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".

Scribe Notes - Vol. 9: The Black Spider

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 rode back to Wave Echo Cave in the morning. It was much how we left it: dark, ominous, and full of all manner of monsters.

Another of those jellies descended from the ceiling. Despite our best efforts to freeze the thing it still managed to clobber poor Ava. Figuring fire might be a better approach, I launched a firebolt at it. Poor Thaelin attempted to follow suit, but only burned himself in the process. A frustrated Ava hacked the thing to pieces.

Our old hiding hole was patched up. Voices on the other side. I used a series of cantrips to lure them out and away from us. We split a group of four and flanked them. Trym assassinated one with an arrow before anyone even heard a whisper. We made short work of the beasts, even when reinforcements arrived. It seems everyone's experience has served them well.

We approached a set of double doors. On the other side, we finally found Nundro. Ava saw to his health while I examined the documents on the table. My curiosity let the drow get the drop on me. Learning from my previous lesson, I managed to cast shield to block his magic missile. But he called a group of spiders to his aide, and our wizards' duel began.

We engaged in magical combat while my friends attempted to manage the spiders. The coward blinded me and fled into the darkness. Trym and Thaelin both summoned animal companions to deal with the arachnids. When the drow reappeared, I hurled a fireball over his shoulder. In his arrogance, he had believed I missed with a firebolt. When the flames exploded outward they took him entirely by surprise, fully engulfing him in the flames. We dispatched the spiders and three bugbears burst into the room...

Thaelin convinced them they had little worth fighting for and healed Nundro. His peculiar staff of black metal confirmed our suspicions as to his identity, by way of it's ornamentation - a large, Black Spider. We set the it aside for further inspection later, and upon deciding a rest was in order, secured ourselves in the room that had (until we dispatched his jailers) been Nundro's cell; an opportunity I used to review the documents we had claimed from Nezznar, The Black Spider's desk.

Scribe Notes - Vol. 8: Smoke, Fire, and a Hasty Escape!

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

During our rest the bugbears attempted entry. After they eventually busted the door down, Thaelin set the bodies of the previous bugbears aflame. They now had a wall of fire to fight through. Cunning beasts hurled javelins through the flames, both of which struck Ava. My firebolt was lost in the fire, and the bugbears fled while I struggled to put out the flames. The smoke was so think we had to flee the cave.

A tickle on the back of my neck warned me of an incoming javelin. This time, I did not forget my shield, and fended off the attack. The bugbears had returned. One of them almost clobbered Trym, and grazed me with a blow as well. I sent a fan of flame at them, but my magic felt weak after the exertion of my shield. Ava cleaved into one of the beasts, breaking wide it's armor. Thaelin nearly froze the other. The wand was useful in dispatching one bugbear, but the other gave me a fierce look; fortunately, it finally succumbed to Thaelin's frost, and we one the day.

During our escape we ran into four ghouls (quite literally). Ava smashed into them with her shield, knocking them back. I laid burning hands on the beasts whilst Thaelin rend the ground beneath their feet. Clearly, we are all hasty to leave this place.

Gundren had clearly removed himself and his deceased brother. While looking about, 3 more bugbears advanced from the shadows, catching Ava by surprise with a Javelin. I used the last of my prepared spells to set flame to the lot. Ava nearly severed the closest one's arm. Thaelin summoned a whirling dust devil, battering them while we bled them down. He followed with a powerful Thunderclap that slew his second bugbear. The last one clearly saw Thaelin as his biggest threat and attempted a clumsy attack, allowing Trym to deliver a death blow.

We escaped the cave to find Gundren at the entrance. He inquired about his brother, Nundro. We swore a promise to go back for him, but rest is necessary, lest we all die in that cave. We made for Phandalin.

Trym's aunt was a most gracious host once again. Trym regaled her with stories of our adventures while the rest of us got some much needed rest.

Scribe Notes - Vol. 7: The Flaming Skull

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 short rest everyone was ready to proceed. We thought it best to investigate the door the bugbears had barricaded. Listening at the door hinted only at the sound of distant crashing waves.

Actually on the other side... a zombie. Trym knocked half the creature's head off before any of us knew it was there. I don't know how it kept walking. Thaelin froze the undead monstrosity solid with an expertly executed spell. One is lucky to have such exceptional travel companions!

Past the zombie was some wooden machinery. The room was scorched. Blast marks on the wall. A great magical battle happened here. Corpses of all races litter the floor. A flaming skull rounded the blast furnace and screamed most hideously at us. Trym's arrow skipped off it's crown and both Thaelin and I struggled to come up with an appropriate spell to handle the abomination. Ava, spryly in her panic, downed the white potion we had found in the previous room. She described the results to me later. Sounds like a Vitality Potion.

We lobbed all manner of attack at the skull but it merely shrugged off our attacks. In fact, Thaelin's ice attack reflected back into poor Ava, damaging her further. I hurled a bevy of magic bolts into the skull, only to have them bounce back at me... I was knocked unconscious. In a haze I recall Ava drinking potions... many of them. Trym... dashing forward... Thaelin prodding me... he looked confused... the skull... blurry... Ava unleashes a mighty ax blow... the skull... shatters. Trym's pouring a potion down my throat to awaken me. Thaelin lays a healing touch upon me to get me on my feet. I took my last potion to regain my senses, only to see Ava holding two zombies at bay. Exceptional travel companions indeed. My lapse in judgement for not casting shield nearly cost me my life...

The wand luckily still had charges and I used it to launch a counter attack. We dispatched the remaining zombies and investigated the room. A stair case led to ghouls. We marked the area and had Trym scout further. The cave looked complicated and we decided to back track a bit. Trym most stealthily scouted several passages, spotting a drow in a room ahead. We thought this to be the Black Spider and decided to take the drow captive.

We sneaked in on it, and I hurled a brilliant acid arrow. Ava tackled him with such force I thought she might tear him in half. I warned him to yield but he spat in my face, so I delivered a shock, coupled with a wallop to his face, courtesy of Ava. Thaelin dealt with the drow's bugbear companions with a wall of thick fog, and quickly thinking to pull up the ropes. We subdued the bugbears. The "drow" was another doppelganger. No shortage of frustration in this cave...

Saturday, January 30, 2016

Scribe Notes - Vol. 6: Delving Into Wave Echo Cave

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

It was a short ride to the cave. A small hidden entrance behind a rock. Waves... crashing in the depths. Gundren's brother, Tharden, was found shortly inside. Poor dwarf had been dead at least a week. His other brother, Nundro, might still be inside. Gundren gave Ava Tharden's boots. Magical items that fit the wearer and provide extra agility.

It proved handy when a yellow slime fell from the ceiling. I wasn't as lucky. Caught most of it. The ooze started attacking once it hit the ground. Foul ichor took me by quite a surprise, bludgeoning me senseless. I tried to shrug it off but was a sticky mess. Ava made a mess of the ichor with a mighty swing. I'd have been helpless without her. The slime split and attacked us further. But Thaelin and I were able to escape. My Ray of Frost was ineffective. Ava's axe was all the beast needed in the end. Thaelin and Ava knew the creature as an Ochre Jelly. Carnivorous slimes that lurk in caves.

Came upon an interesting pool in the cave. Thaelin, much to our surprise, turned into a shark and retrieved a wand from the bottom of the pool. A wand of Magic Missile. I remember them from my schooling days. The devices contain numerous charges of the spell for demonstration purposes. Quite handy in these circumstances. Thaelin insisted I carry it.

Up the stairs and we come to a door with voices on the other side complaining of undead and mentioning someone named "Nezznar". Ava's attempt at a grand entrance was unsuccessful. Her well intended kick did not break in the door; it merely knocked our arrival to the bugbear horde inside. Trym and Ava were quick to damage the first with a flurry of blows. Thaelin halted the beast in the door and I unleashed a fan of flame on the lot. Burned them all to a crisp but still they stood. The one in back lobbed a javelin at me so hard it penetrated my magic barrier... and my shoulder. The rest of the party managed to dispatch the rest while I drank a healing potion. We barred the doors and took a short rest. The room was a barracks, barricaded from the other side. We found a curious white potion. Some kind of healing or protection energy emanates from it.

Scribe Notes - Vol. 5: A Brief Stop in Phandalin

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

Back in Phandalin for a bit of errands and rest. Stopped by the shrin of Lick to see if Sister Garelle could shed some light on the trinkets we picked up in Cragmaw Castle.  While she took a look, we visited Trym's aunt at her farm. A humble folk, the halflings. Trym seems a bit of an anomaly amongst her normally shy, reerved people. Small wonder she took to the adventuring life. Her "Bag of Tricks" provided the evenings entertainment.

Trym's Aunt was a most gracious host. Poor woman was most grevious to learn of her friend Reidoth's death, a druid who was slain by the dragon in Thundertree. Still, she managed to make us a marvelous potato soup. So savory.

Sister Garelle was not dissapointing. She gave us wonderful information the items we found. Ava's Axe, "Hew", is an excellent magical item, potent against plant material. The statue is most fascinating. It's a divinity focus. Casts Augury for anyone who asks it a question. Only seems to work once per person. I think we'll keep it around.

The pub was  entirely too boisterous for my tastes. But Sildar was able to expound on my knowledge of Wave Echo Cave. A magical item factory made by an alliance of human wizards, dwarven smiths, and gnomish tinkerers. Local orcs heard of the place and launched an attack. The ensuing battle killed scores on each side, and destroyed the very heart of the mine. Gundren says he knows a secret passage in. Plans to restart the forge. Trouble is, the Cragmaws and this Black Spider are most surely on their way there. Not to mention monsters and undead.

Trym's planning some ridiculous disguises. I hope they won't be necessary, but nevertheless, it is an extra asset. A battered miner wandered in. Human and ornery. Said goblins attacked his camp in the south east Sword Mountains. Trym and Ava, both deep in their pups, promised bengence for the poor lad. It seems helpfulness has become an addiction to the two. A big day tomorrow. I hope for a good night's rest. 

Tuesday, January 26, 2016

Scribe Notes - Vol. 4: Cragmaw Castle

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

While riding, we learned of Thaelin's affiliation with the Circle of the Forest - a protective group of druids assigned to different parts of the forests of Faerûn. As it turns out, Thundertree and Cragmaw Castle are in his jurisdiction.

We came to the outskirts of the castle in the dense woods. Seven crumbling towers above the tree line. Despite its dilapidated appearance, it remains quite defensive. Best be cautious...

We approached a side entrance on the south. Trym sneaked ahead to investigate. We first made way into the banquet hall... and loudly introduced ourselves to eight goblins during their evening meal. Three got away and dragged us into a trap. I set flame to the extra goblins and we set off north, only to find more goblins. One set off into the woods in terror. The rest weren't as lucky. One of the doors was trapped and nearly swept us up in a pile of rubble, cutting off two passages in the process. We also found some dwarven sized armor in a stock room. Grabbed a longsword next to it, hoping to return it to Gundren.

Hobgoblins greeted us in the next room. Confounding cantrips! So difficult to bring forth in my mind. But Ava slew two with a single stroke! After the battle, we secured the room and took a short rest to recuperate. I swear we've spent two days in this castle.

Found the wretched, defiled altar in the northern tower, attended by three of the goblin cultists. We cut them down in almost an instant. The last one, Lupo, cried out to his "god." We cleared the altar of its trinkets and admired the once great shrine to Oghma.

The room to the south of the shrine contained a fascinating brazier. Human made, dedicated to many gods, not just Oghma. More curious was the tiny statue of a sun elf in the coals. But most curious was the enormous beaked worm that dropped down on us from the ceiling. I attempted to slow it with a poison arrow, but the spell fizzled most embarrassingly. It dodged my witch bolt, but Ava made an elegant chop to its head. Thaelin identified the beast as a "Grick" - subterranean monsters that use camouflage to blend into their surroundings.

We finally found Gundren, beaten on the ground and in the presence of what surely must be this "Black Spider." A vile drow woman with a wolf and a bugbear in tow. A mighty battle... Thaelin's bears made short work of the wolf. I surprised the drow with a mighty artillery of magic missiles, as Trym planted an arrow neatly in her thigh. The drow grins... a respectable adversary. 

A flurry of blows! The drow looks to Trym and says her name, taking the halfling aback. Another volley of magical energy and the drow... well, I can only say "withered" before our eyes. It lost all color and form. Most disturbing. A shapeshifter is not quite what you'd imagine in the flesh.

The bugbear put up quite a fight to the very end. "King Grohl", apparently... didn't seem all that dignified for a king. This "Black Spider", unfortunately, is merely an impostor. Gundren begs us to make haste to Wave Echo Cave to save his brethren. No rest for the adventurer, it seems. 

I'll have to inform the Temple of Oghma of the shrine's cleansing when next in Neverwinter. Still... such a marvelous day. The shrine is cleansed and we move on to Phandalin for some much needed rest. I am eager to see what else Oghma has in store...

Scribe Notes - Vol. 3: An Unfit Adventurer

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

Vexing sounds in the forest... or a lack of noise, really. Webs. Thicker as we go. We heard a scream in the woods. Ava found its source - a large hold in the ground, covered in webs. Trym scouted ahead... loudly, and led us to a cavern full of bodies and spiders. Odd humanoid spiders. Grotesque creatures! Something about the close quarters or unfavorable surroundings made it hard to get out effective spells. Ava took quite a beating from these arachnid monstrosities. But all was not for naught, for we found quite a horde in that hole. Trinkets, coin, and magical items. A pouch most curious. Seems to be bigger on the inside.

Ettercaps, the creatures are called. Spider shepherds. We pulled a live human from the webs. Thaelin is what he can do to heal the poor lad.

The boy's name is Taman Starag. He took quite a beating. Risked his life to be an adventurer. His whole party was killed chasing the treasure that horde. We gave him a share of the gold and my long sword. He was exceptionally grateful, and told us to look him up in Neverwinter so he could repay us. I hope he makes it home in one piece.

Side Quest: A Cave in Neverwinter Woods

After driving off the dragon in Thundertree, I was a bit concerned that the PCs still weren't prepared for what lay ahead of them in Cragmaw Castle. So, I quickly threw together a little encounter that would give them a bit more experience in combat, and some minor magical items to make the challenge they were about to face a little more manageable. This was put together very quickly, so the map I'm including below was one that I found on CartographersGuild.com (via a web search on Roll20), made by a user by the name of Torstan. For anyone looking to re-use this adventure stub, it assumes a party of four players, averaging level 3-4.

On the ride from Thundertree to Cragmaw Castle, the PCs become aware of an eerie silence that has overtaken the woods. No birds chirping. No animals skittering to and fro. Even the winds seems to stop blowing. Soon, they begin noticing spider webs covering the flora. A few, at first, but more and more as they travel onward.

Suddenly, the silence in the forest is broken by a piercing scream. The party desperately searches for its source, eventually discovering a web covered hole in the ground. They descend into the earth, and find themselves in a large, hollow cavern, covered in spider webs. Immediately, they see the dried, mummified remains of a humanoid corpse hanging from a web, sucked dry of all it's juices. Several other human shapes hang in webs around the room, wrapped in silky cocoons... and none of them moving.

Here is the map of the cave the party now finds itself in (disregard the "Up to Large Cave" note... as I said, I didn't create this map):
One Square = 10 Feet

Suddenly, a thick, sticky stream of web shoots down from the ceiling of the cave. From above, an Ettercap (Monster Manual pg. 131) descends, alongside three Giant Spiders (MM pg. 328). In the rounds that follow, three more giant spiders skitter forth from the web covered dens in the back of the cave. When all the monsters are slain, the party is free to explore the rest of the cave.

Webbing obscures the entrances of the five chambers chambers marked with dashed lines, as well as all walls, and the central pillars. Any player attempting to move through the webbing becomes stuck, and must spend their action attempting pass a DC 12 strength check to break free, or be restrained. Depending on the party's health, feel free to throw additional spiders in the chambers on the eastern wall. Any living spiders detecting a stuck victim in a web will immediately attempt to bite the victim, injecting its' poison (see description in Monster Manual). The webbing burns easily when set to fire, eliminating the hazard.

Moving clockwise from the recessed area at the north end of the cave, there are eight distinct regions of the chamber. These are:

  1. Northern nook. Contains a body, sucked dry, and suspending in webbing, Visible immediately upon entering the cave.
  2. Upper eastern chamber. Contains the corpse of Carric Amastacia, a traveling elven wizard.
  3. Central eastern chamber. Contains a corpse suspended in webbing, long since sucked dry.
  4. Lower eastern chamber. Contains a corpse so long dead that nothing but bones remain.
  5. Southeastern chamber. Contains a giant spider, which joins the Ettercap in combating the players after three rounds of scrambling across the cave.
  6. Southwestern chamber. Contains two giant spiders, which join the Ettercap in combating the players after three rounds of scrambling across the cave. Also holds a secret treasure horde, consisting of: 5pp, 50gp, 200sp, 800cp, 1 Azurite (10gp), 1 Blue Quartz (10gp), 1 Black Onyx (50gp), and 1 box of turquoise animal figurines (250gp) (adjust these values as necessary to fit your game's economy). The horde also contains 4 potions of healing, a scroll of False Life, a Shield +1, and a Rust Bag of Tricks (Dungeon Master's Guide pg. 154).
  7. Central western nook. Contains the body of Taman Starag, wrapped in a spider silk cocoon. Taman has zero hit points, but a DC 15 medicine check will reveal that he is not dead, but rather being kept unconscious by the spider's poison. A healing potion or spell will revive him.
  8. Northwestern nook. Contains the cocoon wrapped body of Pavel Chernin, a human and friend of Taman's. Pavel was recently eaten, and an inspection of the body will reveal portions of his flesh which are dissolved.
Taman is a human male of about 18 from the city of Neverwinter. If the PCs manage to revive him, he will be confused and overwhelmed with grief at the loss of his companions. He and his friend Pavel met the elven wizard Carric in a tavern in the city, and were intrigued by his tale of a treasure horde hidden in a cave in the forest. Believing himself and his friend Pavel to be capable swordsmen, Taman convinced the two of them to go in search of the treasure. However, they were attacked by spiders in the forest before they could ever find the cave, and were dragged back to the ettercap's lair. Taman watched in horror as the spiders ate Carric alive, but was, mercifully, poisoned into unconsciousness before he could watch them kill his childhood friend. His shame and remorse is made even greater by the fact that it was his idea to seek out the treasure, and he sees now - too late - that he was only "playing" at being an adventurer, and the true heroes are the ones who saved him from suffering the same fate as those foolish enough to follow him. 

Taman's chief purpose is to help begin the process of spreading tales of the party's heroism outside of Phandalin. He owes them a debt of tremendous gratitude for saving him, and if the PCs seek him out in Neverwinter, they will find him an unflappable ally who will tell any that will listen of their selfless acts.

Don't forget to award appropriate experience bonuses if the players save Taman!

After running this side quest for my players, I'd say it was pretty successful. It got them used to coordinating their actions in a protracted battle, put some treasure in their hands, and made them feel like heroes - a prophecy which tends to become self-fulfilling. If I ran it again, I'd probably reduce the treasure in the horde by removing the gems. The rust Bag of Tricks, however, has proved a great addition to the campaign, and has been employed in many clever ways by the party ever since. 

I had one player complain that she was expecting to enter Cragmaw Castle in this game session, but instead felt like she lost the whole night fighting spiders in a hole in the ground. Side-quests such as this serve a very important role in my campaigns, and I'm glad I ran it, but it probably would have felt less abrupt if I'd put an adventure hook in a couple of sessions prior. A mention of Taman, Pavel, and Carric from a tavern wench when the party was in Neverwinter, or the blood drained corpses of a few deer on the outskirts of Thundertree, for example. Still, this little mini-adventure provides a nice break from the standard goblin slaying fare of most low level campaigns, while still staying true to tried and true epic fantasy tropes. Here's hoping it finds some use in your campaign!

Scribe Notes - Vol. 2: Reclaiming Thundertree

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 set fire to the occultist's cottage and cut them down as they fled the flames... On a happier note, I successfully cast a Flame Sphere for the first time. Burned three of them to a crisp; poor devils. Rinn rushed us away from the scene and spoke of trust. His real name is Thaelin.

The plan... if one were to call it that, is for Thaelin to coax the dragon into prematurely using its acid breath while we lay in wait. While it recovers its breath, we are to beat the creature into fleeing... wish me well! I'm planning on using that scroll of fireball.

A mighty battle! We rushed in as soon as the acid cleared. Thaelin was split into many forms. A clever tick. Ava fired off two shots, landing one. Trym missed once... twice. But that scroll! By Oghma, such a fiery blast! It nearly took the whole tower in flame. Thaelin rent the ground beneath it's feet, but it took flight and chewed through one of his illusions. His response was to summon a pair of brown bears. After that I must say I lost track of the action. Last I remember, the dragon was flying away with our arrows and fire still wounding it. Thaelin has agreed to show us to Cragmaw Castle. Oghma be praised!

While we rested at Thaelin's cottage, he told us of Cragmaw Castle: a former human settlement, taken over by the Cragmaw Goblin clan. Awful creatures. They worship a vile god called Maglubiyet. Only a day's ride to the site. Oghma's first task for me me... almost complete!

Scribe Notes - Vol. 1: The Dragon of Thundertree

The first Scribe Notes were taken while the PCs were still in the Lost Mine of Phandelver adventure from the 5e starter box, and pick up after the party drove Redbrands out of Phandalin, and were trying to find Cragmaw castle. After clearing a band of orcs from Wyvern Tor for a wayward Necromancer named Hunan Kost, the wizard advised the party to seek out the Banshee Agatha in the ruins of Thundertree. If they could convince her to help them, she could tell them the location of Cragmaw Castle. After a brief  stop at the House of Knowledge in Neverwinter to do some research on the destruction of Thundertree, the eruption of Mt. Hotenow, and Agatha herself, they headed off in pursuit of the banshee.

After battling stirges and goblins, our comrade Trym took grievous injuries in a night ambush. But our valiant fighter Ava rushed into the fray in nothing more than her sleeping garments and a helmet! Firing bow and swinging sword, she laid waste to three, no four goblins! I flung magic missiles as fast as I could, but barely kept up. We won the night, but at quite a cost to our health. A good rest, and we were back to work.

Our first examination of Thundertree was of an old crumbling cottage. Roofless and depressing. Entirely worthless in both value and knowledge. In fact, most of Thundertree offered nothing in terms of usable assets.

Trym is a most disruptive little person! Constantly switching note and toppers on my research supplies. I assume at this point she enjoys my displeasure. At least the shield maiden Ava respects the virtues of knowledge and privacy! Her company is a boon to both mood and offensive skills.

Anyway, the plants here are most ponderous. I swear I was some moving out of the corner of my eye. Then one snatched up Trym! Several of these blighted bushes attacked us. Only through the skill and determination of our comrades were we able to overcome these monstrosities. I was elated to have dispatched one with my longsword. Normally I would take no delight in such base endeavors, but Ava has taught me much of the martial arts of swordsmanship. I never understood the skill and concentration required. I have a new respect for the physical prowess involved.

Still, my magic was needed when ash zombies attacked, biting Ava on the neck! After many battles with these horrors, we finally made it to a well maintained cottage, living in by a mysterious little fellow wearing the vestments of a circus side show. He wanted of yet another "insurmountable danger." Boredom endures... but lo! Tales of a green dragon upon the hillside! Surely, these are the adventures I dreamed of as a young elf. A real dragon! In the flesh!

But for tonight, we rest and eat. The little fellow offered us a dinner of salad and berries. Made me full. Never did catch his name... "Rinn", we found out in the morning, after more of these peculiar berries. Rinn insists on a detour to deal with some dragon worshipers. He says they mean to make a deal with the beast, and pose a danger.

Off to some mayhem, I suppose. 'Tis the nature of "field work"...

Scribe Notes - An Explanation

DM-ing is a lot of work. At any given moment, the DM is expected to track combat mechanics, play the parts of multiple (often dozens of) NPCs and Monsters, translate player actions into rules, keep track of where players are within a story, make on the fly adjustments to planned events, cross-reference data across at least three rule books, read prepared descriptions, tell a story that's being made up in real time, and much more; all while keeping the atmosphere fun, engaging, and exciting for the PCs. It takes years of practice to truly master, and I've been out of the game for longer than I was in, so I'm still finding my grove again.

As part of my attempt to lighten my workload so I can focus on keeping the story going, I offer my players a small (5%) experience bonus to track some of the game mechanics for me. Specifically, I have one player track initiative, another track treasure and experience, and another keep notes on the general events of a game session, so we can refresh everyone's memory on what happened last time at the start of each new session. This last job provided me with an unexpected surprise, when I found that the player taking the role of party scribe (Val) wrote all his notes in first person perspective, the way one would write a journal.

His notes beautifully tell the story of my campaign from a character's perspective, and are infused with delightful little quips that shed light on Val's personality. I look forward to hearing these scribe notes every week, and I love the idea of doing something with them, so I've decided that I'll present them here for you to enjoy.

My general method for posting on this blog from week to week will be to wait until the PCs complete a given adventure, then post the materials I created to run it, along with my comments on what I liked, or what I would have done differently. I'll then post the Scribe Notes for the adventure. This will allow any DMs using this blog to get the core mechanics of an adventure, a DMs take on what worked and what didn't, and a player's perspective on how the story unfolded. And as an added bonus, any curious reader could start at the beginning, read only the Player Character descriptions and Scribe Notes posts, and have a solid understanding of the entire story of our campaign.

It's worth noting that these notes are written quickly, and were never designed to be proper works of fiction. And while I may do a little light copy editing (mostly to correct spellings and improve readability), these stories are not my work, and are not being submitted for creative or stylistic critique; they're just a lot of fun to read.

So with that by way of an introduction, please enjoy the backlog of Scribe Notes that we've taken so far.

Meet Our Player Characters

While the primary focus of this blog will be to act as a repository for the DM resources that I create over the course of my campaigns, I intend to supplement this information with stories from our actual game sessions. So to that end, here is a brief description of our Player Characters, so that readers can better understand the adventures I blog about. I post this both from a perspective of allowing insight into the party composition for purposes of campaign architecture (for example, some of the adventures I write won't work if there isn't a thief in the party), and simply because I want readers of this blog to be able to follow along with our unique story as it unfolds. So without further ado, allow me to present our party:

Ava Koulsen Ava Koulsen
Ava is a human female who has an innate desire to protect the innocent and bring order to the chaos in the Realms. Growing up as a dock worker in Neverwinter, she learned to drink, fight, and live among sailors and port hands; and to never let anyone push her (or anyone else) around. A strong and capable warrior, she is can always be found on the front lines of any battle, protecting her companions from harm, even at the cost of her own well-being. Though she grew up as a simple, uneducated peasant, she tries to seem wise and insightful... even if she doesn't always get it right. But what she lacks in culture and social grace, she more than makes up for in heart and heroism, and has been known to sometimes pick up stragglers in need of protection and friendly travel companions. She trusts in her friends completely, so much so that she risks betrayal, and relies on those closest to her to smell out deception. However, as a Marcheon of The Order of the Gauntlet, she believes to her very core that she is a hero in the truest sense of the word, and that one day her deeds will earn her a place among the legends.


Trym Greenbottle

Trym Greenbottle
Trym is a nimble female halfling, and mistress of stealth, subterfuge, and assassination. She acts as the party's unofficial "face man", frequently helping to talk her less charismatic friends out of sticky situations. She originally honed her roguish skills as a member of the small thieves' guild known as The Redbrands in the mining outpost of Phandalin, but was eventually betrayed and nearly murdered. She soon had her revenge, however, after killing or driving out all of her former guild mates and toppling the fledgling group of bandits. Experience has taught her to always be on the lookout for someone working an angle, but once her trust is earned, her devotion and honesty is absolute. Small, silent, and astonishingly deadly, Trym is capable of jamming a poisoned dagger into the back of an evil noble, but will also be the first to offer comfort to an innocent orphan (even if she won't admit it). These days, she holds the title of "Shadowcloak" in The Order of the Velvet Glove, a loosely organized network of spies, assassins, and rogues with reach extending into most cities in Faerûn.


ValVal
Bookish, erudite, and aloof, high-elven wizard Val employs his exemplary intellect in his dual role as the party's tactician and scribe. An acolyte of the Temple of Oghma, Val cherishes knowledge above all else, and is prone to great acts of charity in the service of common folk, often in the form of generous donations to his order, aiding in the creation of public libraries, and general acts of public service. Despite growing up in Neverwinter, Val spent most of his time with his nose buried in his books, and never quite developed the sense of social interaction needed to make him a deft conversationalist. He's been known to speak plainly and act decisively in delicate situations, consequences be damned. His awkward demeanor masks a powerful nature, however, and when pressed to combat, Val is a mighty war wizard specializing in the evocation of fire magics; frequently turning the tide of a large battle with a well placed explosion or bolt of flame.


Thaelin Galamne Thaelin Galamne
The wood-elf druid Thaelin Galamne was a late addition to the party, having met up with them in the ruins of Thundertree. He was appointed by his druidic order The Circle of the Forest, to free the town from the grasp of a young green dragon which was making it's lair in the ruins. The other party members shared this goal, and together, they deftly drove out the beast, cementing their friendship. Quietly solemn and wise, Thaelin exiled himself to the wilds at a very young age in the wake of a tragic mistake that caused the deaths of many in his village, and has lived as a hermit in the caring graces of the forest for over a century. He has little understanding and less interest in human customs, and finds any settlement bigger than a hamlet to be claustrophobic, often preferring the shelter of a mighty oak or solid boulder to the comforts of a warm inn and soft bed. He also has little use for monetary wealth, preferring instead to invest his time into making everything he needs. His sacred Staff of Healing is one such example, which he invested a year of his life into creating, and puts to regular use when helping his fellow party members survive dangerous encounters.