Category Archives: D&D

Update on planning session 7 #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.

With just over a week to go before session 7 is a thing I need to be more focussed in my prep and not get distracted by the other stuff I’ve been writing about.

To be honest I have been feeling that a couple of the group haven’t had the spotlight shone on their characters yet during our sessions.

So last night I started to rectify that by messaging them and asking them about their characters and how we can spotlight them.

From our conversations I got extra background information on both characters that did indeed spark ideas and how to spotlight them within the campaign.

One of those ideas I can use straight away in this next session.

Previously I had seeded stuff to the player that has just left the group. That character the party will be finding out this session has been kidnapped and taken to the Whale Bone Islands by the Red Robes of Thay. Originally this was going to be a kidnapping tied in with the kidnapped characters backstory. However none of the rest of the group know about the stuff I had seeded. So it’s pretty seamless to appropriate this new plot line for my needs to spotlight this other character. It also presents a quandary for the group. The character I’m spotlighting now mustn’t be caught by these Red Robes because they have something the Red Robes want, however they need to rescue their friend. What do they do?

I nearly didn’t have any idea for the other player until their last sentence of the conversation. Their character wants information, wealth, power and to survive. Then it hit me diabolical deals! There are rules for these in the Baldur’s Gate: Descent into Avernus campaign book. This is going to take a bit more planning, but that character is going to be making a deal with the devil in the near future. Or at least have temptation put in their way.

This session is feeling like it will be seeding lots of stuff and advancing ongoing plots. For instance the group will also be hearing that Angrath has been in Mintarn looking for them. It’s going to be interesting to see how the party handle that bit of news. After all Angrath is probably the last person they want to run into.

Now to think more about the dragon liar.

Theros Coming To D&D

The website Comicbook is reporting that once more WotC are dipping into the crossover pool between MtG and D&D.

This new crossover is called Mythic Odysseys of Theros. Which naturally going by that title takes D&D players to the plane of Theros. Which just so happens to be the current set. Although by the time this new campaign book hits your FLGS MtG players will have said their good byes to Theros and moved on to Ikoria.

Theros is heavily influenced by Greek mythology. So it will be interesting to see how they handle the themes and tropes such as heroes, monsters and gods. Plus will they pick up the theme of the current set of the under world?

I’d still like to see a Plane Shift release for Eldraine, and an art book. But now that is just wishful thinking.

Read the original story HERE. (If you want to see the cover of the book they have a link to the archived web page with it on also)

Some timely twitter D&D tips via Sly Flourish

On Sunday there were a couple of tweets by Sly Fourish that I found timely reminders and great advice for DMs/GMs. Although aimed at D&D (hence the hashtag) they were both applicable to any RPG system in my opinion.

So without any sort of permission I thought I’d share them here below.

The Sly Flourish tip I’m totally guilty of. I need to take this into account more within my session prep. At the moment if they get to showcase them it’s more by luck.

The DnDTweets tip is a great reminder that stuff still happens while the adventurers are doing their thing. Plots of NPCs advance, stuff happens. It reminded me what is Angrath the Minotaur pirate currently doing? I could even throw Vraska into this thought process. I’ll write more on this and what I think is going on in a session prep post with all the disclaimers for my party.

I hope others reading this find the tips useful.

Update on planning session 7 #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.

First thing I needed to do was some house keeping. I updated how many campaign days had passed since the party left that jetty in Saltmarsh. We are currently Day 16.

Then I needed to update the mindmap of rumours/quests. I’ve also started to use some functionality of iThoughts app to mark which bits have been completed or finished with, and which ones are partially done.

I don’t think that the party will enter the liars of Hoondarrh. But I need to have something prepared. Just in case. I see the delivery of the tribute as a social encounter. There will be a surprise for the party when they discover the Tyrant sent a second boat to keep an eye on them. They will also get more information on the kidnapping of Valdor. But if there is one lesson you learn early on as a noob DM is to expect the unexpected.

The information I have on Skadaurak is limited, and I was reminded the other day there is a paragraph in the Sword Coast Adventurers Guide source book.

SKADAURAK

The Red Rage of Mintarn dwells in this mountain that rises from the sea north of Mintarn. I’ve never heard of any treasure hunters making it out alive, but those who give tribute to Hoondarrh say they sail into a sea cave and leave it on a sandy beach within. More caves are said to lead out from that bay, one even going straight up into the ceiling. Sometimes the tribute carriers can hear Hoondarrh’s breathing from one of the caves: great inhalations, exhalations, and deep rumbles of slumber. When they can’t hear such noises,you might think folk of Mintarn would be inclined to explore Skadaurak, but as it was explained to me, the lack of the dragon snoring might mean he is away hunting somewhere, but it could just as easily mean he is present, watching, and holding his breath.” Sword Coast Adventurers Guide

And the here is the bit from an old Dragon magazine (previously posted on here for those that think it looks familiar).

“… a vast complex of subterranean rooms — in fact, a recently-built “dungeon.” It has no less than three shafts where a large red dragon can fly in and out with wings spread; one of them turns back to angle almost straight up into a mountain peak, and there ends in the main treasure cavern.

The rest of the island is honeycombed with trap-filled false lairs. Some of these are even home to a few bold brigands, whom Hoondarrh suffers to live because they amuse him with their furtive diggings, and they have learned not to dare any open assault on his main caverns. From time to time he snatches one up and dumps the man in Baldur’s Gate or Waterdeep or Athkatla, to babble tales of the vast and rich lair that sprawls through the very heart of the isle of Skadaurak, and so lure more adventurers hence.

Though Hoondarrh is not known to possess any sentient servants, his lair seems alive with golems and gargoylelike automatons of various sorts — and even with captive monsters that are kept ravenously hungry.” Dragon Magazine

I’m only going to prepare something for the main larger of the two islands that make up Skadaurak. That is the one I think Hoondarrh would have used.

Based on the map for the Sword Coast below is how I imagine the profile of that main island.

Which means from the two descriptions those three entrances are basically caves with one being a sea cave.

As an aside to this what I consider a major bit of prep, I will need to revisit the Ghosts of Saltmarsh campaign book and the tables it has for sea travel. Those tables will prove useful on the longer sea based journeys.

One thing I need to remember is how much food that the party have. If they set off without resupplying then they are going to get very hungry. Especially if they fail to catch anything. They will be fine for drinking water because of the magic item they have.

I think I’ve mentioned briefly in a previous post how much I like the Pathfinder Face Cards. I’ve added a second pack to my toolbox to give me more options. I’ve also added a Pathfinder campaign pack. This adds mission cards, a small handful of face cards, and some item cards. Although tied to a specific Pathfinder adventure these are pretty cool, and could easily be used within a campaign/adventure.

You’ll also notice in the photo I also now have a hard copy of The Lazy DM’s Workbook. Something I can browse while having a soak, have to hand while prepping, and have behind the screen during a session.

When last we left our heroes… #6

After having a hearty breakfast our ” heroes” were escorted by the City Watch to their newly acquired ship. Waiting for them onboard was Hoondarrh’s tribute, complete with two knights guarding it.

Before setting sail the party were informed Valdor had been kidnapped, and that the Tyrant was in the process of finding out by whom and where he had been taken.

Our party set sail, and after a slight detour during the night, the ship was attacked by sahuagin.

The battle was long and bloody. Eventually our “heroes” won through.

The sahuagins “boat” was searched to no avail. So it was set on fire!

And that is where our “heroes” were left about to continue the delivery of the tribute.

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.

I’ve had a week to brood on last Sunday’s session. To contemplate what happened during the session. I even got a chance to briefly check in with a player for their thoughts.

Let’s start with my notes for the session.

As you can see three pages. One to track the use of the patches on the robe of useful items. I think it’s important that I also track its use along with the player. Not because I distrust the player. But more things get forgotten or lost. So that if one of those two situations occurs the player can still use the patches.

The first page is a list of major NPCs the players will encounter during the session, along with how the sea travel will work. Finally page two is notes on the two major encounters of the session.

The notes were just about right for me. I need to probably improve the NPC notes a little with a description or film character of the NPCs character. For instance posh, snooty, or Obelix.

The mini large card sized whiteboards are proving really useful. Especially when running combat. They allow me to easily track current health of the monsters and group them. Which I did in this session. With the appropriate monster card out in front to refer to, and the use of my session notes to track spell usage. I great combo for me while running a combat.

The actual combat was dipping into the deadly side of things. So the most challenging one yet for the players. Especially after what was a rather easy combat the previous session. It was interesting that the player I spoke to considered this the first real combat that they had had. Which was an interesting point of view. He also thought their tactics and how they handled the situation was not brilliant.

At the end of the session I got the impression from one player that they had at minimum been frustrated with the combat, and at most had not entirely enjoyed it. Maybe because their character got knocked unconscious twice during the combat. Their comment at the end of the session when I asked for feedback was to remember the action economy. I can see that point of view. However with better tactics from the party. Plus I don’t think that the monsters had a very big advantage on the actions front.

Each player had at least one healing potion, plus the potions on the robe of useful items, and healing spells. So even with the encounter being deadly I felt the players had enough between them to not die.

The combat went on for the majority of the session. Which did surprise me. I was expecting it to go for about half the session.

I was happy with the way I ran the sahuagin. They were split into two groups. And each group had it’s own initiative. I still like rolling once for the attack of the monsters when it is a group. I also used the average static HP of damage from the stat block instead of rolling for damage. It does speed things up.

When the players were first introduced to the two knights on their boat I made it clear that their orders were to guard the tribute. There was a knight placed outside the cabin with the tribute in, and one placed inside. With them swapping over at regular intervals. They were described as being like the Queens Guard at Bucks Palace. So when the sahuagin attacked it wasn’t until the sahuagin baron boarded the ship and went and attacked the knight that they got involved. I handed the control of that knight over to the players.

The player with the deck of illusions had bought their own deck of cards to use as a prop during play. I had taken my own. But happy for them to use their own. However when they used the deck they created a golem illusion placed in front of the cabin door. And it was left standing there. I felt it wasn’t used to its best effect during the combat.

Finally after reminding the player that they had the luck stone the curse was triggered. They clicked then why I had been reminding them about it. I think the curse or an aspect of it could be used to their benefit. Yes it also has a downside. But with a bit of creativity. The players have already been taught that they need to be more careful when negotiating a dungeon of some description. This was a not all that glitters is gold lesson. That suspicion is a healthy thing to have.

The Tomb of Annihilation overland travel kinda worked. The lost mechanic kind of failed when the ranger ships captain was navigating. They had an ability that meant they couldn’t get lost. I need to think about this a bit more. We have a lot of sea travel in the future. Might try the group challenge next. After that I’ll take feedback from the players to which one they prefer.

I started in session 5 to use Pathfinder Cards: Wrath of the Righteous Face Cards Deck to represent the NPCs. Or the main ones they are interacting with. And continued to use them in this session. I think it helps having their card clipped to the DM screen so they players can have an image of what the NPC looks like. It helps bring them to life. It also means I don’t have to find a suitable mini but can get away with using tokens.

Overall I think the majority had a good time. I think the combat was challenging. Now to start planning the next session.

Lessons from the master

You all know by now when it comes to RPG stuff I’m more then happy to “borrow” ideas from other more experienced DMs. Especially those that are kind enough to make my life easy by sharing on various social media platforms.

So I was glad to come across the tweet below this afternoon.

Basically the post that the tweet is promoting is doing exactly the same as I’m doing here. With one major difference. I’m not going to repackage some of the original content.

But I will give you the link to the original article/post so you don’t have to go the long route to get to it. Here is the link to the original post.

Me personally I’m going to sit down and make notes from that post on 5″ x 3″ index cards to go in my DM toolbox.

Another free adventure to try D&D with

In the past I have written a couple of posts about playing or trying D&D for free. Granted it’s not entirely free as you have to fork out for dice. But for all other intents and purposes it is.

Late last night I was watching the Sly Flourish video showing the contents of his latest book Fantastic Adventures: Ruins of the Grendleroot.

I like the Lazy DM books that he has written. They contain great advice and really useful info. I have some of that info printed out and in my DM folder. I have the books as PDF’s and audible books (yep I spent my Audible credits on these when I saw them available to listen to). One day I’ll get physical copies.

I also have two or three of the lazy lairs from the workbook printed out ready to use at the drop of a hat. In fact I took the warehouse from the docks lair and used that in my own campaign instead of having to create a warehouse myself.

The Fantastic Adventures and Fantastic Locations books also provide great resources that can be used by a DM at the drop of a hat. The adventures particularly are designed to be run in 2 to 4 hour sessions. Which for me is perfect.

So naturally this new book is something that is of interest to me. It also continues the ‘philosophy’ of Sly’s adventures of being something you can drop in your own campaign, and each adventure being playable in about 2 to 4 hours.

From the above and previous posts it’s obvious I’m a fan.

But what has this got to do with trying or playing D&D for free?

Well if you visit the link above for the book Sly has provided the first adventure from it for free as a preview. That’s great. But how is this relevant to trying D&D?

The first adventure is aimed at a party of level 1 characters. Plays in that sweet spot of 2 hours, and has advice for new DM’s. Plus there are also pregenerated characters available at the above link. This ticks all the boxes for trying D&D.

I think the hardest thing now for those wanting to try D&D (apart from what dice do you buy?) is which adventure do you run?

You can also get a free Fantastic Adventures adventure here. Which also has pregenerated characters. And a free Fantastic Location here.

Update on planning session 6 #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.

This is a brief post with my final little bits of prep for the weekend.

I spent a little time preparing notes on two of the magic items that the group got at the end of the last session as reward for their participation and winning the gladiator spectacle, and taking on the delivery of the tribute. Basically this means I have a single page with the bits from the DMG for robe of useful items (I had to decide what the four extra patches were and their quantity) and the deck of illusions.

I’ve also knocked up some item cards for these magic items as well to hand to the players.

One thing I need to do Saturday when I go and print out my notes and handouts is get a cheap deck of cards. This deck will be given to the player with the deck of illusions. It’s a simple prop that allows the player to randomly draw a card to create the illusion. It’s physical, tactile, and theatre. Something I think in this situation rolling a die just would not be as effective.

I’ve also started planning my session notes. Which are becoming less detailed, and more aids to jot my memory.

This next session will be down one player. I’m not sure they will return. If you have read their comments on here it’s not a surprise. However it does present a great plot twist when it happens. Basically I will have that character kidnapped during the night. It will be revealed to the party that they have been taken by boat to the Whale Bone islands. The reason why is unclear. Hopefully after dropping off the tribute the party will give chase. This will then be the start of the island hopping adventures as they try and locate their companion.

I’m just excited not to see how things unfold now at the weekend.

Minimalist DM’s at Cons

With my seventh D&D session as a DM happening this coming weekend, it’s pretty obvious I’m still a noob DM and finding out what type of DM I am.

So I think my insights are limited at times by my lack of experience. Which is why I find following the likes of Matt Colville, Jim Murphy, Dael Kingsmill and Sly Flourish on the various social media platforms handy.

I’m like a magpie. I spot their shiny nuggets of useful information and take them. Some of it may find it’s way into the current campaign and how I do things. Whilst other stuff gets hidden away for later.

Other times I’ll see something that gets me thinking, like the following tweet by Sly Flourish on Monday.

From my limited experience of running sessions Slys observation at the con he attended would have been what I expected to see as the norm.

I’m a long way off from being able to run a session at a con. Let alone one at my FLGS (although that would be the first step towards running a session at a con).

The reason I say I’d expect his observation to be the norm is because when you run a session that uses miniatures and dungeon tiles that is a lot of stuff to carry around. It’s a lot more prep making sure you can make the map out of what you have. Add on the set up time during play. Which eats into the limited game time you have at a con.

There is a reason you see videos from the likes of Arcane Library, Jim Murphy etc with their minimalist DM kits that they take to cons (I did a post about this with links to some videos here). The less you have to carry the better. If getting to the con involves air travel that’s a major point to consider with baggage limits. But even if driving do you really want to be lugging around huge amounts of stuff? It’s a hassle when it’s local for my sessions. A con just amplifies that hassle by a magnitude.

I’ve not run theatre of the mind combat yet. Not sure I’m ready to try it. I need to be a bit further along my journey as a DM.

I think I’d be one of the ones drawing a rough diagram. Using tokens to represent monsters and players (at the moment, I did back a kickstarter that gets me some of those flat standees to use last year).

Although I have cut back a lot. I’m still reviewing what I took to a session afterwards. Pruning out the deadwood. This takes me back to when I could afford and had the time to go backpacking. After a trip I’d review my kit. What did I use? What didn’t get used? If it didn’t get used, why? Obviously a first aid kit can’t be cut. But sometimes a bit of kit can be. Which means next trip the amount you are carrying is less. Less weight makes for a more enjoyable experience.

I’m looking forward to that time I’m running a session at a con. But that is far down the road.

Update on planning session 6 #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 now a tad less than a week until session 7 is upon me. So how have I been spending my time since the last planning post been spent on getting ready?

In reality very little has been done for the next session. So far. This week will be a flurry of activity.

I started this morning by creating a new category ‘session planning’ for this post, and then trawling through my previous posts and adding it to all the session planning posts. I also at the same time added the ‘post mortem’ category to the relevant session write ups. It may seem a little thing, but it’s going to allow me to get to my notes a lot easier.

In a way my creative process has been kicking in whilst I have been doing ‘nothing’. As I wait for inspiration, I expose myself to new ideas. Sometimes watching or reading some of the campaign inspirations I’ve talked about previously.

During this period of contemplation I have made one or two decisions.

The first is that the sahuagin will attack the party whilst they are transporting the tribute. It fits nicely in with the story so far. The Sahuagin have already tried to steal part of it whilst the party were escorting the contribution from the town of Queens Cove. It makes sense they would make another attempt to get their hands on it.

The sahuagin this time will consist of ‘regular’ sahuagin, sahuagin baron and possibly a sahuagin priestess. Apart from the Sahuagin having their manta ship they will also be accompanied by sharks.

As an encounter this will most likely be border line hard/deadly, leaning towards deadly. The important thing is this will need to be sign posted to the party somehow.

Using the following table from the Lazy DM workbook I can get away with a priestess and baron plus a handful of regular sahuagin.

My gut feeling is for a party of 5 regular sahuagin boarding the parties boat. With a couple of sharks in the water between the boat and the manta. Then on the manta itself the baron and priestess plus 3 regular bodies. This will not be a big manta.

In my head this scene plays out a bit like the trench scene from the Aquaman movie. Where Aquaman and Mera fight the trench. I like the idea of having my encounter at night as well.

The other decision I’ve made is to use the connectors for the boat tiles to pre-make the boats before the session. This will speed things up a little, and allow me to make the manta from left over tiles. Which hopefully gives it that salvaged feel.

The final encounter of the session will be a social one. How that pans out depends on the outcome of the sahuagin encounter. When the party get to the island, the brigands will be waiting to take the tribute.