, the group rounded up the supplies and weapons and made a deal with Barthen to liquidate them.  They put on hold their intentions to take the place over and stayed at the Inn where a long rest could more safely be assured.  With Sildar, they intended to leave the next morning using their Goblin guide to locate Cragmaw Castle and rescue Gundren, should he still be alive.  Most of that two-day journey north was uneventful but on the second night, during third watch when the Wizard and Cleric were up, the Wizard perceived a large creature lurking nearby and coming closer.  As the brush parted, an Owlbear burst forth.  Thinking quickly, the Wizard cast an image of as large a dragon as he could between himself and the charging beast.  It worked!  The Owlbear doesn't fear much but it also isn't bright and a dragon is just a little too big for him to comfortably attack.  It turned tail and lumbered off in the woods northward.

This ends the two weeks of dealing with the second section of the 5E D&D Starter Set Adventure.  We will continue and are having fun.  While we still need to refresh our memories on some of the rules changes from time to time, the game is playing well enough in this form to keep us enjoying what we have played.

More to come!  The next post in the series is here.



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elsewhere or needing a particular focus.
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Friday, July 18, 2014

The Friday Grab Bag - My 5E D&D Starter Set Playthrough Keeps Going

Our playthrough coverage continues from here!

The players have been doing well in our playthrough of the 5E Starter Set adventure but the final encounters of sections have been eluding them.  The adventure is designed to be very campaign-like, so villains often plan for potential escape should things not go their way.  My players have yet to properly corner their finale foes and even a few higher-up underlings have managed to slip through their grasp.  This can mean a bit less experience and we'll see how that affects their leveling process.


Looks like we will be playing weekly, rather than every other week (with an occasional in between game), so hopefully this helps folks with their immersion.  This is a good roleplaying bunch and I don't worry about that part but remembering details between games can be tricky.  As mentioned in previous blog posts, we're using a Facebook group (private) to keep track of stuff so that helps, but only if they keep an eye on it and participate.  They do for the most part.


Note that I am using a Paizo Flip-Mat as a GM screen.  I wanted to keep it handy for possible forest encounters anyway.  I'm still figuring out the best way to create some inserts for a GM screen.  I've got a four-panel portrait-orientated version as well as a three-panel landscape-orientated version but it's really more a matter of what information and charts stuff should go on customer sheets.  A list of Passive Perception numbers should certainly be well-positioned.  I suppose some of the other player ability scores and such would be good but I don't want to take any more out of the players' hands if I can help it.  What would be your ideal GMing screen configuration or inclusions?  Anything that is specific to the Starter Set that might not make a regular screen down the road like a list of the quests/hooks?


This week I wore a neutral grey shirt to ensure the dice would roll fairly.  But speaking of quests and plot hooks, in a thread over on EN World, "Remathilis" toyed with the idea of making some Quest Cards to help the players and GM keep the plot hooks in order.  I took this concept, made some adjustments, and use them in the Facebook group.  I can't share them here, as they fall in that area that might be infringing but you'll get the idea from the thread and can fashion some to suit your own group if they appeal to you.
From here down, expect spoilers and do not read on if you intend to play in rather than run a Starter Set adventure of your own.  My own players should avoid the text below as well!
In this latest session, after clearing out the Goblin Hideout last time and spending some time in Phandalin, the party had a handful of ideas what to do next.  They had decided the Redbrand threat was most pressing but also figured it went hand-in-hand with searching for Sildar's ally Iarno as well as discovering the fate of the woodcarver's family.  All of these pointed toward the manor ruins, so after fighting and locking up four Redbrand Ruffians in the Townmaster's cells, alongside their previous captives, four Goblins, they opted for a short rest over breakfast at the tavern.  They had a few wounds from which to recover and an hour to eat and collect their thoughts made good sense.  What they didn't know was that the Townmaster still fears Glasstaff, the Redbrand leader, and his ruffians more than the PCs just yet.  The Townmaster staged an escape while the party was having breakfast, so I had Pip, the innkeeper's son run in with the news of the escape, giving them a chance to recall the secret tunnel should they need options on how to assault the Redbrand Hideout.  They still chose a direct path to the ruins and information from one of the party (the Halfling was a former Redbrand), they knew where the cellar stairs were in the ruins.  On their way, they popped in the Sleeping Giant, a known Redbrand watering hole, to see if any ruffians were there.


I might have had something more picturesque than a simple sheet of paper to represent the Sleeping Giant, but so it goes.  With a well-placed gold coin, the surly female dwarf spilled a bit more information than the players expected regarding the Redbrands though they had most of that information already.  They did get a better idea of the number of members, though it isn't the Redbrand Ruffians they needed to fear once in their hideout.


Descending into the cellar, after forcing open the door which had been moderately barricaded, one ruffian attacked from below.  I gave Advantage to anyone with high ground, so this posed little problem.  Several more came forth from the opposite door, the storeroom/barracks, but the group made short work of them all, taking one captive.  Still in fear of their leader, they would have fought to the death.  Even the one captured, was not going to give up any secrets.


However, when the Noble Fighter threw the bound captive in the far left corner, it caused the PC to perceive the secret door there.  After a quick scavenge of the bodies, and the storeroom, and taking just a look into the hallway toward the crypts, they opted to take the secret way deeper into the complex.  A more thorough search would have been beneficial but more on that later.


I made sure to repeatedly mention the lanterns hanging around but I guess the party felt they still wanted to have some light of their own, so the Soldier Cleric slapped a light spell on the helm of the Noble Fighter.  This may have been why he felt confident enough to move ahead of the group and, with only one end of a rope in hand, decided to chance crossing the crevasse on the southern bridge.


Being well-heavy-enough, the bridge collapsed and a failed strength check to hang onto the rope resulted in some damage to the Noble Fighter.  If the rope had been tied around him, I wouldn't have required the strength check.  It was around this time he began to hear voices in his head, mocking his dreams.  The players had been joking around a bit prior to play and as we got started regarding their backgrounds.  That was useful for the players as some knowledge of the Redbrands came from the Halfling.  It was also useful for me, as the Noble Fighter mentioned he wouldn't mind claiming the manor for his own and fixing it up.  The other players had a chuckle over his own home having been destroyed by a volcano.  With all this at the forefront of his mind, and him in the lead and now injured, as he climbed back out of the crevasse a voice in his head scoffed at his plans to secure the manor for his own.  As the Noble was being healed and not sharing this development, the voice in his head went on to chide him further for the loss of his birthright to lava.  It was truly one of those GMing opportunities that tied a lot of the early adventure session together.


You'll note in the above picture that the Wizard is far on the left and everyone else has surrounded the Nothic that was mocking the Noble Fighter.  This might be deceptive.  It was actually the Wizard, not content to stand around and watch the Noble get patched up, nor having any interest in his accusations that someone in the party was saying things that the rest of the party couldn't hear because it all took place in his head, the Wizard moved further into the cavern and was surprised by the Nothic around the northern stone pillar.  Given Advantage, the Nothic rolled horribly.  The first of his two claw attacks missed with both dice and the second managed to strike but only for six damage.

After the surprise round, the Nothic rolled only moderately for initiative allowing the Wizard to disengage and get away while the Dwarf Cleric moved up to fill the gap and the Halfling moved up in support.  The Nothic had more trouble with the Dwarf after which the Noble Fighter leapt the crevasse and dashed up toward the other bridge, leaping the diagonal to land upon it, trusting his luck that at least one of the bridges would be safe, and it was.  The Folk Hero Fighter followed up by also leaping and dashing up the far side to help surround the crazy, one-eyed monster.

I'll post a bit more later today regarding the outcome of this battle and how the rest of the complex exploration played out, so make sure to check back in or watch for updates!

The playthrough coverage continues here!

The Friday Grab Bag on CreativeMountainGames.com 
Essentially, a clearinghouse for topics not covered
elsewhere or needing a particular focus.
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Friday, July 11, 2014

The Friday Grab Bag - My 5E D&D Starter Set Playthrough Continues

Our playthrough continues from here!

We're having some fun playing through the 5E Starter Set, with some help from the D&D Basic PDF downloads provided by WotC.  I blogged last week about picking it up and getting started here.  So far it's been as D&D-esque as anything else we've played in that we're certainly approaching like the D&D we regularly play and it's holding up just fine.  We regularly play at Lake Geneva Games where they have a game room hidden behind a secret door and, as a recent addition, a guardian outside to deter riff raff.


As said in the previous blog post, we're taking a break from a 1E campaign to go through this Starter Set, have a regular Pathfinder player in the group, and, in fact, everyone in the group has extensive experience with all forms of D&D and dozens of other RPGs.  There are some interesting differences which I'll discuss after we have worked through the whole Starter Set adventure and wrapped up our foray into this new edition.  We hope to be done prior to or just after Gen Con, but we'll see how it goes.  We're not dawdlers and we want the full experience of the new rules, to give this new game its best foot forward, but we are taking some diverse approaches beyond the tabletop which I'll explain further in this in future blog posts.


Dice towers are beginning to crop up more and more at our table but the complaints about the dice and towers continue unabated.  I can't blame the players.  The initiative rolls for the "bad guys" have been decidedly good but that only rubs salt in the wounds as the inits for the party have been very low on average.  For anyone who printed out the Basic Rules and brings them to the table to help keep us on track, I am giving one re-roll per session.  These came in handy for the party late in this latest game.  More on that below as well.


You'll note we play with miniature figures.  It's something I have done almost always, as a wargamer even before the advent of D&D in 1974, and the players all enjoy that sort of play.  We do have our moments when we don't use any figures, preferring a narrative approach to the game during most NPC interactions, but for combat we certainly find them a useful addition to game play.


I wore my Gary Con VI shirt for this latest game though I am not sure the players picked up on the Goblin connection.  If they did, no one mentioned it at the table.  Perhaps I was subliminally trying to give them a hint.  But they had known they were trailing a goblin raiding party so maybe it was just subtle confirmation of what they already knew.
From here onward, there be spoilers.  So, you players who wish to play the Starter Set adventure without foreknowledge, read no further!
In prepping for this game, I was pleased to find out that Mike Schley had set up a sales site for the maps included in the Adventure Book of the Starter Set.  He has both GM and player versions of the maps, the former with keyed details and the later scrubbed of those aspects.  I'm not a GM who hands players a full map of an encounter location, so the player versions aren't useful to me in that way.  The GM maps I have in the book, which I could scan for personal use and print if I really wanted a loose copy, which I don't.  mI already have a blown up map of Phandalin, so of what is on offer, I grabbed five and might grab the North Sword Coast player version as well.  What I like to do is take such maps and make what I call playouts.  They are similar to Dungeon Tiles or Flip-Mats or other such aids.  I simply take sections of the scrubbed map (it's a time saver not to have to scrub them personally) and use them along the way as the players explore the location.


We dealt with the ambush set up mostly in narrative form.  That is to say, except for the players putting minis on the table to give me a marching order for their approach to the Hideout, they knew only what was verbally described.  I could have mocked up some playouts to conceal the thicket where the guards were in wait but that seemed like more work than necessary.  It is meant to be a quick encounter and it was.  The Dwarf Cleric, who goes by Nox at our table and is played by Norm, used his Animal Handling to keep the wolves busy and the two PCs, one with Darkvision, moved swiftly up the tunnel, spotting the Goblin on the bridge even as they spotted him.  The two PCs won initiative, their best initiative luck of the night, and they took out the sentry before an alarm could be raised.


I couldn't locate any wolves in my minis for some reason so made due with some substitutes.  They worked well enough and I explained to the players what their in-game counterparts were actually seeing.  Notice that the bridge was a separate piece.  I didn't add that until Nox was in far enough to see it, stated he was looking more intently up the tunnel, and made a successful Perception Check.


After farting around with the scree-ridden tunnel but avoiding injury, they split the party, suspecting the tunnel ahead and the tunnel off the one side of the bridge would meet up.  The Dwarf, Nox, and the Wizard, Heronimus, were proceeding up the stream tunnel.  The Halfling, Bulbo, climbed up to the rickety bridge, followed by the Noble Fighter, Excelon, but when the Folk Hero Fighter, Samuel, attempting his Athletics Check it was a critical failure so I had the javelin they had thrown to secure the rope begin to come loose and they opted not to trust it further.  There was no time to re-secure the rope as the Halfling who had lit a lantern was calling for help from point and they all rushed to join combat with the Goblins in the pool room.  Although the Halfling was wounded, they managed to avoid other injury and make short work of these foes as well.  However, they had been spit and yelling orders, so the Goblins here were not surprised nor would the next foes be either.

Note that I don't print out absolutely every portion of the complex but allow some gaps between encounter areas.  This works fine and saves prep time.


When the party climbed the slope into the next chamber they discovered the wolf (who hadn't yet gone into hiding) standing off in challenge to them.  A couple of bow shots and strikes from the Dwarf and Noble took him down swiftly.  By the adventure text, this triggers the Bugbear leader to attempt escape, which he would do down the fissure in the following round.  But the Halfling moving up to the crates causes the two Goblins to spring into action and this kept most of the party's focus away from the Bugbear.  I allowed an opposed check by the Wizard against the stealth of the Bugbear and the Wizard won.  He attempted a Sleep spell but it was too poorly rolled for HP and had no affect.  Since the Halfling and the Noble were handling the Goblins, I allowed the Dwarf a chance to notice the escape attempt and he did also but by the time he made it over to the fissure, straight through the fire pit and taking a point of damage, his wild swing missed his foe and the escape was successful.


They hung tight expecting the Bugbear to collect the wolves and come back around at them but, unbeknownst to them, he failed an Animal Handling attempt and with no immediate support opted to continue his escape.


The group cleared out the rest of the Hideout, and saved the captive, Sildar, rather heroically.  When confronted with the Goblin leader's threat to kill the captive, the Folk Hero hesitated but the Noble Fighter stepped up and threw a javelin (I had allowed some adjustments to equipment for the pregen PCs).  It scored a max damage hit, killing him outright.  I thought to have the rest of the Goblin surrender but they fought on briefly, several being the victims of a Sleep spell, one being killed, and another reduced and captured.

The party then gathered as many of the goods as they could, using the four captured Goblins as porters, and made their way to Phandalin.  We played for some time, the party gathering info from many sources but knew we were pressed and didn't want to rush things overly.  We've opted to do some further in-town play through our online (secret) Facebook group.  It's not only a useful way to handle the logistics of our gaming but will now also be used to get in some between-gaming-gaming.  This and the playouts were the shortcut approaches I alluded to early in this post and I'll have more on those in next week's blog post.

Thanks for checking in!  The next installment is here.

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Friday, July 4, 2014

The Friday Grab Bag - My D&D 5E Starter Set Quest

It's no secret that I snagged a copy of the D&D 5E Starter Set yesterday from my old FLGS (Formerly-Local Game Store) game store, Games Plus in Mount Prospect, IL.  GP is a WotC premiere store and received numerous sets in on July 3rd from multiple vendors, 12 days before the online folk can sell it, as a way for WotC to help their organized play partners get a jump on the inevitability of Internet discounting.  My regular group decided to take a short hiatus from our ongoing 1E AD&D campaign to give 5E D&D a whirl, so we'll put this ruleset through it's paces through Gen Con Indy in Mid-August.


Our group of six, myself as GM and five players, have a great number of years of experience, myself the full forty possible since 1974 and most having begun playing D&D during the 1E AD&D era.  Make no mistake, though, that we are not merely the D&D Faithful (new Cleric sub-class?) who just follow along with the latest from whoever owns the brand, nor that we might have an axe (proper spelling) to grind against the new and shiny from any quarter.  We are longtime gamers who enjoy a good evening around the table with friends, rolling some dice and forgetting NPC names.  This group plays the spectrum of RPGs (and games in general) and its members could collectively list dozens and dozens of RPGs played and enjoyed, perhaps a few not-so-much enjoyed, over the years.

We had a game scheduled for yesterday evening and the new rules weren't going to be available until earlier in the same morning, so I planned to take a trip down into Illinois from Lake Geneva.  I had some other errands that warranted the trip anyway, plus I added a few stops to break up the day as described below.  The trip began with filling up the gas tank.  Prices are not as high as I have seen them in my short one-year residency but they are higher than they've been.  C'est l'avidité!


Nevertheless, it was southbound and down, tanked up and chuckling, cause the weather was cooperating after a week of quickly arriving Storms of Great Violence (new spell or magic item idea?).  All day was marked by a cool breeze with high-60s/low-70s temperatures.  It truly could not have been nicer.  The drive went smoothly, unlike a trip south I took approximately one year ago where the shiny and rubber sides of my vehicle exchanged relative positions repeatedly in a very short time span.  Don't plan to do THAT again any time soon (or ever!).  So, I cranked up Cosmic Thing by The B-52s, a classic 80s driving disc, and set the cruise control for adventure.


I arrived in Mount Prospect, IL, late in the morning and finally got a view of the aftermath of a fire that took out a number of downtown buildings.  I lived in MP just blocks from Games Plus for nearly a decade before moving north to Lake Geneva at the beginning of last summer, so it saddens me to see the loss.  It has caused the local bakery to temporarily take up digs just a few doors from the game store, much to the delight of gamers and strain to their belt and suspenders collections.  I personally take no small pleasure in its tempting proximity.  Upon arrival, I snapped a quick pic of myself in front of the store wearing my newly acquired Nexus Game Fair hat, generously provided by Chris Hoffner, a Nexus co-founder.  It seemed fitting, in part because it is a fitted cap, but even more so since I had received a free convention pass from the GP folk (Thanks, Mister Wesel and Curt Duval!) when I attended a gameday at GP last month.


The store was bustling with early activity.  They close on July 4th, for the holiday and because the street out front is blocked by the local parade, but many were there to snag the new rules as I was.  Curt "thalmin" Duval, my longtime friend, and Pete were pricing up the new Starter Sets, and spirits were high.


I checked out a few other items but stayed only briefly so I might head back north with a few other stops to make.  The manager of Games Plus, Rich Kurtin, rang me up and I was on my way.


On the way back north, I made two stops.  The first was at the Entenmann's Bakery Outlet, what my father likes to call "The Used Bread Store," for some Independence Day brat buns and some coffee cake for the game this evening.  If you have one near you, you know what a great savings it can be on delicious treats and baked staples.  Get a punch card because, as it happens, I had a full one so my costs to stop were minimal and I got a couple bags worth of goods.


I also popped in the Long John Silver's for lunch.  I'm not a big fish eater but love their chicken planks.  It seemed like a good place to take a break from the driving and get started looking over the contents of the D&D 5E Starter Set.  I stayed there for some time to let midday traffic run its course before jumping back on the road.


Spoilers will abound further into this posting, so take a powder if you wish to remain unsullied!

Once home, I cleaned up a bit, packed up some gaming supplies, and printed up some extras.  I wasn't worried about minis and maps, too much, for the evening.  I had some things to handle the evening's needs and figured we'd spend much of the time going over differences in the rules from other editions and RPGs.  I had a few surprises in store for the group and I wanted to get us off on the right footing, so I figured we should have more ammo than just what was contained in the Starter Set.  Fortunately, to that end, WotC uploaded the rules for Basic D&D 5E to their website, as a FREE download, in both regular and a printer-friendly version.


I grabbed those and printed out the rules to make one booklet without the spells and magic section but adding the "Conditions" information at the end.  Then I also made two booklets with the spells and magic section only.  Of the five pregenerated characters that come with the Starter Set, one is a wizard and another a cleric, so I figured having two spell books would be useful.  By keeping those separated, it allows a third person at the table to be checking out other rules while the spell books are in use.  We mainly stuck with the Starter Set rule book but did seek some clarification for a few things in the more expansive Basic Rules.


As a side note, if you haven't yet spotted the "disclaimer" on the credits page of the Basic Rules, it reads -
Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?”
With all my goodies in hand, I went to Lake Geneva Games to meet up with the gang and begin delving into this new game.  The gang was ready.  John (back, right) was familiar with many of the rules, from being a Beta tester, but there were some changes to be clarified.  Norm (front, right) was recounting a humorous tale to the group from games past.  The rest of the group, as said, are all longtime D&Ders, so we focused on changes and newer material while we went over things.


I also had a local print ship make a poster from the high-res image of Phandalin, the focal-point-town in the Starter Set adventure.  It's useful to have a map that players can refer to together and, besides, who doesn't like a big map?  Makes us feel like we're really out on an expedition.  Kurt (front, left) was listening to Norm's tale as Keith (middle, left) sorted his dice to make ready, while Floyd (back, right) caught me snapping the picture.


We even got permission to install the map on the wall, making it a part of the Lake Geneva Games ongoing decor.  It's in a good spot for where we always set up to play.


We did spend a good amount of time going over some rules.  There is enough of a difference that making sure the nuances would be enjoyed was worth the time.  Notably, we spent a good twenty minutes discussing scenarios where Ready Actions, Reactions, Reactions Spells, Concentration, Disengage, and Bonus Actions could all come into play individually and how they might combine in various ways.  We further discussed Being Prone, Difficult Terrain, and Dash, as well as Breaking Up Your Move to a fair extent.  Once through that, we introduced the characters, after naming them, and I read through the background for the adventure.  While the background isn't "boxed text" (there are other places with that), I didn't feel any of the information wasn't something the player characters would know or could know, including the history of the mines (there were survivors), the goals of the patron-dwarf (one of the PCs is a cousin), and even the nom de guerre of the villain (he's been making extensive raids all around the area).  So, the gang took the suggested adventure hook, and we set up a battlemap and put the figures in a marching order.


I used a Paizo Flip-Mat, specifically their "Woodlands" Flip-Mat, for the first encounter area, which worked fine enough, and a couple large six-sided dice for the wagon.  (I'd forgotten I had packed my Paizo Caravans Map Pack!)  The players had their own figures, though they'll likely do some switching out before next game now that they have seen the PC sheets.  I can only blame my hurried prep and glossing over of the reading for adding a horse instead of oxen and also a handful of "settlers/travelers" to join the PCs on the road to Phandalin (fan-duh-lin).  How this affected game, I'll explain below.


I quickly introduced the dead horses on the bend in the trail and the Noble and Wizard (prompted by his "Investigate" Skill Ranks) moved up to check things out.  They reconized the horses, dead and looted, as those of their patron and a companion.  Four Goblin archer waited until a third party member began to move forward before they unleashed their first volley.  The players scrambled to recover from spreading out a bit.  They've been playing in a 1E AD&D game with mid-level characters for a while, so I think they may still feel more resilient than they might feel properly at first level.  5E D&D, however, seems to keep the PCs as fairly heroic even at low-levels.


The fighting didn't hurt them much and, although they took no prisoners, they made short work of the attackers.  They sorted out the spoils and discovered the trail where the former owners of the horses might have been taken.  What then followed was a very healthy discussion regarding the individual PC motivations, and also some discussion of how the players would handle their slightly-divergent Alignments.  This was inadvertently sparked by their having supplies to deliver in the cart but also having some other NPCs they all wondered if they should be protecting.  Their mandate had been to deliver the goods and while that was for someone in town, they had been asked to do so by one of the folks who had gone missing.  I fessed up to the accidental adjustments I had made and hand-waved back to the actual text of the adventure, one cart, some supplies, two oxen, no NPCs in tow, no draft horse, and a decision still to make.  In the end, they hid the wagon, dragged along the oxen with some of the goods, and headed off on the trail to pursue the kidnappers.  They avoided the traps on the trail and we ended the session with them viewing what they believe to be the Hideout of the Cragmaw Goblin tribe.

Personally, I've always used Alignment as a GMing tool; the GM keeps loose track of who starts with what Alignment and if they go consistently off-course, it might evolve.  For me, Alignment is adjusted based on the actions of the PCs, and PCs aren't forced into any course of action because of it (though there can be consequences).The discussion of what the PCs should do after besting the Goblins at the ambush touched on the obligations they might have because of their Alignments but veered, thankfully, more toward their character backgrounds and the assumed relationships they had with their patron who was captured.  In the end, it has reminded me that prep before running a published adventure is always a good thing.  I'll read, and re-read, the full adventure before we dive back in to our 5E D&D Starter Set playthough!

The adventure continues here!

The Friday Grab Bag on CreativeMountainGames.com 
Essentially, a clearinghouse for topics not covered
elsewhere or needing a particular focus.
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