Categories
DnD Ludmerea Shop stuff

Exploring Ludmerea

Sessions 7 to 9, March 10, 17, 24, and April 1

After defeating the Vegepygmies, the PCs decided to continue to Fort Augustaberg, where they passed along a warning about the dragon attack on the lizard people. After some concerned discussion, the Fort basically agreed to watch the skies, but remains understaffed.

The PCs split – the bard got up a few hours early and set off in advance, looking for trouble and locking in the destination as Base Town. When the remainder of the party awoke, they rushed out on his trail, to save him from his foolish solo venture.

They met him just in time to avoid an encounter with a goblin band.

A Muhner noble and a small party of retainers crossed their path heading west. They were aiming for a long fallen city with a map to investigate the treasures; they got a “good luck” and both groups continued on.

The PCs reached Base Town and complimented the Dvaerg on their excavation; unfortunately, the aunt of the guard still at Fort Augustaberg had been discovered dead – the PCs would be the bearers of bad news.

After exchanging stories and hearing more about the disaster, the PCs helped out for a day. At the end of the day, the local guard leaders thanked them and asked them to take care of a group of hyena people that were prowling the area. The PCs agreed and set off in the morning – again trailing after the early rising bard. They trailing group decided not to skip breakfast, and set out later in pursuit.

They stumbled on a slaughter at a local farm and put the family to rest, rejoining. Then they followed the bloody trail and wreckage of the hyena group, catching them by surprise while they lazed in the late afternoon. There was a brief fight; the bard got pincered mercilessly, but their barbarians smashed down the lead cultist, and the broken hyena people fled.

On their way back to Base Town, the PCs saw a patrol of lizard people marking trees with symbols of “The Hunger”, a demonic patron of several historic warlocks, a few miles from base town. The PCs spied the markings being made and decided not to engage.

The PCs returned to report their victory over the hyena people and were praised by the Base Town excavation team.

The next morning the bard snuck off early again and got to the Lizard People perimeter guards. He disarmed and turned on his charm, winning an audience with the leaders. They led him to the leaders, who asked for tribute from the nearby Base Town. He offered to relay the message to Base Town. On his way to inform Base Town, he crossed paths with the Silver and Jenna.

Silver and Jenna decided to spend their day hunting animals for a feast for the Matriarch to fulfill the negotiated deal, while the bard returned to the town and explained what he’d arranged.

After the feast, the lizard people asked for twice daily feasts to be delivered. The fleet Jenna raced the request to Base Town, where the guard chief agreed to follow her back to cement the deal.

[Session end]

The Heroes:
Bastra, a Drow sorcerer from another plane,
replaced by Silver , a streetwise centaur barbarian from Sigil.
Jenna, a Tibaxi psychic rogue from the feywild
(Jenna swapped to a Heregon Druid/Rogue for a session, then back)
Lucas, a Mikpos wizard from cosmopolitan Cratais
(Lucas disappeared and was replaced by a Half Elf Bard, )
Oren, a Druid from the local wilderness

Categories
DnD Ludmerea Shop stuff

Exploring Ludmerea Session 6

[3/6] PCs: Bastra, Jenna, Lucas, Oren, Stone

We picked up in the immediate aftermath of the fight with the shadows. In the small cellar, they were confronted with two (obvious) doors – one large brass door with faces and symbols, magically locked. The other wood door was to a small bedroom, abandoned ages ago – with a skeleton still in the remnants of a mattress in a crumbling bed, a small table, and a bookcase.

Ironically, the first trio that headed into the bedroom was Jenna, Oren, and Stone; the bookshelf mostly interested them for the small brass chest on the shelf. After a careful look, Jenna managed to work the chest open and found a few old gold coins and a vial still containing liquid.

In the center room, Bastra & Lucas puzzled at the door and the waxed ball in the “mouth” of the door. They worked the bronze ball free and examined the four slots, debating whether they should try placing the ball at random. They were interrupted, however, by Oren calling out from the bedroom that they had found books, catching Lucas’s attention.

Many of the books showed signs of damage and neglect – mold along the edges, a few fully crumbling. Of the best remaining, one was quickly identified as the spellbook of a Goblin Enchantress, the second was a popular (but centuries old) treatise on business and partnerships, while the third was a journal.

Lucas decided to take the spellbook up to daylight for easier reading. Calling for guidance, Oren thumbed through the journal and stopped “randomly” on a page with cryptic words… that the PCs quickly put together as corresponding to the brass door puzzle.

Lucas was called, but stayed up in the sun, reading. As he read the enchantress’s spells, he wished for a victim to try them out on… but the remote wilderness and lack of traffic (along the road to the buried town) denied him the opportunity.

Beyond the brass door was a larger chamber with a green summoning circle in the center of the room, a few shreds of old robes hanging from hooks, and against the wall items in niches. Detect magic quickly identified the symbol on the floor as conjuration, linked to the door by an abjuration. Near the symbol was a corpse, apparently unmarred (though also quite old).

A few scrolls, some coins, and a cold enchanted javelin were fetched out of the niches. Then everyone exited and “don’t enter” signs were posted on the door, in hopes of preventing accidental summoning of whatever the symbol conjured.

Opposite the brass door, the PCs noticed that many mud tracks approached a blank wall. They investigated and found a tunnel heading left and right. Left turned 90 degrees after 40′, and trended up towards faint daylight. Right meandered into the distance; Bastra felt far more comfortable suggesting they follow the slight descent into earth. About 300′ later, the tunnel ended in a cavern that was flooded a few inches deep with water, and dripping water sound from the far wall. The pool was empty other than tiny finger length fish; after a pause, they decided to backtrack and try the route to the surface.

They emerged from the hollow of a tree, bursting loudly out. The sound drew small bush-like creatures to repel the invaders; after a brief battle, the vegepygmies were defeated.

[Session end]

The Heroes:
Bastra, a Drow sorcerer from another plane
Jenna, a Tibaxi psychic rogue from the feywild
Lucas, a Mikpos wizard from cosmopolitan Cratais
Oren, a Druid from the local wilderness
Stone, a Dragonborn paladin

Categories
DnD Ludmerea Shop stuff

Exploring Ludmerea Session 5

[2/28] PCs: Bastra, Jenna, Lucas, Oren, Stone

The PCs began at the ruins of an old complex of three buildings, a few hours after sunset. An investigation and analysis identified the buildings as a likely inn, stable, and perhaps a small chapel. Oren began a ritual detect magic, while the others scattered to investigate the site.

Around 10 minutes later, Oren neared completion of the ritual, while Lucas and Stone were investigating the foundations of the small chapel building. Careful investigation revealed a hidden trapdoor and counterweight, leading to some kind of concealed basement below.

There was some testing and analysis from the rim; Jenna and Stone dropped into the pit, with the idea that Jenna would jam the mechanism open from the counterweight below. Before they could place the brace, they were swiftly attacked by hungry unliving shadows that flowed into the room! Stone’s armor and training evaded most of the deadly cold shadow touches, but Jenna was less successful in dodging the deadly claws.

Stone scooped up Jenna and leapt up through the trapdoor, clearing enough to catch the rim, with Jenna rolling to safety nearby. The counterweight began closing the trapdoor, though screeching and slowed by rust.

A pair of shadows slipped into the abruptly lit night above (thanks to dancing lights by Lucas), and a swiftly lit torch added both light and its own flickering shadows. After a brief fight, the shadows were slain. The heroes decided to lick their wounds and sleep, setting watches and building a bright fire.

At the end of the second watch, Bastra and Stone heard a disturbance in the bushes, waking Jenna (who was next with the dawn watch). Bastra’s keen eyes picked out the bodies of plant-like people; Jenna threw a lit branch into the nearby non-animate winter-dry scrub. It lit, and the two short bush creatures retreated from the sudden flame toward the road, then circled east into the forest. Jenna’s watch proved quiet, during which she crafted a quick ladder from a pair of ropes and sticks.

Everyone rose near dawn to contemplate the hidden chamber under the trapdoor. Dancing lights were sent ahead and weapons were unsheathed as they descended again. The shadows pounced, apparently unable to resist the warm lifeblood that intruded; the Shadows were swiftly destroyed, though they landed a few strength sapping hits before the hero attacks and magics shredded the remaining shadows. The next chamber, through the rotten door was revealed, but we ended before the scouting continued.

[Session End]

The Heroes:

Bastra, a drow sorcerer from another plane

Jenna, a tibaxi psychic rogue from the feywild

Lucas, a Mikpos wizard from Cosmopolitan Cratais

Oren, a druid from the local wilderness

Stone, a dragonborn paladin

Categories
DnD Games Shop stuff

Big 5e developments: OGL and Dungeon Master’s Guild

About the Dungeon Master’s Guild.
DUNGEON MASTERS GUILD store. It’s also at http://www.dmsguild.com/.

At the GM’s guild, there’s a learn more link.

About the updated OGL & SRD.

Categories
DnD Fresno Roleplaying

Bookwyrm 2015

I had a nice time at Bookwyrm, though there was a bit more of a “working” feel than the cons of my imagination. The first slot I was backup for walk-ins; I prepped City of Danger, but wasn’t needed. Instead, I got to play in a game of The Queen’s Cavaliers run by the author. It came off very smoothly in the GM’s hands; I was impressed by the level of differentiation between skills, well handled via card references and a quick reference page. There’s enough system that it’d take a while to master, but I enjoyed it quite a bit.

Saturday afternoon, I finally got to play Lady Blackbird with Patrick, Will, and a couple visiting from Southern California. I liked it! I can see why Patrick would like to try the system with a little more time; a con slot was quite rushed, especially with rules explanations.

Sunday morning, I was signed up to play in Jeff’s Dr. Disco vs. The Agents of F.U.N.K.. Unfortunately, we had a bunch of last minute walk-ins, and our “on standby” GM hadn’t played 5e or finished reading the adventure. So I ran instead; a couple (and James) played at the start, but Keith and his son soon joined us.

The first mini adventure’s fight was quite difficult–though, in part, because they approached the tower in small groups, which denied them the chance to power through their foes quickly. They saved the kidnapped boy, but were dropped in the process. Fortunately, the adventure mentioned a pair of guards nearby, who weren’t up to a fight, but could at least treat the wounded.

The second mini adventure was a better story, but the kid was acting out; I think he was frustrated by the first adventure’s finale. (So was I.) So there was a lot of his character spiking the scenario and taunting his dad’s character. A less fun finish to the morning.

The afternoon slot I ran Psi*Run. I had a split of 3 experienced and 3 new players; we did fine. Afterwards, a few players mentioned that their creativity was low since it was the con’s last slot. Still, it was a fun session, and the characters mostly got to ends that their players liked.

All in all, it was a good weekend of gaming. (Though I do look forward to playing an Agent of Funk one on these days!) We were pretty wiped by the end, but enjoyed hopping out to join the organizers afterwards. Before next year we need to decide how to get in gaming; this year, the booth did fine on Saturday (because Jennifer was at it most of the day), but Sunday’s sales were bad because we were both GMing the morning slot, and both played for at least part of the afternoon slot, leaving the table bare. Maybe scheduling an employee to run it for a slot, or just having the table present one day, not both… we need to figure out something for next year.

Categories
DnD

New 5e tools

Lots of pregenerated characters
D&D 5E Tools by Leugren

Categories
DnD Games Roleplaying

New to me site: Ten Copper

Ten Copper has wargaming and roleplaying news.

Quick monster conversion 1st and 3rd edition monsters to 5e: http://brentnewhall.com/games/1e5e.html

Categories
DnD Roleplaying

More 5e Resources

5e fan Resources from ENWorld.

Fresno Adventurer’s League: FB page, Warhorn

10 Gaming Blogs for 5e

Harbinger of Doom, and his Sorcery of Royal Bloodlines

From Detect Magic: Structure for making a story out of your personality. The example of showing the flaw through play is excellent, and easily expanded to cover all of your background elements.

Categories
DnD Roleplaying

History + Gaming = Medieval guilds and cartels

Pearl farming and the secret society of diviners is an interesting look at how when you mix real world limits with the abstraction of fantasy rules, you get something baroque and cool.

There are several related posts, which adapt guild dynamics, medieval foreign and domestic policy, and similar constraints to build up a sordid world. The first article tackles adventuring’s horrific disruption of local society, and is followed by how guilds and vested interests push your magic items out of town, and a darkly conceived little war.

They’re all excellent from a twisted GM’s perspective–they’re tremendous world building. But man they’d be frustrating to experience as a player. They’re a great read, even if it’s not right to actually use this twisted and wonderful logic in your worlds.

Categories
Books DnD Roleplaying

5e PHB and Starter Set

I’ve read them both and like them. Today’s Gnome Stew article was about the various 5e products that are out and how they interact.

Long story short: I’ve read Lost Mines of Phandelver (the Starter Set adventure) and Hoard of the Dragon Queen (the adventure that’s being run this season for D&D Encounters). I like them both and am eager to see the system in action.

The system feels very familiar right away; it really does have a “best of” feel, with extensive borrowing from 3rd edition, some stealthy borrowing from 4th edition, and the gritty feel of 2nd edition. At least, on the page and as reported by others. I may join a game or two this weekend down at Strategicon to get some play experience.

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Edited to add: I did get a chance to play at the con, and it worked mostly as imagined. It’s new, so there’s lots to master, but the biggest issue as a GM is largely the same as Fate–keeping track of the cool background stuff to play to and reward is much like Aspects from a GM overhead POV.

(Sidenote: 1. Random short plot with a dungeon generator
2. 3D printable minis, mostly modern era.)