Sunday, April 17, 2016

Moving

DM-ing - at least if you do it the way I do it - takes a lot of time. Even if nothing else were happening, I have a standing commitment to at least one night every single week, for game night. If one of my players can't make it that night, I can work something out and still move the game forward. But I can't break that appointment without ruining four other people's plans, so I take that one weekly obligation pretty seriously. But that weekly commitment is just the start. It acts as a drumbeat. Every week, I need to ensure that I have playable content ready. 

For every hour we spend in game, I approximate I invest 4-6 hours out of game into writing and preparation. Since our weekly game session is about 4 hours, that means I average roughly 20 hours of prep time outside of the game, each week. DM-ing is basically a part-time job for me. I also work a (more than) full time job, and have other hobbies, such as brewing, kayaking, art, music, etc. I love all of this - it makes me who I am, and I wouldn't change any of it. But it means that my free time is pretty much budgeted.

Enter: The Conflict.

About a month ago, my little routine got completely up-ended, when I found out unexpectedly that I had to move. In 26 days. I won't get into details, but I live in an area that has infamously difficult housing options. Finding a place to live and moving typically takes 3-4 months around here, depending on the season. Making it happen up-ended basically everything in my life; putting it all on hold. This included the weekly D&D game (and it's associated prep work, including updating this blog). 

This blog was already behind the game - I try not to post anything until after the players have gone through it, just in case they happen upon these notes; and I still had a lot of backlogged content to boot. But with the move putting the game on hold for almost a month, I was laughably behind schedule on all things D&D. At points I feared for the continued existence of the weekly game (as big up-ending life circumstances such as this have killed campaigns in the past for our group).

Yet, as I sit here updating this blog, I am now declaring victory! We have found new housing, completed the move - including even unpacking everything into a smaller space! I have even completed one group gaming session and three solo (DM & one player) gaming sessions. Better still, tonight will be our second gaming session after the move, and the party's return to their A-story with some new and improved tricks from a few side quests and clever transactions. I can feel the game's heartbeat coming back, and I'm proud to say that life has (more or less) returned to normal. I'll be taking a break next week on account of a family vacation, but after that, we'll be back on schedule.

So, stay tuned for lots more updates! We've got plenty in store: from secret bandit cults, to ancient cursed orbs of power; from warbands of murderous orcs, to talking goats, and that's just on the road to Waterdeep! All this, plus dueling assassins, treacherous succubi, vanishing demons, and a scurvy sea hag... coming soon!

Sunday, February 7, 2016

DM Notes: Bad Moon Rising

If you haven't already done so, download and review the Bad Moon Rising adventure, and the accompanying Scribe Notes post to see how it went for the players.

Overall, for the first real adventure in my own personal version of Forgotten Realms, I thought Bad Moon Rising ran very well. It ended up being broken up into three play sessions, which was nice, as it gave me a little time in between games to further flesh out details based on the PCs actions in game, and there were several of these.

Ava's membership in the Order of the Gauntlet provides an easy excuse to hand missions to the party without the need for convoluted circumstances to lure them into an adventure. Once the hook for the adventure was in, I impressed upon them that they only had so many hours to figure out who the werewolf was before sunset. This encouraged them (somewhat inadvertently, on my part) to split the party up so they could cover more ground. I'm not a huge fan of splitting the party (most experienced players will be screaming "NEVER split the party!" right about now), but not for role-playing reasons - I don't like how it forces me to ignore half the group at any given time. I prefer to keep everyone engaged for the entire game session. Still, the logic behind their actions was sound, and I had no one to blame but myself, so I didn't attempt to stop them. The result was actually very cool, and allowed for some interactions between characters that don't normally happen. Thaelin and Ava bonded in friendship over a drink. Trym got to ply her thieves skills doing some recon and rubbing elbows with the locals. I had a lot of fun playing the NPC Hordak Waveharp - the gruff but boisterous and friendly dwarven owner of Waveharp Brewery - in a one on one conversation between him and Trym.

Another great role-playing moment happened when the party went to see if they could get Jahana Silverkin to speak about her parents' murders. The players persuasion checks happened to fall in such a way as to impose just the right amount of challenge in getting her to speak. She was another fun NPC to play. I'm a 35 year old man with a broad chest and a long red beard, so despite the fact that I've got plenty of experience as an actor, playing an 8 year old girl isn't something I get to do very often. But the scene unfolded very naturally and had the characters speaking to Jahana in first person, with genuine concern. Trym's player told me afterwards that I almost made her cry with the exchange. Moments like that really make the preparation and work of DM-ing worth it.

One of the biggest challenges about this adventure was a mechanical one. Triboar is so large that, despite having a 2x2 page printed hex map on the table, it was difficult for the players to remember what (and who) was where. The hexes were too small to put miniatures on, so between our first and second session I ended up making little marker flags out of some crafting beads and wire. This worked OK, but they still had a tendency to tip over. For future city-level adventures, I've purchased a series of "T" shaped map pins, which I should be able to attach labels to, and press into a map that has been stuck to a cardboard backing.

The other big challenge in this adventure was NPCs. There are a lot of them, and I didn't know until the players started which ones they'd need a greater level of detail on. So I tried to create some basic backstory and personality notes for each (which you will find in the DM Notes for the adventure), but once we played through one session and I got a feel for who they were most interested in, I used the break between games to flesh out those characters. This is the reason Traavar and Vance have character sheets. I had originally intended them to each be just another suspect on the list, but after the first session, it became clear that these two would need to be able to stick around for a while.

When Traavar announced to Ava in the tavern that he thought he'd worn out his welcome and was looking to head out of town, she up and invited him to travel with them. That caught me off guard. But it worked out great, because I got to make a character for him, and a bard is something I've never actually had in any of my campaigns before. I ended up liking him quite a lot for the storytelling dynamic that he could add to combat encounters, but intended to send him on his way after the party arrived in Waterdeep. However, after this adventure, a friend of ours heard we were playing D&D and asked if he could join, and the timing worked out perfectly. The friend is a musician and a bit of a cad in real life, so the role of Traavar Catsglove was an easy fit for him, and he was able to join the party in the most organic way possible. Plus I got to turn an NPC into a PC!

Vance Moonshadow was another NPC that served an unexpected need for me. As a class feature, Trym was supposed to have access to a criminal contact that could get her information on goings on. But the Starter Set didn't really address this, and in fact had her having been betrayed by the only criminal organization she'd ever been a part of, so there was no story justification for her to have that feature. Vance provided that opportunity when Trym trailed him through a crowded marketplace into an alley, and saw him leaving a dead drop behind a loose brick.

She pilfered the coins he left, and followed him back to his lair. As a fence, he has a well guarded cache of illicitly acquired magical items hiding in an underground vault in the hillside near Gwaeron's Slumber, which Trym was able to find and eventually break into. I was grateful that I had put some thought into what that vault looked like, as I wasn't expecting her to get into it. I realized that all the magic items in that vault could throw the game way out of balance if they landed in the hands of the players, so I put them in prison cells under lock and key, with doors humming with magical energy. My thought was that the doors were enchanted with an Alarm spell, so I could force a confrontation between the rogues, but she was wise enough not to touch anything once she noticed that magics she couldn't understand were in play.

When Trym and Val returned to Vance's house to question him about the murders, their previous interactions provided the foundation for a great banter of hints, subtle allegations, and things left unsaid. Vance used their desire to get information from him in order to get the PCs to agree to a quid-pro-quo sharing of information about them. It also gave me a chance to do my best Hannibal Lecter impression - "Quid pro quo, Ms. Greenbottle...". At the end of their conversation, Vance asked that Trym come back to see him before they left town, as there was more that they should discuss. He used the intervening time to check in with his faction - The Order of the Velvet Glove - and get the OK to initiate Trym on her return, giving her the criminal contracts promised by her class feature, and a cool secret tattoo to boot.

A quick word on the Order of the Velvet Glove: they're a faction completely of my own design. The factions in Forgotten Realms are handy for advancing story, but the only one that fits well for a rogue (the Zhentarim), doesn't really work well for a PC in a heroic campaign, in my opinion. I needed a criminal network that was more of a resource for it's members than an ambitious cabal of power-hungry spies. So I invented the Velvet Glove to fill that gap, and made them a banner, organizational structure, and rules, which I put together in a handout for Trym's player. She was so excited to have gone through the initiation and belong to a secret society. The cloak and dagger story exploration really seems to call to her, providing me with lots of opportunities to provide information to the PCs in a way that encourages role-playing, and which the players can feel like they've earned. This paid off right away, in that I was able to have Vance give Trym enough information on the Cloaks of the Hidden Knoll to set them on their path to the next adventure without it feeling forced.

I've made the documents that I've put together on the Order of the Velvet Glove available for download here, in case anyone else wants to incorporate the organization into their campaign.

Another thing I learned from this adventure was to keep a pre-generated list of male and female names handy, with corresponding space by each name to write in notes. After the PCs killed the werewolf and went back to Everwyvern House to interrogate Lord Milstone on his knowledge of the monster, the group got the idea to have the Lord Protector summon the village physician to conduct a test to see if Lord Milstone or any of his other guards were secretly afflicted with lycanthropy. This possibility had never occurred to me, but it was a good idea, so I let it play out. Then a player asked me what the doctor's name was, and I was caught totally flat footed. I am terrible at coming up with names on the spot, and gave the doctor the unfortunately obvious name of "Dr. Wellsmith". This couldn't have been more on the nose if I'd called him "Healer McDoctorman", and the players all had a good laugh at my obvious fumble. I've since started keeping a name list handy, and it's completely changed my position on dealing with unexpected NPCs. Whereas I used to dread interactions with characters that I hadn't expected, I now delight in being able to tell a curious player the name of an apple merchant on the street, or the drunk passed out in the alley; and thanks to my notes column, I can retrieve the name of any character the players have ever interacted with in any town they've ever visited, no matter how small. It adds a whole extra dimension of depth to my world that was lacking before. If you're interested in putting together a similar list, I recommend FantasyNameGenerators.com, and Kismet's Fantasy Name Compendium.

As to other things I would have done differently with this adventure in hindsight, my biggest regret is that the werewolf was far too easy to kill. By the time the group got to him, they hadn't so much as made an attack roll in two game sessions, and they were chomping at the bit for a fight. I was worried Val was going to start setting random pedestrians on fire if I didn't give him something to kill soon. But when they finally kicked the door in (or tried to, at least - it's become an interesting character quirk of Ava's that for some reason she's terrible at kicking down doors) and found the beast, they killed it in the first two rounds of combat, before it could even damage anyone. If I were running this again, I'd either make several of the guards werewolves and have them hunt in a pack, or make the werewolf strong enough to endure a few more rounds of combat and make the players feel like they were in a dangerous boss fight.

I'd also suggest making the den of wolves that Illan Wyrmsbane found closer to Triboar. By the time the PCs got around to talking to him and learned about his encounter, they wanted to go investigate, but there wasn't enough time prior to sunset for them to do so. Giving them a way to get to the wolf den without having to sacrifice the rest of the names on the suspect list would have taken the edge off for the players that crave hack and slash, and would have given them the sense that a broader mystery is afoot.

Other than those couple of points, though, I thought the whole adventure played rather well. I actually wanted the players to accept Jahana's offer of service as a squire, as it would have given me a built in victim for them to have to protect, provided an opportunity for Ava to explore her character as a mentor, and solve the glaring problem of why nothing ever happens to the characters' horses when they leave them tied up and unattended outside a dungeon for hours on end. But I thought Ava's idea of seeing if the Order of the Gauntlet could train her was so novel that I ended up giving them the experience award for taking her on anyway.

The scene after the werewolf battle, where the PCs and Lord Protector Trannyth questioned Lord Milstone and his guards worked out great. It was obvious to the party that he was hiding something, but they couldn't say what, and therefore couldn't accuse him of anything. He left the next morning before the characters got up, and they will certainly encounter him again in the future... and next time he'll have an axe to grind.

I do wish that I'd known about the Princes of the Apocalypse adventures before building this adventure, as much of the content in this story directly contradicts Forgotten Realms canon (if there is such a thing), but that's mostly a personal annoyance. As cool as the D&D Adventurer's Guild books are, I really wish Wizards of the Coast would release a full Forgotten Realms campaign setting for 5th edition, as all of my information is gleaned from old source books and the (wonderfully detailed) Forgotten Realms Wiki. Since my campaign is set in 1491 DR, any information about NPCs I obtained from those sources is all historical, and thus I must make up the characters in each town on my own. If I ever want to merge in additional content from PotA later, that's going to make de-tangling things a little sticky.

Overall, though, this was a great little adventure, and gave the players something different to chew on in a way that still advanced my story, and opened some new doors for me to build on in the future. With the couple of minor tweaks I'd noted above, I think Bad Moon Rising plays very well. Try it out in your own campaign and let me know what you think!

Scribe Notes - Vol. 12: Bad Moon Rising

Ava conscripted us into a werewolf hunting party. We were told to contact "Lord Protector Thoril Trannyth" for more details. Thaelin wisely observed we'd been imbibing and cast a spell upon some fountain water. We took a drink and our senses sharpened.

A knock on the door and a show of a token, and the good "Lord Protector" invited us in for a polite (albeit macabre) conversation. Tales of tragic innocents murdered in their homes. The bodies appeared torn to pieces. A survivor, a young girl, was sent off to an orphanage. A hunter was also slain, followed by a stablemistress, "Maraga Hawklight" who was found still in the jaws of the werewolf.

Blame seemed to fall on a local criminal, Eldan Serpenthelm, but after his execution, the killings continued. The humans' impatience for justice was clearly short sighted. They now seek our help in tracking down the beast or beasts. Even sent us to a local silversmith to get our weapons silvered. We were given a long list of suspects and their locations.

We met Trym along the road. She brought tales of a magical cache hidden in the hillside. Apparently guarded by one of our suspects, "Vance Moonshadow". I felt a half-orc messenger named "Alaga" would have the most useful testimony to give. I convinced the others and made for her home. She was reluctant to speak at first, but when she realized we weren't more accusers she became more hospitable and conversational. Unfortunately, she had little information other than she saw it flee.

We dropped off our weapons for silvering (with a healthy tip to help expedite the process), and then headed off to a bakery; scene of the first mauling. The scene was a bloody mess of gore and footprints. A tuft of fur by the fireplace caught my eye. The peculiar thing was the fur had fleas. Upstairs we found the living quarters. Ava thoughtfully suggested bringing some of the young girl's toys to her. We settled on a few from the bed and chest.

We collected our weapons and made for the House of the Golden Lady. The headmistress told us Jahanna still hadn't spoken a word since her parents' murders. We asked to see the child. Ava and my attempts to talk to her proved fruitless, but Trym's bag of tricks broke her sorrowful countenance. She summoned a dog to play with the child, and let her name it. A tender moment. The girl told us that shortly after she had gone to bed, she heard her father invite a man in, followed by a loud commotion downstairs. The man seemed to be known to the father. Or at least very polite. Nobly so...

It seems the noble "Milstone" needs questioning. The other crime scene was along the way - the office of Wilton Trannyth; scribe/cartographer, and cousin to the Lord Protector. Judging from a self portrait, he was an unfortunately homely looking half-elf. Another grisly murder... from the inside. Clearly the victims have been taken by surprise, as there is no apparent evidence of forced entry.

We decided to go to the inn and check on our noble... and our bard. He seemed an eager sort. Eager, mostly, to be somewhere else. Trym noticed the noble's guards had a persistent itch. Meanwhile, Ava confided our mission in our bard friend. He insisted on his innocence, and even offered to help by keeping an eye on Milstone.

We decided to split the group. Trym and I are going to see Miss Arroway, while Ava and Thaelin check in on the hunter, Illan Wyrmsbane. So Trym and I made for the Talking Troll Tavern to search for Miss Arroway. The establishment was of the less savory variety. We found Holly Arroway snickering in an alley. She was reluctant to speak, even in the face of superior judgement. It seems I need a more personable demeanor when dispensing wisdom. I hope Ava and Thaelin have better luck in their investigations.

Trym and I made for Vance Moonshadow, the next name on our suspect list. Trym had some less than honest dealings with him earlier in the day. Her keen eye spotted a safe house in the vicinity, and her roguish senses told her to investigate.

She effortlessly picked the lock and lead us into a labyrinthine warehouse. Trym decided it merited further investigation later. We made for Vance's house. It was a posh little cabin. the little halfling invited us in. A feeling... or something in the corner of my eye gave me pause. But in we went. His hospitality was almost too gracious; and his alibi weak. There was a great deal of roguish verbal fisticuffs between the two. But ultimately, he revealed very little information.

I stopped at a clothier on the way back to the inn. I thought maybe I ought to change my only robe for some new garments. I fear the smell might be putting some off.

Thaelin reported a struggle at the other scene. The other living hunter reported unusual wolf activity in the area. We intended to inquire with the bard, but neither Traavar, nor Milstone were to be found.

After some questioning of the locals, Traavar returned with tales of conspiracy surrounding Lord Milstone. He decided he'd like to travel with us a while. Thought we might be a story worth telling.

With night beginning to fall, we decided our bet lead was with Milstone, so we left a message with Lord Protector Trannyth and headed to find Milstone, only to find him coming down the street, approaching us. He recognized us all, and wished us a safe evening. We attempted to tail his guards, but Thaelin made a blunder off the curb and made a show of it. With our cover blown we left Trym to recon and the rest of us headed back to the inn to check in with Traavar. Milstone was snug in his room when Trym brought tales of a nefarious guard traveling toward the edge of town.

Thaelin insisted on conversing with the horses while we argued with another werewolf hunting hunting party. Blasted dolts can't tell an elf from a goblin. The horses saw the attack. Maraga burned the werewolf's hand with a torch while protecting her steeds before it got the better of her. That information would have been useful much sooner. But they sent us in the right direction. We caught up with Milstone's guard terrorizing a poor family on the edge of town. We attempted to burst into the room, but Ava's kick only rattled the door. We simply opened it instead. Inside, the guard had transformed into the werewolf. Seems our suspicions have been confirmed. We launched an attack on the beast and killed it before it could lay a paw on anyone. Once dead, it morphed back Milstone's guard. The husband swore to testify to what he saw. We made for the Lord Protector's tower and told him the news. Noble Milstone seemed as surprised at the culprit as anyone, and submitted himself and his men to a lycanthropy examination from the local physician. Everyone passed, though one guard seemed shaken. We decided to rest for the night.

The town seemed quite at ease the following morning. There was a buzz of relief in the air. After a free breakfast from a tavern keeper who was very grateful for our heroics the previous night, the seamster also tried to give me his wares free of charge. I insisted on paying him, but he suggested a new set of clothes for my comrades. I bade him well, and made back for the inn.

By mid-morning, I had new clothes. Ava checked in with her order and Trym joined a secret society. She brought information from her new contacts relating to the bandit attacks. Word is the raids are being perpetrated by ones calling themselves "The Cloaks of the Hidden Knoll". The curious thing is that they don't seem to be selling the magical items they've been pilfering. We decided to join up with a caravan heading south in an attempt to lure them out.

Trym insisted on visiting young Jahanna at the temple. She was over the stars to see us. Said she planned to be an adventurer like us, and begged to be our squire. But at only eight years of age, she seemed more of a hindrance. Ava had the novel idea of apprenticing her at the Order of the Gauntlet. Jahanna took to it immediately. We left her a healthy stipend of gold and encouraged her to train hard until we returned.

The clothier made good on his promise and outfitted the rest of the party in fine garments. We put word out with the local traders that we were looking to take a caravan south, and should anyone need our services, they should inquire at The Everwyvern House. I collected Traavar and returned to the inn to wait for potential employers. Trym and Ava made for the pub for an early afternoon drink.

It did not take long for our first caravaneer to find us. We struck a deal with one "Basara Steelreeper" for 600 GP in exchange for our services protecting him and his caravan of teamsters in their journey from Triboar to Waterdeep. The deal was for half now, and half when we arrive at Waterdeep. He was ready to depart without delay, and so we made out of town with haste.

Adventure: Bad Moon Rising

Bad Moon Rising was the first adventure I was able to drop players into after they graduated out of the Starter Set box. It places them in the town of Triboar, at the peak of a rash of killings at the hands of a werewolf who's identity is a mystery. This adventure is designed for parties of 3-5 characters, averaging levels 4-5.

The goal with this adventure was to emphasize role-playing and problem solving so the players could get a better feel for who their characters are as people, and give story driven players a break from the hack and slash dominated dungeons of Wave Echo Cave and Cragmaw Castle. Accomplishing this meant fleshing out Triboar as best as I could with lots of locations, NPCs, and opportunities.

When I design adventures, especially in the open world (as opposed to a dungeon), I try to build as detailed a world as possible, and have certain events taking place in that world, but avoid a specific point by point story line as much as possible (as players will always find a way to do something you didn't anticipate and screw up your plans).

When we started this game, I gave the players a little "OK, we're out of the Starter Set; you're big boys and girls now, and you shouldn't expect content to be spoon fed to you" speech to encourage them to think about problems from multiple angles and explore the world from their character's perspective.

A quick note on software: I know I'll catch flack for this, but I really hate Photoshop. I've spent a very significant quantity of time around Adobe products (in my day job, I do film and video production, and we do most of our post-production work in Creative Cloud), and I find their interfaces to be needlessly cumbersome and complicated, for no reason other than making designers feel good about themselves for being able to master the software. So when I don't have to use Adobe software, I prefer not to, and as such, most of my maps and graphics are laid out using Corel's Paint Shop Pro Photo X2 (I'm several versions behind the current release). I've been using Paint Shop Pro for decades, and it does everything I need in a way that is vastly more intuitive than Photoshop (for less than a quarter of the price). So I'll be including my .paspimage files in these archives for anyone that can make use of them, but by and large, I expect most people will be better served by the flat jpegs I'm including.

I also bounce back and forth between MS Word and Google Docs when writing, but for these posts I'll just be providing the adventure text in PDF. If anyone needs an editable format of the document, leave me a comment and I'll be happy to work with you on providing what you need.

I'm including character sheets that I put together for notable NPCs in this adventure, but when this was written, the idea for this blog hadn't occurred to me yet, so the character sheets are hand written and scanned, and my handwriting is awful. Sorry about that. I'm working on coming up with a good way to do digital character sheets for NPCs in future releases.

One final note: this adventure was written while I was still finding my stride, so its format is a little different than future ones will be. More bullet points and less read-through content. I'm always striving to improve my format based on what worked in previous sessions, so please bear with me as things evolve.

BadMoonRising.zip
(49 MB)

Download "Bad Moon Rising", an original adventure for Dungeons and Dragons 5th Edition, designed for a party of 3-5 players, averaging levels 4-5.

Thinking Outside the Box

If you've been reading this blog from the beginning, and you've done any 5th edition DM-ing of your own, you may have noticed that as of the last Scribe Notes post, we had transitioned from the Lost Mine of Phandelver adventure in the starter set box, and into my personal version of Faerûn. So I thought now would be a nice time to stop and do a general blog post about my thoughts on Forgotten Realms and D&D 5th Edition in general (especially after just having experienced it from a DM's perspective for the first time).

Side note: I'll probably do these little general thoughts blog posts from time to time. They're mostly just a space for me to ramble, so if you're not into them, but want to follow the story of our campaign, these are safe to skip.

Anyway, I have to say, I was really impressed with the content in the starter box. I remember the 2nd edition starter box from decades ago, and it was basically a map of one dungeon, some tiny cardboard tent figures, and a thin rule book with some pre-generated characters. It was fun, but you'd play through it in an afternoon or two, and then you were done with it. There were additional adventures you could buy ("Rage of the Rakshasa" comes to mind), but they were much the same concept.

The 5th edition start set is a full campaign setting in a box, complete with towns, several dungeons (with maps), lots of NPCs (though some of them could use a bit more fleshing out), and enough adventures and side quests to get the party from level 1 to level 5, nicely packaged and ready to go. You could conceivably read the upcoming adventure the night before a game session and thoroughly entertain your players. A practiced DM could even cold read it. For $13 bucks on Amazon, it's an astonishing value, and by my count kept us playing for well over 80 hours of gameplay (granted, we play at a pretty leisurely pace). That's a lot of time to spend with a few friends, being thoroughly entertained, for relatively little money.

The story is fairly original, and the world setting is rich. Plus Forgotten Realms has so much existing content from the previous editions, that things like geography, history, and basic details are fairly easy to find online.

But the starter set isn't without it's flaws. They give you pre-made character sheets to choose from, and don't include rules on making your own character. Since the players didn't have a hand in making their character, I think some of them may have had a harder time growing to understand them, and therefore the player characters are a bit two-dimensional for the first few game sessions. I understand why they do it - in the full Player's Handbook, the complete rules for character creation cover 156 pages. If people who had never played D&D before found out they had to read that prior to their first game, they'd never start. Still, though, if I were playing Phandelver from the start, I'd do at least an hour or two pre-game session with each player, one on one, to give them time to decide who their character is. It would make playing through the stuff in the book a good bit more enjoyable.

My other beef was that they gave certain characters information on their sheet's background that was specific to the campaign setting, yet gave the DM no information on how to deal with this. For example, my party's halfing thief had a note on her sheet that said she used to be a member of the Redbrands, until they betrayed her. So of course, when the PCs are tasked with finding information about the Redbrands, my thief player says "Well, I used to work for them. Don't I already know where their hideout is, and what it's secrets are?" She had a good point, and there was nothing about it in any of the DM materials. So that was an annoying bit of improv to have to come up with on the fly.

But to DMs who have played 1st or 2nd edition, and been frustrated by the bizarre turn D&D took after WotC bought TSR, the simple act of playing D&D and having it be really fun again is enough to carry you through any tribulations in learning it. The rules are so elegant. Everything (with the one frustrating exception of spellcasting), is logical, easy to learn, and effortless enough to avoid interfering with the story, yet still structured enough to provide a rational framework for just about any situation the party finds itself in.

While we're talking about D&D products, let me just take a brief aside for a few thoughts on the Player's Handbook. Above all else, the actual content - the rules themselves - are excellent; they are the reason that 5th Edition may just be my favorite edition of D&D ever. But the way that content is organized is maddeningly frustrating. The creators seemed to favor readability over quick reference in (what I can only guess is) an attempt at making the rules volume less imposing for new players. The problem is, the function of the core handbooks is not to be read once, cover to cover, but to act as a reference book that players can turn to in game in order to quickly answer questions. Yet reference tables are kept to a bare minimum, and more often than not, the answer to a question is buried in unemphasized text in the middle of a paragraph of flowery descriptive language. Making matters worse, information is frequently cross-referenced (lots and lots of "See chapter X"). The end result of all this is that if a question about the mechanics of how something works comes up in game, and I don't know the answer off the top of my head, I have to grind play to a screeching halt while I spend upwards of five minutes digging through the book. Check the index, find the page, speed read the whole page to look for the one sentence I need, find out it's a cross-reference to another section, flip to that section, skim for the area that looks like it might be relevant, speed read that whole thing, find nothing, read it again more slowly, find another cross-reference, jump to that, read three paragraphs very carefully, and finally look up to give my PCs an answer, only to discover that half of them have gotten up to go to the bathroom, or get a snack while I searched.

As a method of workaround, I've downloaded and printed Reddit user Ozuro's excellent DM Screen cheat sheet, which contains ~75% of the useful play mechanics rules in the game in a quickly referencable format (fair warning, though: it's HUGE for a DM screen - six letter size pages). The newly released D&D 5th edition SRD compendium in Roll20 (and occasionally, Google) are also great ways to get information quickly. But if something comes up in game that I can't find an answer to in under a minute, my go to solution has become just making a ruling based on what makes sense, and frankly telling the PCs that I might have to change the way it works later, once I've had a chance to find the official rule after the game session is over. My players who have played D&D in the past are OK with this, but I have one new player for whom this game is their first real experience with tabletop RPGs, and she finds it frustrating to try to learn how the game works when the "rules" appear to keep changing on her. I suppose the wise thing to do would be to read my entire Player's Handbook, cover to cover with a highlighter in hand, and mark any passages of critical importance that might come up in game. But even if I wanted to write all over my nice new, hardcover PHB, who has that kind of time? And I don't feel like I should have to do that. In the D&D Rules 'Cyclopedia or 2nd edition PHB, I could find anything I needed in a matter of seconds (granted, I had the benefit of greater familiarity with those books). The books were definitely more intimidating to new players, but once you got used to them, quickly finding the information you needed was a breeze. It's almost as if WotC needs to release a companion Rules Encyclopedia for 5th edition, that just contains all the core mechanics information you need during actual game play.

It's not by any means a deal breaker for me with 5th edition, but it has been by far the most frustrating aspect of trying to run a 5th edition game.

Anyway, the players getting to 5th level and graduating from the Starter Set was so exciting for me, because it gave me the opportunity to take a more active role in my favorite aspects of DM-ing: world building and storytelling. Parts of the Wave Echo Cave dungeon delve intentionally left spaces for you to put hooks in to your own adventures, allowing for a smooth transition out of the box and into the game. Our last Scribe Notes post covers the players' experience of that transition, and I thought it went very well.

My plan was to get one solid adventure under their belt that involved more role playing, mystery, and problem solving than combat (as the Lost Mine of Phandelver is a bit heavy on hack and slash), before moving them into the main story line of my campaign. The thought here is to get them role playing so they can really round out their characters' personalities before unfolding the big plot hook.

That big plot hook, by the way, is called "The Eyes of Ocmalus", and I'll do a separate post about it soon. But it's designed to be an overarching story line that takes the characters from level 5 to 15 over about 18 months of short weekly game play sessions. I only bring it up here because I just yesterday learned about Princes of the Apocalypse - a 256 page off the shelf play supplement book that happens to be pretty much exactly what I've been writing for the last two months with the Eyes of Ocmalus. The story is completely different, but the concept is exactly the same - a rich set of adventures, NPCs, lore, and puzzles that provide enough content to allow a DM to run an entire campaign from start to finish. Unfortunately, I learned about it after I already sent players down my own custom rabbit hole, and the information in PofA directly conflicts with information I've already given them, so I can't use it (though I desperately wish I could, as just casually flipping through the book in a store gave me direct answers to several extremely specific questions that I'd been unable to find elsewhere). And even if I had known about it in time, I don't know that I would have gone that route for the full campaign, as it cuts out the world creation and writing piece of DM-ing that I enjoy so much. But the trade off is that I spend a LOT of time preparing for game sessions. For every hour we spend in play, I probably invest four hours in design and preparation. Running the PotA campaign instead would save me literally thousands of hours over the course of our campaign, as one can run it much like Phandelver - just read the adventure details over a few days before the game, and you're ready to go. My intent is to have this blog serve that same function for DMs who don't want to run the canned Adventurer's League games, but also don't want to invest all their free time into designing something of their own (or just need some quick filler for a game session). But for $50 MSRP (or $30 on Amazon), you could bypass a tremendous amount of effort and still create a very, very rich and enjoyable campaign for your players. So if you haven't played out of the Starter Set yet, or even if you're looking to tie in a longer running campaign story, I'd strongly recommend looking into it. They even make a special introductory edition of the adventure available online, for free, which contains some very useful information about Red Larch and the Dessarin Valley. Coincidentally, the first adventure in Eyes of Ocmalus takes place in this exact area, so that information alone is going to be a huge time saver for me (my players happen to be in the middle of the first dungeon in that series right now, and Red Larch is their next stop).

So, there you have it: that's my review of the Starter Set, 5th edition in general, and the things I wish I'd have done a little differently with the benefit of hindsight. Moving forward, my intention is for this blog to become a lot more structured. After each adventure the players finish, I'll post the source materials for the adventure that I created (look for post titles prefixed with "Campaign", "Adventure", or "Side Quest") followed by the Scribe Notes on the adventure for the players' perspective, and finally my DM Notes on how things went and what I would have done differently. It generally takes us 2-4 sessions to get through a single adventure, so don't be surprised if you see posting frequency on this blog drop to once or twice per month; it doesn't mean I've stopped posting, only that I'm waiting on the game to advance. But I'd love to hear your questions, comments, and thoughts along the way, so please feel free to make use of the comments section of each blog post.

Happy Adventuring,
Talis

Saturday, February 6, 2016

Scribe Notes: Vol. 11 - A Trip to Triboar

If you haven't already done so, be sure to read the previous posts in the Scribe Notes series for the complete back story!

We decided to investigate the structure to the south and found a room scorched by a fiery blast. A wraith rose from the ashes and made threats. I tried ordering it to stand down, but it insisted on being a nuisance. After launching a bevvy of attacks, Thaelin snuffed it out with an impressive Thunderwave. Trym saw to the chest of coins while I looked around the book shelves. Mostly old history books, but one in particular contained a map eluding to some hidden treasure located in a cave near Shadowdale. It looks to be written in the language of the Underdark.

Another bit of useful information found among the books were old contracts and a log book. It appears this was a guest quarters for visiting wizards. The last visitor in the log was a wizard named "Mormesk".

We moved down some stairs toward the sound of waves. A large cavern with crashing waves in the dark. We carefully circumvented the water and moved down a western corridor to find ourselves circled around to where we battled the shapeshifter. Having finally cleared Wave Echo Cave, we hauled our booty to our cart and made for Phandalin.

Gundren and Nundro were beside themselves when we returned with the news. We ate, we sang, we rested. Sister Garale was kind enough to identify all the artifacts we had collected while we rested.

The note she deciphered revealed that the Black Spider has been taking orders from one named Imbross A'Daragon, hiding in Shadowdale with something called "The Eye". If we want to keep Wave Echo Cave operational, we'll need to deal with this "Imbross". Shadowdale, however, is a very long way away.

Luckily, Ava's order has business south of Triboar, so we'll be able to do a bit of good along the way.  Some business about bandits robbing people using magic. After finalizing our provisions, we left for Triboar.

Our first evening proved quite comfortable thanks to Leomond's spells for shelter. It would have been restful for everyone, had an Ogre not wandered into camp. He had a hungry eye for our horses. But mastication of our equine would prove disasterous to our endeavours, so drastic actions had to be employted. My ever courageous companions made short work of the beast while Thalin swallowed it in the earth. A typical morning on the trail.

A platoon of goblins attempted an ambush from the tall grass. My comrades picked off a few and a well placed fireball finished the lot. A long day's ride and then a good night's rest awaited us that night. Travel has been smooth and enjoyable.

Wolves gathered in the night. Thaelin tried to reason with the alpha. Negotiations failed. The beast mauled him to the ground, but he cleverly conjured a poison mist to gag the beast. Trym and I attacked with all of our power, but the Dire wolf refused to release Thaelin.

Thaelin eventually threw the beast off of himself and slew it with a mighty blow of his staff. Trym pulled a bear from her bag, which tore into the closest wolf. After throwing a bit of fire, the rest fled into the wilderness. We finished our rest and started late the next morning.

Our final push to Triboar went without event. The town looks like it's seen it's fair share of death, lately. Ava suggested meeting with her contact to get more details...

I went to the local trader to inquire about maps. I purchased a map covering the area from the Sword Coast to the great desert. I also managed to haggle a profitable trade, swapping my spider staff for some magical protection items. Afterwards, I met my companions at the inn.

Trym brought sad tales of werewolves and hangings. Ava adopted a bard, and a hysterical woman accuses a noble of lycanthropy. Clearly, I'm in my cups.

Scribe Notes - Vol. 10: The Forge of Spells

If you haven't already done so, be sure to read the previous posts in the Scribe Notes series for the complete back story!

After a long rest we decided the best course of action was to get Nundro to safety. Three ghouls ascended from the darkness to block our path. We made short work of them and continued through to the exit. Stirges descended upon us in the grotto. They barely slowed us as we continued to move. Past another ghoul, and we finally reunited Gundren with his brother. The dwarves were eternally grateful. We bade them make hast to Phandalin while we finished clearing out the cave.

We cleared a nest of stirges east of the entry cavern, followed by a room of skeletons. They took a bit longer to clear, but they gave us little trouble overall. A storeroom across the hall gave us little information, but Trym managed to pilfer the cash box.

Ghouls seem to infest every room of this mine. Ava had taken a few scrapes but insisted on carrying on. A cave of poisonous mushrooms was around the corner. Trym insisted on harvesting some of the dangerous fungus for her poison making kit. Being so toxic, the rest of us waited at the entrance. She deftly harvested a large cap in one breath. The entire room released spores in response to the disturbance. Best to be away from this toxic miasma.

We moved further through the ruins and found a secure room for us to take a short rest. Afterward, we came upon the ghoul infested banquet hall. I opened with a barrage of fire attacks, killing half of the horde. My allies made short work of the remainder. We found ourselves once again in the forge room, with a familiar green glow emanating from around the corner. A chill ran down my spine. I remember my last encounter.

I steel myself for a battle without my spells. Trym's arrow snapped, but she had pulled a board from her bag of tricks, which bashed the abomination to the ground. The flaming skull turned its wrath upon the beast, setting it aflame with a ball of fire. It would have nearly turned us all to ash, had it not been for Ava blocking it with her shield. We beat the thing with physical damage and it succumbed quickly. Our experience has served us all well.

We moved east of the flaming skull's room, and the sound of waves became noticeably louder. The iridescent ceilings remind me of stars. A workshop was emanating a green light, and we went to investigate. Inside we found a brazier glowing with green flame. A creature made of a mass of eyes spoke in our heads. It said it existed to guard the forge of spells from undead. We tried to reason with the creature, but it insisted we leave.

One of it's eyes looked at me and filled me with terror so intense I fled the room in a most embarrassing manner. As I ran down the hall, I heard fighting break out behind me. I found myself in the banquet hall when the fear subsided. I immediately turned to check on my companions. Thaelin was roving mad in the hallways. Trym was being terrorized by the creature when Ava plunged her axe into it. Her constitution and strength continue to impress me.

I tried to detect magic in the room and was nearly blinded by the magical aura of the green brazier. This must be the "Forge of Spells".