SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign/session. You may want to avoid this post and join me in a future one. REMEMBER you have been warned.
I now have the Arcane Library Combat Cards Ultimate bundle. For me it’s nice to have the srd item, magic, and monster cards. But it’s the templates I’m more interested in.
I’m going to be using the templates to up my handout game. So these magic items I’m generating using the Lazy DM Companion and Workbook tables such as the ancient gnomish longsword will be on them.
Plus any spells not covered by the srd I’ll copy and paste onto a template so I can reference the details quickly.
Apart from having to print them out this is such a cheap way to get your hands on a large amount of item, magic, and monster cards to use in a game. Plus you are supporting a really great content creator.
Now I have a day or two to create and print out the magic items for the next session.
I’ve also been looking at the spell glyph of warding for use as a trap. It feels appropriate that the magic users of Kartan, Tower of the Arcane would use this spell to protect valuable magical artifacts,objects, etc. They most definitely would of used them to seal the Sealed Vaults to stop the horrors within being released.
I’ve dug out my old Galeforce Nine Spell cards and pulled the ones that I might potentially use with the glyph of warding. I’ll keep these in the folder for easy reference.
I also came across an old note where Kelsey (of Arcane Library) talked about slow adventure pacing. In there was a photo of the “something happens” table from an old D&D DM screen. Basically this is the Mat Colville “orcs attack” table. However Kelsey also shared a d100 table that she created that did the same thing. I’ve printed out the short d20 table. It meets my potential needs (at the moment).
Yesterday was meant to be a day off, with some gaming arranged for the evening.
But things change, and I ended up in work for three hours making sure we had enough people in store.
The important thing is that the gaming went ahead.
For me it was an evening of new to me games with great company.
Our first game was Jonathan’s copy of Sushi Roll, the dice version of Sushi Go!
After playing this game I was left feeling a little indifferent. Even now the next day having slept on it I still feel that way.
The original game Sushi Go! Isn’t the heaviest of games. The follow up Sushi Go! Party could be a bit more challenging depending on the menu you chose to play.
I had a pleasant time playing the game. I didn’t hate it.
But I’m just thinking why? Why did they feel that Sushi Go! needed a dice version?
Somehow they created a game that feels lighter than the original card game! Does it play quicker? Maybe, it’s close I think.
I got why they did Party. It added more variety, different styles, level of play.
The reason for this puzzles me.
I’d play it again. But I’d rather the card versions.
Jonathan won by the way!
Our second and last game of the evening was Colin’s copy of the sci-fi space themed version (follow up?) of Survive: Escape from Atlantis, Survive: Space Attack!
I really like the original version. There are not many intentionally mean games out there. Being mean to other players is baked into the game, it’s in its DNA.
Survive: Space Attack! brings that DNA to space with a couple of twists.
The first being the laser cannons and the four tiles they go on. Being on one of those tiles allows you to shoot one of the aliens and get control of that alien! Which takes it off the board, and then at the start of a future turn allows you to place it on an empty space tile of your choosing.
Also the end game trigger of the exploding reactor tile is one of the four tiles the laser cannons are on. So Space Attack lasts a little bit longer turn wise.
Fighters, single seat space ships are the dolphins of this version with the added power of being able to shoot aliens.
This next one could be house ruled in the original game, but you get a victory point for each corner you have managed to get at least one survivor to.
There is another side to the board used for challenges. But didn’t get a chance to look into that.
I really like this series of games and you get most out of it leaning into the mean side of it, playing the wounded innocent one when some-one reciprocates and kills one of your survivors.
We had a blast playing this. Charlene didn’t get any survivors to safety. But that might have been to inconveniently placed aliens by yours truly blocking her.
Somehow through all the chaos and screwing each other over Jonathan won!
It was a fun midweek gaming session. A big thank you to Jonathan, Charlene and Colin for coming along and making it so.
Wow I started this post over a year ago and it’s been sitting in the draft folder ever since.
But considering that this post was intended to be all about something I am currently doing for my next D&D session. It seemed about time to dust off the words, finish the post, and share it with the world.
Last week (well it was when I originally wrote this) Mike aka Sly Flourish put up a short video on building lazy magic items (video embedded below).
These are my notes from watching the video below.
https://www.youtube.com/watch?v=Iu7M090KkSE
In the video Mike uses four “questions” to come up with a new unique magic item for your campaign, adventure, or one shot (I think that covers everything). They are the following:
What is the condition of the item? – Get a list of conditions from Lazy DM Workbook (LDMWB) page 13.
What is the origin of the item? – Who made it? Use the list in LDMWB on page 13 or DMG page 142.
What type of item is it? – There is a list of mundane items in LDMWB on page 14, or the trinkets table 160 of PHB, if you want to make an object special and move away from the usual weapon/armour.
What special power does the item have? – If it’s a weapon consider giving it a spell effect as well as +1 attack/defence bonus. Daily use power, number of charges, or single use more powerful item. You can also use the tables on page 14 of LDMWB or PHB.
Since then Mike has published the Lazy DM Companion which also allows you to create “… powerful single-use magic items generated with the condition, origin, item, and spell tables from the core adventure generator.”
Even if it’s a weapon like a sword with a +1 to attack rolls that you want to give the players, doing the first two and the last question adds so much extra flavour to the sword, all of a sudden it’s grimy gnomish longsword that twice a day allows the spell bane to be cast, and gives +1 to attack rolls. Wait I’m going to use that this Saturday!
I hope you have found these notes helpful. It’s a great way to create unique magic items for your game that will feel fresh to your players.
This is going to be one of those brief still alive posts.
After a weeks holiday it was back to work Sunday. Although my next few weeks work schedule sees me swapping between lates and omg it’s early shifts. Before having another weeks holiday at the end of the month.
With my next bit of gaming this weekends D&D session. You may have noticed from the recent posts that’s my main focus, along with the D&D taster session three or four days after.
I’ve managed to swap shifts at work so that I can attend the next Fenland Gamers club night. So really glad was able to do that.
And hopefully there might be a gaming session with Diego somewhere amongst these things too if schedules work out.
Right that’s another proof of life over. Catch you in the next post.
SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign/session. You may want to avoid this post and join me in a future one. REMEMBER you have been warned.
Last night I took my DM bag with me to the Fenland Gamers fortnightly gaming session to show a friend who is just dipping their toes into D&D and being a DM.
Obviously I pointed out that this was built up over time.
I also took the opportunity to “refresh” my DM folder.
I consolidated one or two pages into one. They were only there for their list of names for NPCs. So those names are on a single page now.
I added some pages too. Such as a d100 table for generating NPC names. Along with notes on magic item crafting. Which is one area I want to explore more in the campaign. Visiting Kartan, Tower of the Arcane is the ideal opportunity to start this off.
Some pages got taken out because I have them in the Lazy DM Companion. Although I left a couple in that meet that criteria also because I want them on hand quickly!
I’m still waiting on a couple of character sheets so I can finish the reference cards for me to use during a session. I’ve had to message the players directly to ask for them. Otherwise I’m going to have to waste time at the start of the session getting the info required.
Come payday I plan to purchase the Arcane Library ULTIMATE BUNDLE: COMBAT CARDS FULL SET (5E). Which will give me the following:
The Monster Bundle: 357 pre-filled monster cards
The Item Cards Expansion Pack: 495 pre-filled magic item cards
The Spell Cards Expansion Pack: 319 pre-filled spell cards
Seven form-fillable PDFs for making your own items, monsters, legendary creatures, PCs, spells, and spellcasters
Print-friendly, black-and-white versions of everything
I do like what the Arcane Library produce. I’m using the character cards templates for recording the character info.
While the party are visiting Kartan, Tower of the Arcane they will bump into Dram, halfling wizard. Well I had to find a way to insert him somehow.
Compared to the previous game there was much more conflict going on. This was mainly due to the early conflict cards giving a victory point to the winner. Something we didn’t see in the previous game. The conflict cards giving control to one of the three city spaces along with the victory point also came up, along with the later cards being worth two victory points. You really couldn’t ignore combat in this game.
I was playing the Baron for the first time. I do like the choosing two factions ability he has. It’s a hard decision to make. I chose the Spacing Guild as one of them. The thinking was once triggered it’d help me get two influence on the track and open up the second space on the shipping track.
I ended up buying mainly emperor related cards in the trade row. These were giving me card draw. I was getting turns where I was drawing two or three extra cards.
Luckily I drew an intrigue card that allowed me to buy a dreadnaught for three solari early on. This helped greatly in those all important battles at the end of the round.
My purchase of my third agent was delayed by a round when Charlene took the space I needed on the shipping track as my first turn. But that’s the point of worker placement mechanics.
I triggered the end of the game with two rounds to spare by winning a combat worth two victory points.
Final scores
Four of my victory points were from the influence track plus an alliance, I bought one with an intrigue card, plus I got one from an endgame intrigue card. The rest of my victory points came from combat.
It was a good evening gaming. I just need to try and swap shifts so I can make the next one.
Time to share some more musings for the upcoming one shot taster session that I’ll be running on the 15th November.
More details are firming up about the session like the number of players. It has grown from an initial three interested people to five that should be coming along.
The plan is that this taster session will be about three hours.
Three hours seems about the ideal length to aim for. Especially considering that this session is a week night, and not starting before 7pm.
This is something I plan to do again in this one shot. Along side making sure that if needed healing potions may be discovered. Hopefully this will avoid a tpk.
I’m also going to try out a time tracker to track the use of torches, spell duration, etc.
I have printed out an A4 copy of the dungeon map that is part of the Sly Flourish 1st Level Adventure Generator from his Uncovered Secrets Volume 2. It’s a handy little map to have in a DM folder anyway. But for now it’s ready for if I decide to go down the route of using the generator to create the adventure for the session.
I know this post is pretty late to the party considering US based content creators got a head start on the rest of the world when they were able to buy this starter set and cover it during the Target exclusivity window. Everyone else has had to wait until it was released last month. Even then I’m a little later than others.
But I did only get my copy three days ago.
The big question I had to ask myself is do I have anything worth adding to the conversation about the new starter set?
After all there are some pretty great content creators out there that have shared their thoughts on it already. Some in the time since it has come out have even ran it, and shared more thoughts on it.
So what could I possibly add to the conversation about this new starter set?
You know I haven’t played the adventure. My initial impressions are exactly that. So take them for what they are.
So straight out of the box you get the following when you open it up.
Dragons of Stormwreck Isle adventure
Basic rules book
6 dice
5 pregenerated character sheets
WotC still don’t give a full set of dice in the box. They should at least provide two d20’s. But they don’t.
The Dragons Of Stormwreck Isle adventure is smaller compared to the original starter adventure Lost Mines of Phandelver.
For starters it takes characters from levels one to three, compared to characters finishing at level five in Lost Mines.
Page count is less 48 pages compared to 64.
But looking at the adventures and the dungeon maps players will explore, the maps are just smaller. Less to them. Having said that I’m already planning to reuse one of the maps for my current campaign.
I’m not sure why they reduced the scope, and size of the dungeons. Maybe the feedback WotC got over the years since Lost Mines was released is that new players and DM’s found the adventure too daunting.
I love the art in the new starter set, especially with the characters depicted being the characters from the 80’s D&D cartoon.
One thing I’d have liked to have seen included in this updated starter set is the inclusion of cardboard standees. Although a dream inclusion would be the Wizkids Idols of the Realm 2D starter set they do for this. Yes the price would go up but it would rake this set to the next level.
A digital code to unlock the adventure on D&D Beyond should have been included. No ifs or buts. This omission is mind boggling.
An A4 wipeable grid sheet to use as a battle map, similar to the ones WotC used in their DM kits would also have been nice. Along with a DM screen like the one in the essentials kit.
Although the fact WotC did create complimentary videos to help players and DMs get started, and provide a link to it in the box was a nice touch.
I don’t think the new starter set is an improvement over the previous one. So I’m unsure why they changed it. If it had some of the things added that I mentioned above. Yeah I can see why it was updated. The changes were needed to compete with similar starter sets from other systems.
But change for change sake? It feels like a money grab to me.
Yeah this will allow a group of friends curious about trying D&D to do exactly that. Which is what it’s intended to do.
It really was great to play 7 Wonders Duel again. It’s still got the magic. But like the many fantastic two player games that I own it just doesn’t get the love it deserves. Mainly because not a lot of two player gaming gets to take place.
History and the bgstat app will record that I won with a scientific victory in the third age. What it won’t show is if it had gone the distance Nathan was in a much stronger position than me to claim a points victory.
After a break it was time to introduce Nathan to an uncooperative boardgame!
Yep Portal the uncooperative cake acquisition boardgame was going to test the father son bonds!
This is a great two player game, that I really do need to try at the higher player counts.
However in this game there was a lot of incinerating each other’s cake. With the last few turns getting very tactical. It looked like I was going to win by a single slice of cake. In fact the only slice of cake that would be left on the board. However in a last desperate move Nathan managed to force a tie by incinerating his and my last pieces of cake at the same time.
Which meant the game went to the tiebreaker, and having the most test subjects on the board meant I was able to claim victory.
After a home made sweet and sour pork for tea, and some episodes of South Park it was time to visit a galaxy far, far away, and play Star Wars Outer Rim with the Unfinished Business expansion.
As the embedded Instagram picture I shared below shows the game is a bit of a table hog. Especially on Nath’s table. We’d never have got a third or even fourth player round the table.
We cherry picked the bits from Unfinished Business that we’d add to the core game. The bits that made the cut were the core worlds, and ambitions. In a two player game I didn’t see much point playing with favours.
Below you can see which characters we chose to play and the ambitions.
Jyn managed to buy a YT-1300, which had a couple of mods that gave me a critical hit in combat, plus one that meant my opponents also rolled one less die.
With out those two mods I wouldn’t have been able to take on the empire patrols to enable me to attempt my final ambition condition.
Thanks to Nathan channelling his inner Jonathan for his dice rolls, whilst he was trying to do his final ambition and failing (several times) I was able to swoop in and grab victory by completing mine. I was greatly helped by Nathan rolling for the Empire.
You’ve probably guessed I won. Ten fame points and a completed ambition board.
With a weeks holiday ahead of me I took the opportunity to visit Nathan for a couple of days.
I arrived Monday afternoon managing to avoid any of the usual traffic jam points like the M25.
The evening saw me attempting to teach Nathan how to play Brazil Imperial to very limited success.
The map I chose was an official from the publisher that I got off the bgg page for the game.
It looked an interesting two player map with the island in the middle. The chances of combat were low for this map, which I thought was perfect for a learning game. One less thing to have to absorb.
Nathan was finding it hard to follow what was going on.
I don’t think it helped with Nathan’s focus that he had consumed approximately three quarters of a bottle of 1800 tequila.
So we gave up after an hour or so of play. He wasn’t enjoying it.
There was no point playing another game so we had a film night instead watching The Batman. I’m not sure I like the look of The Riddler in the movie. But it’s a pretty solid Batman effort with a focus more on the detective side of the character. Which I like. After all he is the worlds greatest detective!
Tuesday saw Alien Fate of the Nostromo hit the table for a learning game.
I had bought this for Nathan’s birthday after he had said he regretted not getting it on his recent holiday in the US.
Wow! I love that when you open up the box you are confronted by a hissing Jonesy. It’s a lovely bit of art that does take you a little by surprise.
I played Ripley with Nathan playing Dallas.
Being brave souls we also played with Ash. Which is meant to add a further complication to the game.
I really do like the art on the player boards. It really captures the characters from the movie. The publisher could have easily gone the movie stills route. But I’m glad they didn’t. This art looks so much better.
The miniatures in the game look very nice detail wise. Just a shame they are made from a very soft plastic. Maybe a better quality would have pushed up the final cost of the game. Let’s face it, as boardgames go this is not an expensive game. There is a mass market feel to it.
It’s also a big shame that Ash isn’t also a miniature instead of the standee.
I’m not sure if we misplayed a rule or two. But this felt suspiciously easy to win. Maybe we got lucky with the mission cards we drew for the game.
It’s just weird having played other Co-ops which even on their easy settings seemed more challenging.
Of cause it could be as the designer of the game Scott Rogers said we just got real lucky. Sometimes it happens.
Our three objectives for the game and the final mission.
We had fun playing the game. I liked the basic crafting mechanic. It definitely felt like Alien. Liked the fact when you encountered the alien you take a moral hit and run away. The encounter tiles added to the suspense, and making it feel like the movie.
Later on I introduced Nathan to the flip and write Welcome to the Moon. So you know what is coming now.
The following post may or may not contain spoilers for the Welcome to the Moon campaign. You may want to avoid this post and join me in a future one if you plan to play the campaign and want to experience it’s twists and turns as surprises for yourself. REMEMBER you have been warned.
As I was setting up the game I noticed on the first adventures player board that there is a Dalek that looks like it might be trying to get on the rocket!
How did I not notice this before!
Nathan noticed it straight away.
What a bloody cool little easter egg to include.
The Dalek
I decided we would work our way through the campaign. So instead of reading all the text I summarised the story so far for Nathan.
We then played Adventure 1 which obviously we chose a different route to the other campaign. Once again I was the captain for our initial efforts.
This route had us remove the number 7 card from the game, plus we are able to choose the mission cards for each adventure.
Mission cards for adventure 1 (top) and adventure 2 (bottom)
Nathan won the first adventure to become the captain for adventure 2.
Just like our experiences in the other campaign play through, this second adventure caught Nathan unawares. He too had been lulled into that false sense of security and “simplicity” of the first adventure.
All of a sudden the complexity level was dialled up a few notches.
I think Nathan didn’t enjoy this adventure as much because of this.
Our twist in adventure 2 was that we could circle plants on any of the orbiting stations regardless of where we wrote the number.
Adventure 2 Chapter path taken: 148,79,106,92
Our evening was finished off with another movie night, this time we watched the Nicolas Cage move The Unbearable Weight of Massive Talent.
A movie in which he plays himself! Who then gets roped in by the CIA to help rescue a kidnapped girl. It’s not a bad film. The de-aging of Cage is a bit ropey. Definitely one of his better recent efforts.