Showing posts with label D and D. Show all posts
Showing posts with label D and D. Show all posts

Thursday, August 8, 2024

D&D: Penguinoids

My daughter Emma and I discussed some D&D character ideas the other night. I then wrote this yesterday on my way into work.

Penguinoids

Noble but rare and often somewhat reclusive, the Penguinoids of the polar regions live in settlements scattered across the polar tundra. Many fear outsiders, but a select few venture forth to trade and to see the world.

AI conceptions of Penguinoid adventurers. All pics via Microsoft's Copilot app.

Penguinoids revere nature and their great Goddess of Frost. Tribal Arctic Penguinoids tend to be Druidic, living close to the land. More civilized Emperor Penguinoids live in a handful of large towns that dot the Arctic coastline.


Thursday, May 21, 2020

D&D Tab Revision

I edited and updated the blog's D&D Tab this morning.  I wanted to get everything collected in one place and organized at least somewhat logically.  It's all on one page now with the following sections:
  • General Storytelling 
  • Play Reports
  • Wanderhaven: Our Campaign & Story Setting
  • The Kingdom of the Western Isles
  • Mythology, Religion, and the Known World
  • The Wanderhaven Sourcebook
  • Wanderhaven Adventures & Adventure Articles
  • Travelogue
  • Forgotten Realms Book Reviews
  • D&D Next and the Playtest Process
I realized as I went through this that there's easily enough unpublished fiction here to put out a new short story collection for the Kindle, so that's my next project.  I may also (finally) collect a PDF of material for the so-called Wanderhaven Source Book, but that's kind of a longer undertaking.  Alas, half of these ideas have been overcome by officially published material.

Anyway, material from the reconfigured tab is reprinted below.  Let me know what you think!

Thursday, June 20, 2019

The Disappearance of Jaxon Carrows

Over the past several months, the port town of Breakwater Bay has lost a number of small fishing boats.  The disappearances have put the local fishermen on edge, so when Captain Jaxon Carrows and his boat Salty Dog go missing, the Breakwater Bay town council approaches the party to find out what’s happening.  Over the course of their investigation, the party discovers a sahuagin cult moving into the local waters, opposed by a tribe of lizardfolk.  The lizardfolk make good would-be allies if the party can convince them of the value of an alliance.
The Disappearance of Jaxon Carrows is designed for a party of four to five player-characters of 3rd or 4th level.  It’s meant as a one-shot, running from four to six hours depending on your pace of play.
Note.  This adventure is based loosely around the Ghosts of Saltmarsh adventure Danger at Dunwater.  The changes I’ve made change Dunwater’s overarching plot idea into a slow reveal mystery.

Tuesday, July 23, 2013

Pitching a Dungeons & Dragons Movie

Last week I started thinking about writing a book about triathlon, and after briefly surveying the field to see what other tri-related resources are out there, I said that I might come back and talk about what my book might look like this week, were I to decide to write one.  For what it’s worth, I did sit down later in the week and briefly sketch out some potential takes on a book, and who knows?  Maybe if there’s interest, I’ll post some of that someday.
In the meantime, believe it or not, it’s actually the D&D-related content that drives the most hits to this blog.  So I spend a lot of time thinking about the fact that I ought to write more about D&D, but then when I sit down to write, that’s never what comes out of my keyboard.  


Thursday, May 9, 2013

This is what drives me crazy about D&D...


These guys go to the trouble to make a game, make a trailer for that game, make that trailer look awesome, but then they can't spend $100 to hire a decent screenwriter to give the trailer words that will make sense to a regular human being.  

I mean, seriously?  I love D&D, and even I'm turned off--way off!--by this thing.

Ugh.

Tuesday, April 30, 2013

World-Building Exercise: Cosmology of the Western Isles

This is a continuation of last week’s world-building exercise, which started as a discussion of how Hasbro could potentially market D&D with specific characters in the same way that it markets soldier-based toys via G.I. Joe.
Every fantasy realm needs a Cosmology.  To keep this one simple, I decided to use Roman mythology as my base, simplifying and abstracting as necessary.  What follows may seem ludicrously over-complicated, but in reality, it’s but a fraction of what the Romans’ true religion actually contained.  I’ve tried to cut this down without changing its essential nature—as I understand it—more than was absolutely necessary.

Wednesday, April 24, 2013

World-Building Exercise: A Brief History of the Legion of the Red Lord

I posted something last week about how I thought Hasbro ought to market and monetize D&D in a way that was similar to what they’ve done with G.I. Joe.  I noted in passing that D&D has miniatures in much the same way that G.I. Joe has little green Army men, and that I thought that D&D could therefore have named character personalities for marketing in the same way that G.I. Joe has done in order to make some of the typical “green Army dude” archetypes more marketable as individual characters.
I’ve wanted to expand on that idea ever since, but time being what it is, I haven’t been able to until today.

Wednesday, April 17, 2013

New Capcom D&D Video Game

Wizards put this up on their Daily D&D site the other day, and now I can't decide whether to be excited that there's a new D&D game coming or insulted that it looks like they only spent  about ten minutes putting it together using an old arcade engine from the late 1980s.

Thursday, April 4, 2013

Comic Preview: Cutter from IDW

IDW and Wizards of the Coast released a preview of the new R.A. and Geno Salvatore comic mini series Cutter yesterday, and I gotta say, it looks pretty good.

Click here to download the preview.
The D&D comics have been a mixed bag, especially in terms of their art, but I do believe I'll be picking this one up.

Tuesday, April 2, 2013

D&D Next Homebrew: Shadar-Kai

I’m still working on the concept for the adventure I discussed here a few days ago, the one that starts in the Shadowfell and then works its way into the City of Brass.  It was slow going at first because I'd been struggling to come up with a hook to get the thing going, but then I decided to just hew a little closer to what I have in my current game, and things kind of fell into place.  In story terms, that basically means using Bane instead of Lloth as the evil church du jour, meaning that this is going to be the story of the Church of Bane vs. the Church of Shar--which is exactly what I have in my actual campaign, The Sellswords of Luskan.  
So anyway, now I feel like I have a plan, but I need time to start slicing it together.  Time, however, has been in short supply lately.  
In the meantime, the actual Sellswords have broken into the Fire Cultists’ citadel in the Shadowfell, and as a result, I needed some shadow-based fire cultist soldiers for them to fight.  So I made some.

Thursday, March 28, 2013

D&D Next Adventure Concept: Gang War in the City of Brass

Anybody have any clue how one might go about successfully pitching an adventure module at WotC? That'd be a great freelance project, and I could use a break from writing about triathlon.

My go-to move as a DM is to drop the party into a war between two factions, both of which are initially trying to kill them. They can then fight or negotiate, either working for one side or playing both sides against the middle.

The concept I'd like to pitch is no different. Shar has been making inroads into drow society, converting large swaths of males away from the Lloth and thereby threatening the matriarchal hierarchy of some of the smaller drow cities. The party gets caught up in this, and the subsequent campaign leads first to the Shadowfell and then on to the City of Brass, culminating in a nasty little gang war where the Party attempts to establish itself as it's own entity amidst the chaos of the city.

This is my thought for my current campaign, anyway. I thought it might be fun to write it up as a freelance assignment, though.

Your thoughts?

Wednesday, March 20, 2013

Shadow-Infused Draconic Brass Golem

I've been running a D&D game on Myth-Weavers for the last few years.  Since 2006, I think.  Honestly, I'm not sure.  But I know it's been awhile.  It's not a new thing.  

Anyway, we recently converted the game over from D&D's 4th Edition to D&D Next, the experimental playtest rules that Wizards of the Coast is currently beta-testing, and in the course of adapting to the playtest rules, we re-imagined our Party's characters from the 14th Level Paragon Bad-Asses that they were into 7th Level Not-Quite-As-Bad-Ass-But-Still-Quite-Potent PCs now.  It's been an adjustment both for me and for them, but I think we're all starting to get into the groove.  

That said, I've been building their first real, full-sized D&D Next dungeon, and I wanted to cap it off with a super-awesome monster.  The problem is that most of the monsters in the playtest's Monster Manual are kind of generic, and I'm not yet exactly sure how the homebrewing rules work.  So I went to the D&D Next Forum on Google+ looking for some inspiration, and while I got a couple of ideas that I really liked, the one I went with was the Shadow-Infused Draconic Brass Golem, which guards the gateway between the bottom of the Fire Temple in the Shadowfell and the Fire Cult's main temple in the long-promised City of Brass.

Saturday, March 9, 2013

Bounded Accuracy and Magic Items in D&D Next

I put the following out to my gaming group for consideration this week, and since it seems like a lot of folks come to this blog to read about D&D Next, I figured I'd drop it here as well.  If you have thoughts on the game--or thoughts on my thoughts--I'd love to hear them.


I don't know how many of you guys are familiar with the concept of Bounded Accuracy, but it's one of the fundamental properties of D&D Next. Essentially, instead of WotC using the kind of ever-increasing math-porn systems that they've used in the past in terms of AC and to-hit statistics, they are now keeping ACs, attack bonuses, and skill DCs bounded within a relatively small range. Hit Points are now the source of balance in the system.

Saturday, February 9, 2013

The Yeti

"The Yeti", by Philippe Semeria.
File from Wikimedia Commons.

This particular yet doesn't look like he wants to eat you.  But I'm betting that not all yeti are as nice as this one is.

Friday, February 8, 2013

Friday Mad Science: Keeping it Personal

“The personal, as everyone's so fucking fond of saying, is political. So if some idiot politician, some power player, tries to execute policies that harm you or those you care about, take it personally. Get angry. The Machinery of Justice will not serve you here – it is slow and cold, and it is theirs, hardware and soft-. Only the little people suffer at the hands of Justice; the creatures of power slide out from under with a wink and a grin. If you want justice, you will have to claw it from them. Make it personal. Do as much damage as you can. Get your message across. That way you stand a far better chance of being taken seriously next time. Of being considered dangerous. And make no mistake about this: being taken seriously, being considered dangerous, marks the difference – the only difference in their eyes – between players and little people. Players they will make deals with. Little people they liquidate. And time and again they cream your liquidation, your displacement, your torture and brutal execution with the ultimate insult that it's just business, it's politics, it's the way of the world, it's a tough life, and that it's nothing personal. Well, fuck them. Make it personal.”
     --Quellcrist Falconer
from Richard K. Morgan’s masterwork Altered Carbon

Wednesday, February 6, 2013

Shadow Drow Commander

In my online D&D campaign, my Players are trapped in the Shadowfell.  So I'm considering having a crew from the drow Cult of Shar attack them.  I therefore needed a leader for the attack.

This is what I came up with.

Tuesday, January 29, 2013

Procrastination & Spring Fever

I’m on the train right now, and today’s Game Post for the Sellswords of Luskan is done, and I know I ought to start working on some writing, but man, I just do not want to.  
So here’s a question for the FR geeks in the room: How many of you know who Loviatar is?  If your party was being chased by minions of Bane, and you suddenly ran into a church with runes celebrating the power of Loviatar, would you know that your party was in trouble?  I’m just curious.
If you’re wondering, The Sellswords got lost in the woods this week up in the wilds of the Spine of the World.  Then the temperature started dropping, and enough of them failed their attendant Constitution checks that they had to seek shelter.  But they accidentally wandered into the Shadowfell (thanks to a bunch of failed Woodland Lore checks), and so when they finally found a place to rest, it was an abandoned farmhouse owned by a vampire priestess of Loviatar.  But they made the Arcana and Forbidden Lore checks necessary to realize that they had a problem, only I didn’t know if they Players themselves would know who Loviatar was, so I had the vampire lady explain that Loviatar is the Lady of Pain and Bane’s consort.
Heh.  I hope that’s correct.  I didn’t look it up or anything; I’m just working from memory here.
Anyway, now we’re into a combat encounter with the vampire, a dark angel of Loviatar, and a couple of imps.  This one ought to be a slightly more strenuous test of our heroes’ mettle.
*sigh*
If you haven’t guessed, I don’t want to work today.  There’s a new micro-brewery around the block from my house, and they have an excellent White IPA, the Honeyspot Road White IPA from the new Two Roads Brewery.  


What’s a “white IPA”?
The IPA part refers to India Pale Ale, so called because in the olden days, the British used to use tons of hops in the beer they brewed for the East India Company’s ships’ crews in order to help keep the beer fresh during the long voyage to the subcontinent.  The “white” part of the title refers to the base grain from which the beer was brewed; “white” beers are wheat beers, or weizens if they’re brewed in Germany.  My wife bought me a six-pack of the Honeyspot Road White IPA on Friday last week, and I thoroughly enjoyed it.  I’ve got one left in the fridge back home, and even though it’s only Tuesday--and it’s not even seven in the morning here--I still hear it calling my name.
It’s finally getting a little warmer outside, and frankly, if I had my druthers, I’d like to go for a long bike ride and then have my gaming group over for a long session of drinking and D&D.  I know I’m a geek, and I’m good with it.  I’m just sayin’, that’s how I’d like to spend my day.

Wednesday, January 23, 2013

Thoughts on the Sellswords and D&D Next Playtesting

We’re about two weeks into the new and improved “Revenge of the Sellswords of Luskan” campaign, a resurrected version of my formerly long-running Play-by-Post (PbP) campaign, The Sellswords of Luskan, which is/was hosted on the Myth-Weavers forum.  The original Sellswords ran for about four years using D&D’s 4th Edition ruleset, from 5th Level up to about 14thLevel. 

Sellswords was kind of a Stronghold campaign, heavy on high concept and Forgotten Realms divine mythology.  I’d like to re-use a lot of those same concepts for Revenge, but I've only just now had time to sit down and figure out what the immediate arc of the game is going to be.  Part of that was me wanting to see how my Players would react to the new ruleset and to the changes that it necessitated to their characters, but there was also a certain amount of inertia and flu-inspired laziness as well, so we’re not off to what I’d have termed a scintillating start.  Still, we've had one medium-difficulty encounter—my guys breezed through that—and then I ran a little Skills Challenge, and now that I’ve had a little time to plan, maybe business will begin to pick up.  At this point, all I need to do is find time to dig up a map that I can use for a woodland homestead, and we’ll be good to go.

For what it’s worth, my thoughts on the new Ruleset as it applies to my game are as follows.  As you read this, you might want to keep in mind that the party are 7th Level PCs, and my Players are all experienced gamers, if not super-experienced with the Next ruleset specifically.

     I cannot for the life of me figure out what the logic is behind the monster creation mathematics in D&D Next.  It’s not a huge problem, but I’m planning to run a version of Against the Giants in the very near future, and I know that I’ll need to make and/or customize several monsters for it.  Even if Wizards of the Coast (WotC) releases a brand new version of Against the Giants, some customization will still be necessary because our Giants are Fire Cultists, and I’m not sure how to even begin to do what has to be done.  There must be a logical way to level things up or down, but I’ve been looking at it and sure as Hell haven’t figured out what it is.

Against the Giants was an instant
classic when it was released.
     Our party is not tremendously well-balanced.  What’s nice, though, is that this hasn’t mattered yet—at all.  We have two Clerics, a Fighter (Barbarian, actually), a Monk, and a Wizard/Rogue.  And, oh by the way, one of the Clerics is actually a Shaman.  So we had to home-brew some rules to make all that happen.

o   To make the Barbarian, I took away my man’s heavy armor proficiency, giving him instead a number of Rages equal to the number of Daily rages he’d have had at the same level in 4th edition.  At 7th Level, that’s two.  When he rages, our Barbarian gets +2 to Strength and an additional damage bonus—I don’t remember how much off the top of my head.  I considered keeping some of the effects from the 4e Barbarian class’s rage powers (like knocking a target prone on a hit), but ultimately decided not to get too exotic while we’re in the middle of playtesting rules that are already experimental. 

o   To make the Shaman, I took away both heavy and medium armor proficiency, encouraged my Player to take the Hedge Wizard feat tree, and then augmented his familiar so that it has enhanced hit points and can make OAs.  This has worked great.  A Cleric who can make ranged Touch attacks really has very little reason ever to close to melee range, and he therefore has little need of heavy armor.  In fact, I would argue that one of the worst things in D&D Next right now is the basic assumption that all Clerics need heavy armor.  Reality is that most Clerics do not need heavy armor; heavy armor is only necessary if you build a specifically melee-attack based Cleric, and my experience is that most folks would rather use their Lance of Faith instead of closing the distance and going hand-to-hand.

o   To make our Wizard/Rogue, I simply let my Player take three levels of Wizard and two levels of Rogue.  This worked great, and it was balanced by the lower weapon and spell attack modifiers and by the fact that she has only a few spells and one maneuver.  The single home-brew change that I made here is that the PC only got the +1 to an ability score at 1st level.  So she got +1 to Intelligence for being a Wizard but not +1 to Dexterity for being a Rogue.

o   One final note on PCs: our Monk is a world-beater.  He’s a High Elf with Mage Armor as his Cantrip, and that gives him a total AC of 19—considerably better than our Fighter (Barbarian).  I considered disallowing this, but ultimately couldn't think of a reason why, so we’re just playtesting it.  But so far, he’s a better tank than our tank, and his Flurry of Blows does more damage more consistently than our Fighter’s regular two-handed Maul attacks do.

     After having run 4e in the Paragon Tier, our one combat was a breeze.  If you’re wondering, I use Google Drive’s Draw program for our maps, give everyone access, and it’s been terrific.  In the modern age, D&D is a great game to play remotely, and I find that I prefer playing PbP with Next to playing around the tabletop.  The role-play aspects tend to be more organic and literary, and the combat is fast as can be.  It’s a nice balance.  My one issue is that I’m having to think of more story now because I can’t rely on a long combat to occupy the party for a week to ten days while I figure out what’s gonna happen next in the campaign’s plot line.  In 4e, filibustering was easy.  With Next, combats last two or three days at most, meaning that whatever’s gonna happen after combat has to be ready before combat even begins.  That’s not a problem, exactly, but I’ve also not quite adjusted to the new workload yet, either.

That’s about all I’ve got, except to say that I’m looking forward to the official D&D Next Barbarian design in the next Playtest packet.  It’ll be interesting to see how they approached some of the issues. 

Monday, December 31, 2012

Top Ten Things From 2012

Well. I wasn't planning to do much on the blog today, but we've had some train problems this morning, and frankly, right now it looks like we might be here for awhile. So... Here are my Top Ten Things From 2012!

10. WotC started releasing a new ruleset for D&D, and the playtest turned out to be really interesting.

9. The Avengers was a terrific movie.

8. Emma discovered the Teenage Mutant Ninja Turtles.

7. I worked a TON of overtime, much of it right before Christmas. Yay overtime checks!

6. Hannah started singing lessons, sang publicly several times, and even recorded a couple of songs.

5. I started coaching triathlon This led to a little freelance writing gig.

4. I finished 3rd in my age group at the Milford Y-Tri.

3. I averaged under 8 minutes/mile at the Westport Minuteman 10K.

2. Sally won her age group in not one but two road races.

1. We took the kids to Washington, DC, and did most of the tour by bicycle. We even got to spend Memorial Day with my father at Arlington.



Saturday, December 29, 2012

News & Notes (Saturday, 12/29/12)

Today's news spot isn't gonna be actual news.  It's more like personal news--that is to say it's news about me.
  • Last week I wrote a bit about wanting to restart my long-running D&D campaign, The Sellswords of Luskan.  Well, I actually took steps to do it.  The "new" game is called Revenge of the Sellswords of Luskan, and it's being hosted on the Myth-Weavers forum, which is where I personally go to play D&D Play-by-Post (PbP).  I've got four of five of my original Players back, but we haven't actually started the game yet because...
  • I spent the last month writing a novella for my kids as one of their Christmas presents.  What's cool about that is that because I had a concrete deadline, i.e. Christmas, I had to really buckle down and work, forcing myself to stay exclusively on this one thing.  The good thing about that is that I actually managed to finish the rough draft on Christmas Eve morning, and then I finished my first re-write yesterday.  So I'm actually done!  But I would like to find a good test-reader or two, so if you're interested in that, let me know.
  • My wife gave me a Phiten Tornado Titanium Necklace yesterday.  It's supposed to help redirect your body's energy, enhancing sleep, helping you recover after exercise, and just generally giving you more energy.  Personally, I can't imagine how that's possible, but I've been wearing the thing for about the last eighteen hours, and I do feel terrific.  Maybe the thing acts as some kind of half-assed Faraday Cage?  I can't think of another way it might actually affect your body--and for that matter, even if it does act as a Faraday cage, I don't know exactly how that would help--but then again, I'm not much on all of this new age medicine crap, either.
The Phiten Tornado Necklace
  • Finally, wow, what a difference running in the cold makes.  I went out for a run with Sally this morning in thirty-degree weather, and for once she was the one struggling, and I was the one feeling great.  That said, if you followed the link there, you know that I use MapMyRun.Com all the time to track my runs, and that's fine, but the app on my iPhone is only about 85% to 90% accurate.  Which is another way of saying that it's 10% to 15% inaccurate, and that's really annoying, especially on longer runs.  It seems to work a little better when I give it a few seconds to start up before I actually start running.  And then too, it's way better than nothing, but still.  I often find myself wonder exactly how far I ran at the end of a workout, and that's even with the pedometer in use.
And that's all I've got for today.  Have a great weekend!