Category Archives: D&D

Random Dungeon #2

After braving the supermarket with Mum yesterday for a weekly shop (I’ve dropped us down to the one shopping outing for the week from two for safety’s sake, her and Nan’s health are the utmost importance to me). Listening to a Government announce stuff a day or two later than they should have (although it could be argued that the latest measures should have been done even earlier).

If it wasn’t obvious by the posts title I thought I’d do a second random dungeon post.

What would the cards inspire today?

Fight Club

Rumours of an underground fight club have been circulating around the more colourful and seedier drinking establishments for months.

The city watch have been unable to find it’s location and shut it down.

Our adventures whilst investigating a kidnapping unwittingly stumble into the middle of all this. When it turns out that the missing person they are looking for is being held captive and about to be forced to fight for their life in the Arena Pit (Queen of Hearts).

Things are complicated when the adventurers discover that the cities night watch are the ones running the underground fight club (3 of spades, top right).

Spectators enter through the Hollow Tree (10 of Spades, bottom left). The night watch and their victims enter through the forgotten stairwell (king of spades). Which can be found somewhere within the city watches headquarters.

The adventures can enter through either entrance. Obviously they would have to somehow sneak around the city watch headquarters to get in through the forgotten stairwell. If they try getting in through the hollow tree they will have to overcome a couple of guards on the door.

The dungeon is clear and cold, with a stale odour. However the corner cavern (5 of clubs, bottom right) is clear and damp with a moldy odour. Most of the walls and floor within the dungeon are cracked and crumbling.

Depending when the adventurers enter the dungeon the roar of the spectators can be heard throughout as the victims fight for their life. Or it is silent with the slightest sound carrying round the empty passages.

Random Dungeon #1

Thought I’d start using one of the ‘tools’ I have for being a DM.

I have this rather cool deck of cards by Inked Adventures called Map and Dice Playing Cards.

As the name of the deck suggests the deck can be used to simulate a die roll if need be. But it’s main use is for creating random dungeons.

So I’ve shuffled the deck, and drawn eight cards to create a random dungeon.

We enter this random dungeon via the Once Grand Stairs (Queen of Spades, top right).

Considering that we are entering this dungeon from the Once Grand Stairs, I’d have this dungeon beneath a crumbling derelict mansion.

The party of adventures stumble upon this dungeon as they explore the mansion. As they descend the grand stairs a barely alive, malnourished, dirty, heavily bruised man struggles up the stairs towards them.

Rescue the captives from the prison cells (3 of Hearts, top left) before they are sacrificed by parties unknown. Personally I’d have the mystery person departing the mortal world just as they beg the party to save their friends and family from being sacrificed.

Any passages/exits that go nowhere are dead ends.

The nice thing about these cards is that you can generate a dungeon in seconds.

The potential hard part is populating the dungeon with monsters, traps and items. I don’t think that would be too hard either if using the tables from the Lazy DM Workbook.

Advice to a friend planning to become a DM

At the start of the week I shared the photo I used in yesterday’s post on Instagram. An ex-student of mine and now a friend (we play MtG from time to time) left a comment over there, which I have shared below.

Ideally instead of this post we’d be meeting up and sharing ideas and information over coffee and maybe a game or two of MtG.

However current events mean that at the moment this isn’t really an option. Although it very well be nearer the time.

I’ll issue a disclaimer before going on. We all know I’m not a very experienced DM. I’m still learning and finding out who I am as a DM. So this is in no way me telling my friend this is how you do it. This is me saying this currently works for me, and you might want to consider some of this stuff for your own tool box as a DM. I’m also trying to keep any expense down to a minimum. So no 3D terrain or miniatures.

First off I’m proud of my friend for making this leap. Becoming a DM is a scary thing to do. The doubt and uncertainty. Remember it’s about having fun.

Ok with all that out of the way I’m going to firstly suggest some things my friend may want to think about on the practical front. I’m also going to assume my friend already has the three cornerstones of the D&D world, the Dungeon Masters Guide, Players Guide and Monster Manual.

The most obvious suggestion, and I’m pretty sure my friend will be doing this, is buying Mythic Odysseys Of Theros when it hits the shores at the start of June. After all that is going to be the campaign bible.

I’d also pick up a copy of Guildmasters’ Guide to Ravnica plus the six or so Planes Shift PDF’s that WotC did. I can’t remember which but one of them has some suggestions for how to handle planeswalking. Something that my friend may want to explore.

Having a supply of MtG cards especially the cheap commons and uncommons that can be used to illustrate to players various items or creatures in the campaign is going to be useful. Naturally I’d be using ones from the current Theros block. For the more expensive (usually) rares and mythic cards I’d download the art and print it out. The nice thing about these is that they can also be used to make tokens for the campaign as well (Sly Flourish has a great video and post on making these).

If my friend does decide to also visit one of the planes covered by the Planes Shift PDF’s they may want to consider getting the appropriate Art of Magic the Gathering book. These act as great source books. I believe the Planes Shift PDF’s are meant to be used with them. I’d also be tempted to pick up the Ravnica one if I was using the Guildmasters’ Guide to Ravnica.

More generic stuff I’d consider that will come as no surprise to regular readers.

Firstly I’d be watching the Matt Colville series on becoming a DM. They helped give me the confidence to run my first game. I still go back and watch various episodes, along with any new episodes that are uploaded.

I’ve found the Lazy DM stuff by Sly Flourish very helpful. The Return of the Lazy DM book is great for not only helping to prepare a session but for preparing a campaign also. It’s also backed up by a series of videos by Sly Flourish looking at each of the chapters. Which are a great way to get a feel for the book and if it’s something that would appeal to you.

Complimenting the above book is also the Lazy DM Workbook. Which can be used without the other book. What I like about this book is the useful tables it has that can be used during prep and during a session. But also the ten lair maps that can be used at a moments notice in any campaign.

I feel that last bit is where us new DM’s fall short. We haven’t yet built up that library of maps that we can use within our own campaigns. Jim Murphy touched on this in his video when he went through his minimalist DM kit and building up a collection of maps. Whether they were ones he’d created, or ones he’d gotten from other DMs.

As part of that building up a library of maps I’d add a copy of The Essentials Kit. Apart from the handy initiative cards (a side benefit), the town map of Phandalin, you get the Dragon of Icespire Peak campaign. The adventures in this campaign also can be dropped into any campaign with very little tweaking, if any.

I’ve found having a DM folder very useful. I’ll go over it’s contents in another post.

Unless doing theatre of the mind combat (something I haven’t done yet) then a dry erase battle mat of some kind is a good idea. Ideally with one inch squares on it. With a dry erase pen you can quickly draw out the current encounter or have it drawn up in advance. I’ve found the Pathfinder series affordable in the UK. Well at a price I’m prepared to pay.

Related to this and already mentioned above I’d create some tokens to represent players and creatures on the battle mat. It’s a cheap way to do this.

Now onto actually planning the campaign.

With the Theros source book having done the majority of the heavy lifting for me on creating the world the players will be playing in it means I can instead concentrate on the campaign instead of world creation.

To help generate ideas I’d be reading the lore/stories that WotC have on the MtG site relating to Theros. With the Greek myth theme I’d also be reading up on Classical Greek mythology. Along with watching some classic movies like Jason and the Argonauts, Troy, Clash of the Titans (original and the remake with it’s sequel Wrath of the Titans), the two Percy Jackson movies, and the fantastic Jim Henderson’s The Storyteller Greek Myths series.

However I’d use the ‘spiral campaign’ method, which I think most of the big names recommend. I’m basically doing this for my campaign. It’s covered in the Lazy DM as well. But the gist is that you start out small and local to where the players are starting the campaign, and as the players explore the world you focus on those bits.

Matt Colville and Sly Flourish both produce a handout for players that is used in the zero session. This handout sets the scene for the campaign, summarises races and classes the players might use, and any house rules. I used one for my campaign I think my players found it helpful. The important thing is it should be one page.

After the session zero I’d be moving onto the Lazy DM session prep. I personally find that this is providing enough for me to run a session and handle anything that turns up. But everyone is different and the stuff above may not work for you.

I hope my friend finds these suggestions helpful.

Update on planning session 8 #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.

In all likely hood session 8 may have to be rescheduled to a later date considering the current pandemic and stuff. It’s a discussion we have yet to have as a group. But one that will be held nearer the time.

One mechanic I haven’t used so far as a DM with the players during a session is inspiration.

Inspiration is dealt with in the Players Guide on Page 125 (and the DMG p240/241).

‘”Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw.

So ok, that’s all good and dandy. I reward the players for doing something cool basically.

For the player it means “lf you have inspiration, you can expend it when you make an attack rolI, saving throw, or ability check. Spending your inspiration gives you advantage on that rol!.”

It doesn’t stack. So once the player gets inspiration they don’t get more inspired, and have multiple amounts of inspiration to use.

To help me and the players track when I give them inspiration and that they have it, I got these cool inspiration tokens off Amazon.

The hole in the middle of the token is for a d20. Which if they place one there doubly reminds them that they have inspiration to “spend”.

For me the tokens behind the screen will remind me that I can hand out inspiration during a session.

I’m looking forward to trying this.

Some Twitter DM/GM Tips

Here is the post I was going to write yesterday, but got side tracked instead by a flash of inspiration for my campaign that had to be recorded so it wasn’t lost.

Over the last week or tad longer I saved one or two tips for being a DM/GM from my twitter feed. I know these tips are flagged as being for D&D but they are applicable to any system as far as I see it.

So that those pearls of wisdom from others don’t get lost I’ve put them in this post to share with the world, and make sure I have them in a safe place.

Let’s start with Tip #1…

I do use index cards. But for initiative I use the cards that come with the Essentials Kit. For secret notes I use either post-it notes or more likely the dry erase index cards I have.

I really like the dry erase index cards. I track monster stats on them during combat, can quickly hand one out with a message on, write a players condition on one and give it to a player as a reminder. Plus they are great to also use for the next tip.

Tip #2…

I don’t currently run theatre of the mind combat. It’s something I want to add to my tool box as a DM/GM. But I think I need a bit more experience and confidence as a DM/GM before I try it. But this is a great tip to tack on to the end of the first tip.

Tip #3…

I need more confidence in my sketching ability before I try this one on the fly during a session.

Tip #4…

This final tip is a two for one that wasn’t originally a tip. It started off as an image on a post about combat (which is well worth the read btw).

Examine the above photo that I “borrowed” from that post.

The first tip I’m taking from it is to use a perspex (plastic) sheet, not glass to hold up broken walk ways and add a second level to a battle map. This works for terrain or as shown above and the next tip drawn maps.

The second tip is to print out you battle maps on paper and cut them out. This will require me to experiment a little to get the size right so that the squares come out as one inch squares. But it’s a cheaper option than using 3D terrain, and quicker than drawing.

Hope you found those tips as useful as I think they will be for me.

Update on planning session 8 #2

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.

Today’s post was going to be some recent tips that Sly Flourish had shared on twitter over the last couple of days and my thoughts on them.

However inspiration hit me whilst I was in bed this morning. And I just had to record those thoughts before I forgot them. So you will have to wait for those tips and my take on them until tomorrow.

I can’t remember what sparked the train of thought off. The iPad was playing a podcast and I was semi conscious at the time. Drifting in and out of various states of sleep. Not quiet asleep but not fully awake.

But it came to me to use diaries scattered around the lost Ironstar mine to fill the players in on the backstory of the Ironstar clan. A standard video game tool in games like Bioshock.

From there my mind made the connection with probably my favourite book of all time Lord of the Rings.

I could use the diary and it’s discovery just like Tolkien had to act as a warning of something bad.

If the players recognise this borrowed scene from the book or movie then this will help ramp up the tension, especially if they think that I’m following the scene exactly.

Which I might then follow suit and have the group attacked. But there will be no balrog.

I get in my inbox on a “regular” basis an email from Johnn Four Playing Tips with usually a pretty interesting GM tip. There was one recently called ‘Back Pocket Encounter Idea: Planar Rifts’. Which basically involves opening planar rifts up for the players to encounter.

And that is the idea I’m going with instead of a balrog or some other big nasty creature from the under dark. While the Ironstar dwarves were alive they opened up a 1 foot square planar rift that bought about their demise.

I think the players will also jump to conclusions when they encounter the planar shift and think they are off to Avernus. Particularly after the conversation we had at the start of the previous session. I’m happy to have that bit of misdirection. More tension.

The one thing I’m concerned about at the moment is the mine big enough? The one I plan to use (see previous session planning post) is something I think could be completed in a single session, two at most depending on duration of the session. I’m leaning now to repurposing the lost mine from the Lost Mine of Phandelver campaign that is included in the Starter Kit.

Right I’ve captured the idea. What do you think?

Update on planning session 8 #1

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.

While the players negotiate the date for the next session I still need to start planning. The time between now and the next session will just fly by. Before I know it I’ll be staring down the barrel of the next session with very little done.

That’s the benefit of the way of the Lazy DM. You focus on the important things that you need to run a session, whilst keeping the workload to a minimum.

It’s also why I write these planning posts. They are my notes for the next session, and sometimes ideas for future ones. Which I do refer back to while preparing my notes for the next session.

These days often my first task after a session is the post mortem (which I share with the world) followed by an update of my mind map.

Which is then followed by one of these posts capturing early thoughts about the next session.

Having justified these posts (probably for the umpteenth time) I think I should get on with my thought process.

During the players time in Mintarn and their quest for information about the Ironstar mine I kept mentioning that they were getting looks, glances from those around them. I think that was me not ready for them to take on Angrath but to have them fearful that at any moment they could be surprised by him and his pirate crew. (That bit probably could have been in the post mortem.)

The party think they managed to dodge a bullet. They went back to Mintarn and avoided Angrath. Or did they?

The party are basically camping on a beach at the moment.

So my thinking is, and I think this fits in with the ‘create a strong start’ of having a handful of pirates crash out of the undergrowth and attack the breakfasting party.

After the encounter from the beach they will notice a much larger boat near theirs. They won’t be able to get to their boat in time and make an escape. They will have to go in land.

For this over land travel and the search for the lost Ironstar mine I plan to run it based on the group challenge that was used in the D&D Beyond encounter of the Week: Detour Past Dragonspear. I will make it clear to the party that they will find the mine whether they fail or succeed. However how well they do on the challenge will determine what shape the party get there in and what happens when they find the mine.

The map I am going to use for the lost mine is from the Essentials Dragon of Icespire Peak adventure. I like the Dwarven Excavation scenario a lot for this. It looks the perfect length for our sessions. It’s designed for level 2 characters. So the threat level will have to be upped a little.

I also like the idea of using the Circle of Thunder or Dragon Barrow scenarios as potentially something the party could stumble upon to and from the lost mine. Although these would make great mini islands for the party to discover also.

So that’s my thinking at the moment. Obviously more to follow.

When last we left our heroes… #7

Having successfully delivered the tribute to the Red Rage and a lengthy discussion about what to do next.

The party settled on hunting down a mysterious dwarven mine on the north side of the Mintarn island. Leaving Valdor heading towards the Whale Bone Islands as captive to some red robed wizards.

An unfruitful search of the northern Mintarn coastline meant the party were no closer to finding the mysterious dwarven mine.

They sailed back to Mintarn looking for information about the mysterious symbol that was on a scrap of paper that Kaibon (a dwarf wizard) had in his possession and clues to the mines location.

This excursion to Mintarn had an extra threat due to Angrath having been seen in the city.

Managing to avoid detection by Angrath or any of his agents the party managed to resupply and dig for information. Sadly the later did not prove fruitful.

Full stocked the party sailed off towards the northern side of the island once more.

We left the party of the west coast of Mintarn, making camp on a beach feasting on and preserving a giant swordfish that Khemed had caught.

Post Mortem

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

If the last session was all combat this one was the complete opposite. There was no combat encounter at all this session.

It was also a session where I had to make it up as events unfolded.

But first here are my hand written prep notes.

Where I had planned for the party to take one of the hooks presented to them during the first encounter of the session. They surprised me in deciding to do something I hadn’t expected!

I had discounted the Lost Ironstar Mine hook. Nothing had happened with it in the early sessions. Then Jonas hadn’t done anything with it when he and Jeff had joined the group.

During the groups discussion on what they would do having delivered the tribute I had expected them to pick one of the hooks seeded to them. It was completely unexpected when Jonas bought up the Lost Ironstar Mine.

Naturally it’s safe to assume from the above I had nothing planned for this. It would mean a lot of making it up as I went along, going with the flow. But I was confident that I could handle the session and whatever cropped up.

I think that’s the strength of the Lazy DM advice, and having a DM folder that not only has session and campaign notes in. But also (on the advice of Jim Murphy) dungeon maps used and unused that I’ve collected along the way. Plus with the Lazy DM Workbook also kept with my DM folder I had ten locations that could be used at a drop of the hat if needed. One of those locations was a dwarven mine.

Having that sort of stuff to hand did give me that feeling that if they located the mine and went in I had something I could use.

I felt that the players may have felt I was stonewalling them from finding the lost mine. There was no trace of it from the sea, no coastal paths, landing areas linked to it. When the party went to Mintarn they were unable to get any information about the mine from the local dwarf community. Why did the dwarves not know anything about it? I had the dwarfs on Mintarn as blacksmiths, they weren’t miners. They got the raw materials they needed from trading. It’s a port after all. The money for them was in making weapons for the mercenaries that the city was known for providing.

Besides the Ironstar Dwarves were not native to Mintarn but from the mainland. Plus it was a secret. So I felt that the Ironstar dwarves when on Mintarn would have hidden their identity, even from other clans when they came in contact with them.

Having no combat in the session was an odd feeling.

I was very hands off in this session when it came to the big discussion on what to do, and other group discussions. It didn’t mean I wasn’t listening, making mental notes, taking a pulse of what the group was thinking and had remembered. It was a useful thing to do.

Not happy with my role playing. It’s still pretty weak. The opening encounter particularly was poor.

I tried something new with this sessions start. We didn’t pick up immediately where we left off. But jumped forward a few hours to the delivery of the tribute. I think this worked well. I didn’t see a need for having to go through the whole travel bit.

Before we started the session I asked the players about how they felt about going to Avernus at some point during the campaign. It was a bit of a red herring. I wanted to gauged whether players would be happy with the subject matter, and all that would entail. If you remember I plan to use the diabolical contracts with one of the players. And I needed to know before progressing that twist if that was acceptable to all the players.

At the end of the session we discussed the duration of a session. Was everyone happy to keep it to two hours or would they like longer? The outcome of this brief discussion was we would move to a three hour session.

It thought both of the above was important to discuss with the group. I knew that certain subjects were off the table when Jonathan was playing. But now he had left I needed to know how the group felt about stuff I wanted to introduce.

Overall the session ended up being a social encounter focussed session and resupplying. Not entirely happy for it from my side of things. But hopefully the players enjoyed the change of pace.

Update on planning session 7 #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.

It’s that time in the run up to the session that I visit the library to print out the bits I need for the session. I dread this bit because it’s so painful using the library computers. They are sooooo slow.

Luckily I only had two or three campaign related things to print. Plus some one shot adventures for the Judge Dredd RPG, along with a couple of pages that help with traits and descriptions (that is also useful for the WOIN system), plus using a d10 instead of the d6 dice pool. Yep I’m getting a Judge Dredd (/Strontium Dog) GM folder ready. Just on the off chance I get to run a session or two. I also printed off the pages from the Genesys FAQ that give the new power level values for the adversaries from all three previously published books.

I am trying to keep the amount of printing to a minimum (due to being economically challenged). So like the previous session my session notes are hand written.

The cost is one side of being a DM/GM nobody really discusses. Printing costs, miniatures, tiles, handouts, etc all add up. Yes you can go digital. But that doesn’t work for me! Yeah I know a geek like me saying that is shocking. Instead of the dudes on a map (whether that’s tiles or a battle map of some kind) could be replaced with theatre of the mind combat. From my limited experience the dudes on a map has been more helpful and easier for the newer players to D&D in the group. It is also easier for me a DM/GM too.

I suppose the expense has been higher as a new DM/GM that doesn’t have a collection of resources to use. And that a lot of the stuff I have now is reusable.

One thing I printed out was a table I “borrowed” from a resource some-one did online for a fishing mini game for D&D. I wasn’t interested in the mini game. I’m happy with whoever wants to fish while at sea to just do a foraging action, and make a roll for it. But the hard bit was deciding what fish they caught. I’m not a fishing person. The nice thing is that the table they created works for sea and freshwater.

The two dungeon maps I printed out have saved me time creating my own. Once or even if used this session they can go into the back of the DM folder with other maps I have printed as an instant adventure resource if needed. All I’ve had to do is populate the dungeons.

Tomorrow is the big day. Getting excited now.

Update on planning session 7 #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.

It’s a hard battle with inner demons, but I’ve nearly avoided being distracted from planning session 7. The current minor detour has been about how they handle planeswalking in D&D. Something that players and DMs will want to do once the new MtG/D&D Theros source book comes out. Between that, Ravnica and the Plane Shift pdf’s there are plenty of MtG planes to explore. But more about this in another post.

Yesterday I did share on Twitter what I thought was a handy tip for DMs that I stumbled upon (yes I’ve not got round to fully reading it yet) while looking at the Infernal Contracts section of the Descent into Avernus campaign book.

Why am I mentioning this here?

A copy of that page from the book will be going into my DM folder for D&D and will be used within the current campaign. The monster table that is rolled against for monsters round Baldur’s Gate is something easily updated to match the ecology round the town in your own campaign.

Although the original plan, or thought anyway was that the Infernal Contract for the player I mentioned in the previous prep post was not something that would or could be done soon.

After watching this D&D Beyond video and reading this encounter from the D&D Beyond encounter series they did leading into the Avernus campaign. I think I should have something prepared in case the appropriate opportunity presents itself.

The suggestion by Chris Perkins in the video of a devil appearing after two failed death saving throws making an offer to save the players life is a pretty cool idea. But the idea of an imp following the party around constantly trying to tempt the party and in-particular the character I had the idea for originally seems pretty fun too.

The encounter also has a pretty cool contracts table that can be customised to my needs for the campaign as well.

So you can see having this stuff prepared and readily to hand for the session and subsequent ones is pretty important now.

I do love how organic this homebrew campaign is. Being able to react to player decisions is pretty cool. It allows me to do stuff like the above.

Off to prep more.