Monthly Archives: May 2019

UKGE 2019 Starts Tomorrow

Just a gentle reminder that from tomorrow the UK Games Expo (UKGE) is on.

Depending when you do the table, the UKGE is either the third or fourth largest table top convention in the world. It swaps between Origins and UKGE. They keep leapfrogging each other. Although this may not be entirely true since PAX Unplugged started. I’m not aware of the numbers that is attracting.

I think this is the biggest UKGE ever. They have 3 NEC halls this year, plus the Hilton Hotel. I’m expecting attendance numbers to beat last years record attendance also.

Despite its growth, the expo never feels crowded as you go round the stands. The walkways between stands are wide enough to make movement easy and not feel that you are fighting to get around.

The expo is starting to be taken seriously by publishers outside the UK. Particularly the US ones. It’s hard to justify not being here when it is so large. So we are starting to see more publishers have their own presence at the expo. There is still away to go, but it’s a start. That also holds true for game releases and previews etc.

If you are in to table top games and all that covers, this is really worth a visit. Even if it’s just for the day.

I’ll be there all 3 days of the expo.

But my experience of the show will be different to anything I’ve experienced before at the expo. Each year so far my expo experiences have added something new. But this will be a massive first.

This year I volunteered to help out on the White Wizard Games (WWG) Stand demoing their games. I’m excited and a tad apprehensive at the same time.

WWG also have 3 events running during the expo.

Win one of those tournaments and become immortal! Well semi famous, and associated with a game you enjoy forever!

I know folks look forward to my daily posts about nothing. But that schedule may be interrupted. I’ll try and do a post each evening. There will be photos from the expo during the day going up on Instagram.

Hope to see you at the expo, and maybe have the chance of teaching you how to play one of the games.

Adding Agitators

This is a short post! ‘Thank god” went the shouts around the Internet.

Earlier today I shared on Facebook and Twitter via Instagram the photo below, asking people to guess what I’d been doing.

Here is the answer.

A few days ago I was watching a video on YouTube by Lukes Aps.

After watching that video as I was ordering more paints (I needed more for the cave tiles) I also ordered a bag of 8mm ball bearings.

So with the new paints that arrived at the same time I’ve added agitators to them. I feel so pretentious saying that.

There is not any way in the world at any point in my life I’d think I’d ever be doing this, or speaking like that.

But it’s a useful tip to know.

Standard Superfriends Thinking

After the weekend and that cool Planeswalker event I got to thinking. Yeah I know a dangerous thing.

But after seeing how effective the new Teferi was, and also the other 2 Planeswalkers I played, especially when all out on the battlefield. I’ve been thinking you know what wouldn’t it be fun to build a superfriends deck?

To be fair getting a couple of Planeswalkers out like both the new Vivien and Vivien Reid, is shocking. That’s 7 cards you can look at in a turn, and get either 2 creatures or a creature and a land. Plus creatures get flash. That’s insane.

I want more of that sort of insanity.

I’d previously looked at some cards that were used in a modern superfriends deck (here).

So naturally I want to be using them, probably sideboarding Ashiok.

I can’t play Jace the Mind Sculper (not legal for starters – even if I did own one, which I don’t).

However I do have a single copy of Teferi, Hero of Dominaria. That should be enough.

I like adding in 2 copies of Oath of Teferi. That extra activation of Planeswalkers will be very useful.

My thinking at the moment is to splash green and play 3 copies of Hydroid Krasis with 4 copies of Frilled Mystic (body and counterspell). Plus and this is a massive plus, Wilderness Reclamation.


So that will be 7 creatures in total!

I’m thinking approx 8 Planeswalkers, but might push it to 10.

4 enchantments, and the rest counter spells of one description or the other.

Yeah the deck is going to be a control deck.

I’ll put a couple of Carnage Tyrants in the sideboard for the mirror match up.

So do I squeeze in a Nexus of Fate?

I see the sideboard being a rogues gallery of Planeswalkers that can be swapped in to counter various match ups.

It’s going to be an interesting exercise to see if this will work.

When last we left our heroes…

What a great way to start off a D&D session. Naturally and this won’t surprise you is how the living legend Matt Colville starts off his D&D games. It signals to the players we are starting, stop that chitter chatter.

Mr Colville then gets one of the players to recap what happened in the previous session. He uses it a diagnostic tool, what did the players think happened etc.

The video he talks about this is the DM Screen one. I’m not going to embed that here again. Just look at yesterday’s post where I embedded it for another reason.

Guess what? Yep I’m going to borrow this for my own games. Which we are still negotiating dates for our session one! One DM and five players. So that’s six calendars to sync. Ok two of us have no life and can make any date (well 99% of any suggested date) whilst the others have outside commitments/relationships that need to be looked after. What is it with these people and having a life?

As of this morning we may (touch wood, cross fingers, and any other unfounded superstition that may help) not only have found a date for session one but also session two also!

Honestly though I think negotiating Brexit is easier than finding a date we can all agree on.

But I do like that opening line. I think I will nick it for the title of the write ups of our sessions on here. The write ups will be my post mortem of the session. I suppose similar in format to the videos Colville does for his D&D Live plays The Chain. So I’ll have a brief plot summary of what happened in the session, followed by my thoughts on how the session went. What worked, what didn’t, that sort of stuff.

Would there be any interest in me sharing my notes for the campaign/session? It’d be in pdf format, and change a lot. I could use Google drive to keep it and share it with the world. If you are interested in this let me know in the comments below.

Let’s finish with a selfie of Loki and me.

Some proposed rules for our sessions

This post is aimed at my players for our campaign when it starts.

In this post I want to propose that these are our house rules for the game. By that I mean rules that are not in the Players Guide, Dungeon Masters Guide, Sword Coast Adventurer’s Guide, and The Ghosts of Saltmarsh.

The first item I proposed I came across whilst flicking through the pages of Xanathar’s Guide to Everything. I’m not sure we will ever use this, but if we do I think it could add some dramatic tension.

(Extract above taken without permission from Xanathar’s Guide to Everything)

Ok the next proposed rule or thing I plan to do is for me the DM to roll stealth checks! WTF?! I bet my players are saying as they read that. With coffee or some other beverage being spat across the room and hitting the sleeping cat or a kid. We know dogs are stupid like kids and cats to sleep in the firing range of spat out drinks.

Anyway instead of me trying to justify/defend this, why don’t I hand things over to the amazing and inspiring Matt Colville (well I’ve not mentioned him in a few posts, so,it’s long over due) to explain things.


The DM Screen episode (and the inspiration for the video above) also covers it.

Ok this next one is also a biggy.

We hadn’t talked about advancement in our session zero. But I think at the time, before I had read this in the appendix of Xanathar’s Guide to Everything (XGE) I was leaning towards the story advancement method of gaining XP over XP tracking. Now I’m very much in favour of this. For the record this is from Xanathar’s but they got it from the Adventurers League, which is like D&D organised play for want of a simple way to explain it.

I’d already nicked the Adventurers League rule for our session zero for creating characters Players Guide plus one other source book. Which I said was the Swordcoast Adventurers Guide. The reason for this is that it’s to keep costs down for the DM and the players. They don’t want people having to spend lots of money just to play the game. It puts people of playing. And that’s why for our first campaign I did the same.

The rules side is another thing. Whether I use the trap rules for generating them from the DMG or XGE is neither here or there. It’s invisible to the players. For the record I like the method in XGE. Just as the rules used for ships etc coming from GoS. The players don’t need to know the specifics.

We will be using skill challenges in the campaign. Which technically are not in the 5e rules. But as I pointed out kinda in a post yesterday (WHICH MY PLAYERS SHOULD NOT READ – IT HAS SPOILERS) by way of a link, it’s possible to run skill challenges in 5e.

So players either leave comments below or discuss in our messenger group. Everyone else I hope you are finding posts like this of interest.

An update on planning session 1 #4

SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.

Technically this post is not just an update on planning, but also some research notes for the campaign in general.

It was whilst doing this research that I stumbled across a D&D Beyond Encounter of the week that is exactly what I am planning on doing in part of the first adventure. This is going to save me a lot of work in researching nautical terms and what they mean when it comes to doing stuff on the boat to prepare for the storm. The post has a nice table (illegally copied below) you can print out and hand to players. But more importantly it’s a skill challenge. Which is something I wanted to have in this opening adventure.


Table source: D&D Beyond Encounter of the Week: Sharkfin Shipwreck
(There is also a follow up adventure they did, which I can also use. I hadn’t planned anything for the planned skill challenge and if they failed. But this makes an interesting alternative to my planned adventure. D&D Beyond Encounter of the Week: Coral Colosseum)

One of the things I’m struggling to get my head round is the whole breathing underwater thing.Which is the driving factor behind the research that inspired this post.

On the D&D Beyond forums I found this snippet that’s related to my quest for information. I like this suggestion, anything that can add variety so I’m not using the same old tropes over and over again.

Post source: D&D Beyond Underwater Combat and Drowning

There is also a very nice quote by C.S. Lewis on another discussion thread, once again on D&D Beyond. This makes great advice for when it comes to planning underwater adventures.

Post source: D&D Beyond Help with Underwater Campaign

But still no answer to my question about breathing underwater. I can’t remember which source book it is (probably GoS) that has tables for damage to equipment due to water pressure etc. Which implies that equipment of some can be used.

Then as I was writing this post I thought “there must be a magic spell that allows players to breathe underwater?” And there is. Why I didn’t think of this to start with?

It gets worse. I found this post on a forum giving some suggestions for magical items that can also be used.

Post source: an online forum

Now I’ve found this out, it all seems so obvious. I really should read the resources I have. Or at least not skip sections.

But now I no longer live in bewilderment and confusion. I feel like I have enough info now at hand to drop an underwater encounter into an adventure anytime I like. I have ideas for magical equipment that the party can maybe purchase or find.

On a post (forgot to keep the link) about underwater adventures there was a recommendation to read Mel Odom’s Threat from the Sea.


Luckily the trilogy is available as audio books on Audible. I happen to have 3 unused credits, so I have something new to listen to on my way to UKGE this coming week.

Gods, Mines, and Magic!

Friday evening I got to play games with Diego and Jonathan.

This doesn’t happen nearly as often as I’d like. I’ll keep saying this over and over, but they are two of my favourite people to play games with (there are a handful of others on that short list, and I’m sure you can guess who they are).

Our first game of the evening was Coal Baron. Another game that Jonathan and I hadn’t played in a longtime. It was way before I started recording games using the BG Stats app. So I did a little digging on this hear ol’ blog of mine.

My searching did dig up this post. So if you go and look at the date of the post, we are going back to September 2015 when I last played this game. Even more interesting is that it was at my first Fenland Gamers meet up. Wow!

Incredibly it was the same outcome as all those years back now. I was last, with a 4 point difference! It pains me to admit Jonathan won this by a point.

Games played: Coal Baron, Santorini

Our final game of the evening was the classic “just one more game” Santorini but as 3 players.

We ended up playing 3 games of this, with Diego taking the honours in all of them.

But a fantastic evening of gaming. Great company.

Saturday was going to be an endurance test and a first for me playing MtG.

The days plan was to do Standard Showdown and then take part in the Planeswalker Weekend event straight after.

Before Standard Showdown started I managed to get a couple of casual games in with Paul. I haven’t used the mono red deck much. So I used these games as an excuse to do so. Pail was playing his dinosaur deck.

The first game was as expected and the mono red burn just flew. Our second game was a different beast altogether. For a long time I was mana screwed on 2 mountains. Luckily I was able to hold in there to start getting land. That’s when things took off for me. I’d been sitting with 3 Goblin Chainwhirlers and a Rekindling Phoenix since the start of the game. Once I was able to start playing them it was game over.


For Standard Showdown I went with the Simic deck.

Casual Game (using mono red burn)

Paul: Win 2-0

Standard Showdown Stats

Participants: 9

Rounds: 4

Round 1: Dean (dino aggro) Win 2-1

Round 2: Robert (burn/aggro) Loss 0-2

Round 3: John (Simic merfolk) Win 2-1

Round 4: Michael (Rakdos) Loss 2-0

Record: 2-2

Final Position: 5th

Prizes: 1 participation pack.

Basically the Planeswalker Weekend draft event that I was taking place in was like the old Game Day or Store Championship. On the line was the following War of the Spark play mat. Which looked better in real life.


This was my first draft event. It was fun. But you are drafting for value to start with. Which for me on pack 1 worked out as a good card to build around also. I skipped the Planeswalker and took the rare card that was a 2CMC rakdos creature card. So I let that set my colours for the draft. I don’t think anyone else was really going for those colours. So I was picking up lots of cheap creatures and spells in those colours. I think it helped having decided from pack 1, card 1, what colours I was going for and the style of play.

The “hook” for this draft and Planeswalker Weekend was that Planeswalkers could be cast with any colour mana. So when it came to grabbing the Planeswalker from your packs it was irrelevant as to the colours needed to cast.

Planeswalker Weekend Stats

Participants: 14

Rounds: 4

Round 1: Young Lad Win 2-0

Round 2: Alex Loss 0-2

Round 3: Joshua Win 2-0

Round 4: Sam Win 2-0

Record: 3-1

Final Position: 5th

Prizes: 1 participation pack, 2 foil promo cards, 1 booster

There was a free for all for the sticker packs. But I wasn’t a fan of the art style. So I didn’t join in the feeding frenzy for one of them. I think this is some of the worst MtG art I’ve seen.


As you will see I didn’t stick to the 40 card deck minimum, and went 44 cards!

There is some synergy between cards here using the Amass mechanic. Whether it triggered when a creature entered the battlefield, or when it died.

The Planeswalkers worked really well. They gave an element of control that distrupted the opponent’s game.

The mana curve for the deck is exactly what I wanted for a deck that was going aggro.


Here is the deck I built from the cards drafted:

Creatures:18

1 Banehound
1 Dreadmalkin
1 Grim Initiate
1 Dreadhorde Arcanist
1 Dreadhorde Butcher
2 Duskmantle Operative
2 Goblin Assailant
2 Lazotep Reaver
2 Vampire Opportunist
1 Mayhem Devil
2 Shriekdiver
2 Herald of the Dreadhorde

Spells:12

3 Kaya’s Ghostform
1 Spark Harvest
2 Aid the Fallen
2 Sorin’s Thirst
1 The Elderspell
1 Davriel, Rogue Shadowmage
1 Teferi, Time Raveler
1 Teyo, the Shieldmage

Lands:14

5 Mountain
9 Swamp

Ghosts of Saltmarsh First Impressions

Thursday saw Ghosts of Saltmarsh hit the shelves of your FLGS in the UK (thanks to a small delay of a couple of days with the distributor) and elsewhere round the globe.

I have seen the odd comment online that copies of the book have been damaged somewhere down the line. Not sure if this damage is from the printing process, packing or transportation. But whatever the cause of the damage, my copy was damage free. So I was happy to avoid that issue.

As an incentive to buy your copy of the book from your FLGS and not from an online retailer WotC have produced an exclusive alternate cover art version of the book, that is only available from an FLGS.

Before I look any further at this fine tome, let me state for the record this is not a review. It’s a first impressions look at the book. A written unboxing almost. I’ve also not played the adventures in the book.

Disclaimer over let’s get on with it.

Ghosts of Saltmarsh is the latest campaign source book from WotC. A tome that consists of 256 pages, made up of background info, updated classic adventures and appendices and expanded mechanics.

The actual D&D realm that they place Saltmarsh and it’s related adventures is Greyhawk. Although with the aid of something I mention below you can use them with any setting.

Here is how the chapters breakdown.

  • Introduction
  • Saltmarsh – background information on the town itself.
  • The Sinister Secret Of Saltmarsh – 1st Level characters U1 (1981)
  • Danger at Dunwater – 3rd Level characters U2 (1982)
  • Salvage Operation – 4th Level characters Dungeon 123 (2005)
  • Isle of the Abbey – 5th Level characters Dungeon 34 (1992)
  • The Final Enemy – 7th Level characters U3 (1983)
  • Tammeraut’s Fate – 9th Level characters Dungeon 106 (2004)
  • The Styes – 11th Level characters Dungeon 121 (2005)
  • Appendix A: Of Ships and the Sea
  • Appendix B: Magic Items
  • Appendix C: Monsters and NPCs

The great thing about these updated adventures is that there is a small breakout box with that at best can be described a paragraph about the original adventure. There are also larger breakout boxes that give ideas for how to integrate the adventure into Eberron, Forgotten Realms and Mystara.

I also like that in the introduction they credit the giants whose shoulders they stood on to create this book.

If you use this as a campaign it will take your characters from level 1 through to 12.

I love the Saltmarsh chapter, it covers the town, major NPCs, politics/factions, the local area. Gives you adventure hooks, and linking the adventures included with those from the Tales from the Yawning Portal campaign book. You get new background information to use with player characters or NPCs.

The Appendix A is “everything” you need to use boats/ships with your campaign. From stat blocks, deck plans etc for a handful of common ships. To some upgrades that can be purchased for the ships. There are expanded rules for ships in combat, travel at sea. Lots of tables for various types of aquatic hazards, encounters, generating random ships, creating mysterious islands. Plus some example underwater locations to use in campaigns.

I think the titles of the remaining appendices describe what they are adequately.

For me this book looks fantastic, and has already sparked off ideas for my campaign that hasn’t started yet. Plus once the party gets to suitable levels of experience some side adventures that I can plug straight into the campaign.

I’ll close this post off with an image of a third party product by Gale Force 9 (who by the way are rather poor at putting information on their website, I couldn’t find anything about this on there for starters!) that comes out in June I believe. If I’m lucky I’ll be able to pick a copy up at UKGE.


There is also a world map coming out at the same time I believe.

Update on planning for session 1 #3

SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.

Ok let’s start with the painting of the cliffs.

On 3 of the cliff tiles I added some flock. Which was way way too light. I thought I was going to have to clean it off and forget it.

However I was hit by a brainwave, yeah unusual for me I know. So I broke out the green wash and dabbed it on the flock.

I’m now much happier with the results.

Decided to start on the cave tiles with two of the larger ones I currently have. In the photos below the wash is drying so looks glossy. But they won’t end up like that.

I’ve done a supplies restock, and have more of the colours I’m using for the cave tiles on the way.

I now have the Ghosts of Saltmarsh source book (a post will appear over the next couple of days on that). So I can now feed information from there in to my planning.

Such as I now have a location for Saltmarsh on the Sword Coast. I’d originally in my head had it in the area below. But about a week ago when things started to click I moved it much further south. South of Baldar’s Gate and nearer to the border.

However in Ghosts of Saltmarsh they suggest that Saltmarsh is between Neverwinter and Waterdeep. It gets further narrowed down when they say that Thornhold is south of Saltmarsh. So based on the information given, I’m placing Saltmarsh at the northern end of the Mere of Dead Men.

I’ve also identified the islands that the opening encounters will take place on. I was going to treat the second island as a wilderness encounter. But thanks to the new book I have stats for seals! So if they land on the opposite side of the island to the small fishing huts, they will come across seals on the beach.

The fishing huts are a summer resting spot for fishermen while they catch fish, cure them, before returning back to their community with their catches. Which will be fresh fish they caught on the journey back, and the cured stuff. These fishermen will give the party a ride to Kythyss. The fishermen know about the pirate base. There is an accommodation between the pirates and the fishermen. The fishermen say nothing about the pirates, provide them with fish. In return the pirates keep the fishermen safe.

Once the party have reached Alaron for the festival I want the party to get a boat. Most likely a keel boat. There will be one or two ways for them to get one. I like the idea of them owing a powerful figure. And you can be sure that at a later point they will be calling in that debt.

The town map for Kythyss will actually be the Saltmarsh town map. Makes sense because my players won’t be exploring Saltmarsh for a long time. Saves me prep time, and one less thing to create.

There are one or two adventures in Ghosts Of Saltmarsh that I can use for the campaign. So if I fancy a break from planning I can use on of them.

I’d also at some point like to run some underwater adventures as part of the campaign. But at the moment I don’t have a credible excuse for allowing the party to breathe underwater.

Anyway I hope you found this thought sharing interesting.

Stranger Things D&D Starter Setu

I’m not sure when the Stranger Things D&D Starter Set is due to hit the shelves of your FLGS in the UK. Imminently comes to mind. I’m pretty sure I saw May as a target date. But then again I may be getting that confused with the release date of the Ghosts of Saltmarsh source book.

If you are impatient (like me) and don’t mind paying the extra postage you can pick up a copy from Amazon.com. But before you do, have a look at the photos below, skim the words and then decide if that is something you should do if so inclined.

This isn’t a review. Let’s get that clear from the start. It’s more like an unboxing and thoughts/impressions about what I’m seeing. I got this yesterday! So there is not a chance in hell that I’ve played the adventure.

So in this rather spiffy box, that depicts one of the Stranger Things kids engaged with a demogorgan, you get the following:

  • 6 dice (the usual one of each)
  • 2 demogorgon minis, one has had paint applied to it)
  • 5 Stranger Things character sheets (Level 3 characters)
  • Rulebook
  • Stranger Things Adventure

The demogorgon minis are nice. Made from a softer plastic than the normal hard plastic we are used to with minis these days. So there is a little give, or bendiness in them.

I don’t know why they didn’t just give us both models “painted”, and a wash applied to them both. What little paint there has been done on the “painted” model nearly goes unnoticed. I wouldn’t be making a big deal of what they did.

But I do like that they added these in.

The included rulebook is 43 pages compared to the 32 in the starter set. The main difference in page count being accounted for by an additional 2 appendixes. One for magic items and one for monster stats.

Where as in the starter set we only got spells for clerics and wizards, in this rulebook we bet spells for bards, clerics, paladins, rangers and wizards. Also at a brief glance I noticed that wizards don’t get the Dancing Lights cantrip in these rules. There may be other slight differences also. I do have a life (despite popular opinion).

It’s nice that the monster stats are in the rulebook and not in the adventure. It makes it a bit easier for the DM in my opinion not flicking around rule books. The adventure book can be open at the relevant place and have the monster stats to hand at the same time.

Each chapter has a photo from the series at the start. Which I like. It helps keep that theme of the show going which otherwise isn’t really needed. But it breaks up the pages and the text.

Ok let’s look at the adventure itself. WotC have gone to great lengths to make the included adventure “Hunt for the Thessalhydra” look like it was made straight from the notes of the 12/13 year old (or whatever age they are) in the show that created the adventure that they are playing. Right down to the included sketches and maps looking like they were hand drawn, and using a font that looks like handwriting.

I think they were really successful in doing that.

Back in the early nineties during the Twin Peaks crazy they released a book that was the Secret Diary of Laura Palmer. It was a paperback version of the diary found in the show. The immersion in that whole Twin Peaks universe, and trying to solve the mystery of who killed Laura Palmer went through the roof for me. There I was reading the actual diary in the show, looking for clues. It was almost a surreal experience at times when watching the show.

I’m wondering will fans of Stranger Things get a similar experience when they watch the show after having played the included adventure in this set? After all I believe this adventure is meant to be the same one played in the opening episode, and have the same character sheets.

I like the style of the adventure, it’s layout and how information is presented.

I do have one complaint about the maps. I know thematically what I’m asking for wouldn’t be needed. Because the youngster that created the adventure would know this. However considering that the audience for this set isn’t just experienced D&D players. But also fans of the show that may never have rolled a d20 before in their life, and may just be curious about this fun looking game they have seen played in their favourite tv show.

Couldn’t they have included a little legend (even if it’s in the rule book) that decodes the swiggles on the maps? How is a new player who is meant to be describing rooms and tunnels etc from the brief descriptions in the adventure and off the map itself know what the door symbol is? They might guess the stairs. But still let’s make life a bit easier for them.

Play wise I’d guess this adventure could take 2 or 3 sessions (assuming 2 or 3 hours a session) to complete. Depending on the group and the progress they make. I wouldn’t use this for a taster session one shot. Unless you want to leave the players hanging.

But it does look a fun adventure.

Another nit pick, and this really is. Having seen that WotC have made the move to including 2 d20’s in the Essential Kit, and I think that may also hold true for future products. It would have been a nice touch to have included a second here also.

Overall I love the presentation and theme. WotC have done a really great job. My criticism are very minor. I think any fan of the show will love this. But it must be remembered you are playing D&D from the show. If you want to actually play in a Stranger Things like world, and be the kids in the show fighting demons you will need another system like Tales from the Loop, or Kids on Bikes RPG – Strange Adventures in Small Towns. Or homebrew it using a generic system like Genesys or WOIN. The homebrew option requires a lot more effort. I’d be surprised if some-one hasn’t done a lot of the work in those systems already.

And yes I have plans for the demogorgon.