Sunday, March 27, 2022

Ironguard Keep: Session 4 and 5

I'm now excited to get back to publishing the original Ironguard Session Logs - I added 'session log' as a label, so my two readers can read from the beginning!

What I am not excited at is the fact that blogger doesn't do a clean cut-n-paste from Google Docs nor MS Word.  So I have to paste it in, then rewrite the whole entry so that it is readable on the blog.  Other blogposts of mine show different attempts to manipulate the pasted work, but sadly, this makes for the cleanest entries.

The session 4 log was written rather cryptically by one of the players.  Session 5 was written by me, post-session.  In both cases, editing is ... rough after nearly two years.  Go figure.

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Original Date: 5/10/20

PCs in attendance:

Yelrah - half orc barbarian 1

Klayton Mueller - human warlock 1

Avalon the Bard - bard 1 (Maria's replacement)

Picking up where they had left off, the PCs continued investigating the odd set of chambers in the purple chest.  In one of the rooms, they discovered a thick tome labeled 'Catalog' chained to a podium.  The room itself was well-lit, but from undiscoverable sources.  

The tome was made up of vellum pages, with a name, code, and bullet list per page. Opening the book to random pages resulted in:

Pg 3 - Alexander of Abonotechnus (A3)

Pg 4 - Appollonius of Tyna (A7)

Pg 15 - Julian (G7)

Pg 33 - Abramelin the Mage (D4)

Pg 97 - Algernon Blackwood (F16)

Pg 98 - Helena Petrovna Blavatsky (G7)

As the tome was firmly (and magically) locked to a stout podium that itself was (magically) bound, the adventurers left the bulky book behind and continued their explorations.

At last they came to a closed door that was noticeably different from the others, because it had the following inscription in (magically) glowing letters upon it:

Do not call up what you cannot put down.

After some debate, the PCs/players decided that opening the door would not bode well, especially as they were still level 1.  Leaving the Tower of Gargamel behind, the PCs headed back to Ironguard Keep, but not before it was determined that the skeletal mage was NOT Melchior the Malevolent, to Morgan Ironwolf's dismay.  She then brightened up with the knowledge that she might yet get to kill him, herself.

Travel back to Ironguard Keep was more eventful than the travel to the Tower.  Mostly because the PCs encountered a group of sprites (perhaps the same ones) who try for a practical joke involving glow dust and owlbears.  While Klayton successfully dodged the glow dust, the Owlbear charged in looking for a free meal.

All the owlbear got for its trouble was spell and steel, with Morgan Ironwolf (a doughty fighter) dealing the final blow and letting it taste death-food.  It was promptly skinned and declawed to collect a bounty; during the process, a dagger was found to be lodged in its back, and Albrecht claimed it as his prize.

Back at the Keep, the PCs spent some time (the rest of the session) roleplaying with various Keep NPCs.  Through discussion with various Ironguard inhabitants, the PCs found someone who can process the Manticore hide recovered back in session 1.  While these inquiries were going on, new PC Avalon (run by the player of the unfortunate Maria) performed at the Lion's Den Inn and Tavern, netting herself 22gp in tips from an enthusiastic crowd and strong dice rolls.

Most of the time was spent negotiating and chatting with Constanzo Stregone, in Mario Favarro's Oddities and Tradegoods.  Always happy to barter, buy, and sell oddities, Constanzo took the invisible box from Yelrah in exchange for a 'living blade' made of wood and a potion of  'thieves' sole.' 

Klayton left with a rolled up rug that, when unrolled, showed a cabin.  The rug itself had what appeared to be blood stains on it.  Testing proved that bleeding on the rug turned it into a cabin, ala' Leomund's Secure Shelter (as DM, I will come to regret this magic item).

Another notable item that was NOT traded for was a bullroarer that would drive away owlbears.  Constanzo suspected it might attract other creatures, however.

Negotiations, resupply, and bathing complete, the band of adventurers ended the day by declaring plans to explore the ruins of Kingsbridge when their hangovers are gone.  

Thus ended the session.

DM Notes: canny readers will recognize the names in the tome from this list of famous occultists.  In addition to book contents, it provides a ready source for another set of names in a later session.  I was disappointed that the door with the inscription wasn't opened - it contained the Black Library, containing walls of labeled niches, each holding a skull.  In the center of the room was a table with a black steel headless skeleton, placing a skull on the skeleton called up its ghost.

As I recall, I had been reading several blogs at that point, and the metal skeleton, the potions, and sword, bullroarer, and carpet-cabin came from various places, notably Goblin Punch and d4 Caltrops, and probably others.

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Original Date: 5/18/20 

PCs in attendance:

Albrecht - human Sorcerer 1

Yelrah - halforc Barbarian 1

Fineach - ? 1

Klayton - human Warlock 1

The intrepid band (minus Morgan Ironwolf) entered the ruins of Kingsbridge and found a life-like statue of a rat.  Ethan’s elf pocketed it, breaking its whiskers in the process.  Then a Twk-man flew in on his hand-sized dragonfly, and traded information for salt. 

He told the party: the third shrine rises, the fey are out hunting, and to beware the rats in the walls!

They decided to explore one of the still (mostly)-standing houses and found it to contain RATS! SO MANY RATS! Fineach was bit hard upon the wrist (4 hp damage) by a giant rat - the rat itself skewered by Albrecht’s trusty crossbow.  Despite Albrecht’s healing potion restoring all HP, Fineach still felt a little … off (failed a con save vs. disease) and was discouraged.

Meanwhile, in the kitchen, Yelrah and Klayton ran afoul of a swarm of rats! Dispatching them in a noisy and bloody manner, the pair were then attacked by a rat-man with a sword who came up from an open trapdoor in the kitchen floor! The noise brought Albrecht and Fineach to join them in the fray, and when the rat man was mightily scorched by Burning Hands and Magic Missile, it squealed in anger and slipped off into the darkness from whence it came.  The group heard answering grunts and squeaks and squeals, briefly debated following the sound to its source, and opted to search the upstairs instead.  

David A Trampier, wererats

It was noted by Albrecht that they may be trapped upstairs.

He was almost correct.

Once upstairs, Yelrah and Albrecht ransacked searched a pair of bedrooms, while Fineach and Klayton remained in the hall, watching the other three doors and the stairs.  These two kept the others loudly appraised of the squeaks and growls getting progressively closer and massing at the foot of the stairs - normal rats, giant rats, and several ratmen were sighted.  Meanwhile, Yelrah discovered a secret compartment in the fireplace and from it came a ring on a dessicated finger.  The ring resized itself to fit Yelrah's bulky half-orc finger.  Albrecht’s room produced no treasure, but did provide a final stand of sorts. 

The rats chose that moment to rush up the stairs.  Everyone joined Albrecht in his room and failed miserably to perceive anything special about the interior of the wardrobe, despite several tries by each AND THE GLOW COMING FROM WITHIN IT.  Subsequently, they moved the wardrobe to block the doorway and made a hasty escape out the window.  Albrecht, Klayton, and Fineach artfully scaled down the pitted wall, but Yelrah beat them to the bottom by artfully diving out the window and crashing into the ground (2 hp damage).

Rats are why smart adventurers carry fire.

All four suspect treasure lies within the house and vowed to return one day when better prepared. 

Safe outside, they heard distant hammering, so crossed the bridge to seek the source of the noise.

Over the bridge, the band encountered the old man named Geppetto, who claimed to live in a well-repaired former tavern with his wife and children.  His children seem to be well-carved wooden dolls.  While his wife was not seen, her sculptures were evident - many life-like statues in the area.  Geppetto wears a well-worn sword and warned the party of the undead that hide in the more ruined buildings and come out at night. 

At this point, a plan was suggested (in Orcish by Albrecht to Yelrah) that the group should KIDNAP THE OLD MAN FOR HIS OWN GOOD.  This idea was shot down by Yelrah. 

Geppetto, who could speak also Orcish, patted his sword and agreed with Yelrah.

Before parting ways, another Twk-man appeared, and earned his salt by telling the PCs that Ozymandias once ruled the area, the dragons are stirring, and that the fey are hunting.

Yelrah was satisfied with his sword, though has not yet determined exactly what it does.  He also has no idea what the ring is about, nor does Albrecht know what his fancy dagger (found in the owlbear’s back last session) does.

They adjourned to Ironguard Keep before nightfall.

Alas….


Thursday, March 24, 2022

March Gaming Updates

Another month, another round of Kickstarter adventures backed and funded.


Gig Economy - NPCs and lots of them

Caverns of Mourning - a megadungeon

DNGN Weird-Fantasy Megadungeon Zine - a megadungeon

Gods of the Forbidden North - note that as of this writing, there are seven days left for those wanting in; they've already exceeded their goals and the bits they've been providing backers are exciting.

It seems I have a strong preference for cool megadungeons I am unlikely to run.

I also backed the itch.io Trans Rights and Ukraine fundraisers.  I now have about 1200 games and supplements to sift through.  To be honest, I don't know that I will actually get to them.

Anyhow, I am excited to fund small games and then get things in the mail.  My next step is to dabble with Patreon, but only after taxes are paid.

Because, lord, do we owe this year!

In other news, my birthday brought me Magic cards and DnD-adjacent books - nonfiction (mostly) full of art and ideas worth porting into games.  Of these books, Dinotopia might be my favorite.  

My search for an image revealed several other books in this 'series.'  

Art, maps - to include of cities - NPCs, and all the rest are in this book.  It is exciting in a new way for me.  Of course, I am far from the first to notice this, as an entire RPG community has grown up around Dinotopia.  I foresee an expansion of the Ironguard world - just one unlikely to be discovered anytime soon.






Wednesday, March 23, 2022

A Dungeon Sage

I had an odd dream the other night; it featured this statue.

First image that popped up in a Google search.  Assuredly not my work or photo.


A woman in a robe, seated with her legs crossed, hands in her lap, looking straight ahead.

The statue has a face, but no eyes, just a pair of empty sockets.

Dark stains run down the statue's face, making it appear tear-streaked.

Inserting a pair of fresh eyes does the following: the eyes begin to smolder, then blaze, before melting away, the residue leaving tear streaks on the dark stains.  As the eyes burn, the statue speaks.

It speaks in the primary language of the source of the eyes, so if from a Goblin, the statue speaks in Goblin.  Eyes from an animal only cause animal noises, so using eyes from a Dog nets a series of barks and yowls and such.  

What is said depends on the source of the eyes; if the eye-donor is still alive, the statue speaks a secret that the eye-donor would prefer stayed secret.

If the eye-donor is dead, the statue speaks the secrets of the dead, which can be about anything.

Placing unmatched gems (or matched and low-value gems) in the empty sockets only generates mocking laughter that reverberates down the halls as the eyelids close and the gems are crushed to useless dust.  

Should a pair of matched gems of at least 500gp value each be inserted into the socket, a light grows in the gems and then the statue blinks and its face animates, saying, 'ask and I shall tell.'

This allows for several questions to be asked by inserter and answered by the statue before the light in the gems fades away, and the gems lose their luster (and become valued at 10gp).  The statue speaks in the language of the questions asked.  If the statue doesn't know, it states it does not know the answer; it will not lie.  

How much it knows is up to the DM.


No doubt the statue speaking (and the smell of melting eyeballs that may sizzle and pop) attracts wandering monsters.

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As always, feel free to use this in your own dungeon or game world.

Tuesday, March 22, 2022

Ironguard Upkeep and Final Session Log

I'm not normally a fan of watching YouTube videos about DnD and DnD-related things, but this particular video by Ben at Questing Beast was recommended - and short - so I watched it. 

While listening to it, I had a bit of an epiphany regarding tracking time and restarting the Ironguard campaign this summer.  Looking at my notes, the last session was 12/31/20 - so a good 18 months will have passed since the intrepid members of THE GROUP (they aren't keen on naming things) had cast down B2's Temple of Chaos.  

Determining what has gone on since that day will be fun.  Several of the players have voiced an interest in playing new PCs, so that makes some things easier.  18 months is a long time for Chaos to fester and grow.

This has me more excited than I initially realized.

random internet image of a clock

For those who are curious, here is the final session log I have recorded.  It makes me want to post all the sessions, and perhaps I yet will.

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12/31/20 - PCs in attendance - Yelrah, Klayton, Albrecht

NPCs in attendance - Kirsten, Morgan, pseudodragon, Ori, Ulster, THE

 

DM note: Our final session of the year.  If nothing else, 2020 brought more gaming, so I consider that a success for me.

Tonight is what should be the last foray into this Temple of Chaos.  With a handwave to avoid the grind, the party finished off the remaining zombies and skeletons and began the serious job of looting and destroying the Temple.  Albrecht and Kirsten busied themselves prying gemstones out of a throne (10 black, 10 red, 1 big red - none of which radiated magic) and the bell tolled.  

While this went on, Klayton and Yelrah investigated the walls behind the draperies, discovering a short passage that led to a sitting area, and from there a bedroom.  The sitting room contained a matched set of nine golden cups and a flagon that could serve them all.  Klayton claimed these.  Searching the bedroom, Albrecht triggered a trap! A foul idol pitched forward, narrowly missing Albrecht (made his save) to fall onto the bed.  In response, it was sprinkled with holy water and began smoking and melting, again causing the bell to toll. (You’d think they would douse that bell with holy water and knock it down, but nooooo).  

As the statue smoked, the room was searched further and a secret door was discovered.  Rightly surmised to be an escape hatch for the high priest, the door also revealed a jumbled mess of golden coins (500) and gems (50). Yelrah sacked these.  

At this point, THE GROUP realized that the cursed door was the only one they had not tried, so Kirsten volunteered to open it, suffering the curse to “never feel the wind of day” (paraphrased).  This door led to stairs leading down to some enlarged caves.  Exploring these caves (seeking the missing mithral ingots) would take the rest of the session. 

Following the caves, THE GROUP heard the distant clink of metal on metal, followed by moaning.  Readying bows and spells, they advanced cautiously to find a torturer, complete with black leather armor and executioner’s hood, practicing his craft on some poor elf.  Winning initiative and surprise, the executioner died as he lived - with metal sticking out of him.  Albrecht miserably failed a medicine check to help the elf, so decided that a dagger through the eye would be an equally logical (merciful) choice.  Klayton and Yelrah disagreed, and THE healed the elf enough to bring him around.  While the PCs searched, the weirded-out NPCs offered to escort the elf out of the caves and to the surface, promising to wait for the rest of the party there.

The PCs agreed, and continued their explorations. Before long, the noble heroes dispatched a gelatinous cube (losing the pseudodragon in the process - sluuuuuuuuuuuurp!), but recovered a battered silver statue of a lion rampant in exchange.  A few mending spells later (outsmarting the DM with 5e's unlimited cantrips), and the statue was as good as new.  From there, they found a crypt of sorts.  

Systematically opening the sarchophagi eventually revealed an angry wight that attacked Yelrah, and then leapt 30’ from its sarcophagus to attack Albrecht! All of its attacks were to no avail, as our heroes quickly put the foul thing to the sword, grinning as the unholy light in its eyes winked out.  

Jim Holloway, from B4, but fitting the circumstances

Investigating the wight’s sarcophagus, it was found to have been laying on a wooden plank, instead of the expected stone.  Removing the plank revealed a cavity containing a helmet, a scabbarded sword, a scroll tube, and a dagger.  Albrecht’s sight revealed all but the dagger to be magical in nature, so he claimed the dagger.  Klayton, in turn, claimed the scroll while Kirsten donned the helmet.  She felt a change of heart, as the Helm of Alignment Change worked its magic, changing her from NG to NE in outlook.  At which point, Albrecht saw the helmet cease glowing.   

Now a NE fighter, Kirsten drew forth the sword from its scabbard and felt it start to burn in her grasp! To her chagrin, she made her Con save to keep hold of it as it began to twist and burn for 1d6 in her hand!  At this point, exploding damage dice made their appearance, and Kirsten was almost killed by the 19 damage the sword inflicted.  All the while, the sword was audibly screaming for her to put it down.  She eventually did.

Being curious adventurers keen to the DM’s thinking, they began passing the sword around.  It politely asked Yelrah to let it go, and asked the same of Albrecht, adding that he needed to repent - the other players agreed and began highlighting why.  THE did not touch the sword because we (player and DM) lacked knowledge of his alignment.  In the end, the sword was scabbarded and strapped to the pack of Yelrah and the group continued. 

With only one known location left to explore, they headed there and found a wooden cell door, complete with barred window at the top.  Upon sighting the door, the sword started mumbling, so Albrecht drew it from its scabbard, and the sword said, “I’m getting some seriously bad vibes from beyond that door.  Be careful.  Maybe put me down, too.”   Questioning of the sword resulted in the following additional information: “I’ll be fine, because if you haven’t noticed, I’m a sword.  The rest of you, though….”  

Plans were discussed and a sexy sultry feminine voice called out from beyond the door, “I can hear you, you know.  I am so glad you’re here to save me!”   She continued, “I am the Lady Marmalade! Cultists and foul undead ambushed my wagon train, carrying me and my dowry away to these dank caves.  They slew my servants and guards, but I promise a great reward for my rescue.”

Being Good people, Yelrah and Albrecht forced the door and Albrecht noticed several empty sets of manacles, and then a shapely woman in another set, chained provocatively to the wall.  He and Yelrah also heard snakes hissing.  At this point, Albrecht felt himself starting to get hard as he checked the prisoner out, but he made his save and did not turn to stone.  Realizing their predicament, the two hastily closed the door and the party retreated to the surface, their NPCs joining them.

Anson Maddocks, Infernal Medusa, WotC 1994

In the end, the DM realized that converting old versions on the fly is dangerous, because some monsters are scarier in 5E, and the treasures are DUMB (if not charging for training).  Still, this is the DM’s fault, and the PCs cleaned up.  I’m looking forward to the next session where treasure is divvied up and levels are made.  I also owe you a better accounting of the various magic items the party has been accumulating.

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Just reading that log makes me smile and now I am looking forward to summer for reasons other than humidity, yard work, a slightly more empty house (one kid in Basic Training, one in Ohio), and office work.

It occurs to me that either the medusa escaped or is now an angry undead medusa - starved and still hanging on the wall in that cave.  Also, if the big red gem is an Eye of Arik (from B3), that explains a bit and can be fun in its own right.


Monday, March 21, 2022

MtG Monday: Away Decks Completed

It's been a few months, but the Away Decks are built and sleeved, courtesy of birthday gift money.  Decklists are posted on deckstats, and the decks are ready to play. I even picked up the appropriate tokens (2 per creature, Treasure, Monarch, City's Blessing). The only missing ingredient is ready access to Ohio to play them with the group (we don't do the digital meetup very well).

The three decks: Brago, King Eternal; Heartless Hidetsugu; Chevill, Bane of Monsters.

Back in January, I got together with K and dueled, using proper Commander rules.  Chevill did well, and Heartless either won well or lost to land floods. I did get in a first-turn Winds of Change, however, which never fails to make me smile, even when it backfires (like this time).  K did learn the lesson of never letting Heartless stick around for multiple turns, a good lesson in some play groups. Brago was still incomplete, so wasn't played.  Overall, having ready access to the Commander changes a game.

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Brago, King Eternal.   Decklist.

This deck runs several common Brago tricks, but is limited due to my sticking solely to creatures that fly, so Stonehorn Dignitary and Sun Titan are automatically disqualified.  In addition, I've limited the backup blinking cards.  Given the amount of card draw, Approach of the Second Sun should be a viable win.

I'm most excited to see how this deck plays out, because the Ohio group is a fan of large life totals, and I am certain this deck will meet or exceed that expectation.

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Heartless Hidetsugu.  Decklist.

I'm dissatisfied with this build but am torn on what needs to come and go. I am leaning towards more goblin support and changing out some of the other creatures.  

What really bugs me is lack of conditionless draw.  On paper, the draw will either be explosive with Skullclamp and tokens, or sporadic - at best - with the various discard and draw spells.  Looting is a thing, but I dislike that mechanic, unless I can break it.  Maybe Squee, Goblin Nabob is the way to go.

Going Goblin means looting the 'Goblin Horde' deck which I built for a format called Horde that dies when everyone busts out Mind Grind and Mind Funeral.  To be honest, I sleeved my Horde almost a decade ago, and tried it twice before it became a permanent fixture in my storage closet.

Wow! I even posted the decklist! There are certainly a handful of cards I can either port to this deck or to my Commander box or trade binder, all of which are better uses for these cards.

Knowing that the deck won't often be used as a Commander deck means I have pulled many of the haste-making cards I typically run alongside HH.  I guess time will tell how many need to return.  If nothing else, this deck DOES burn.  

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Chevill, Bane of Monsters. Decklist.

Writing up the decklist revealed something interesting - I am running not nearly enough lands in the deck.  There are nine ramp spells (mostly sorceries) and a ridiculous amount of draw - maybe more than Brago. My limited play with this deck hasn't shown this to be an issue, but I know it could be.

With that in mind, I am eyeballing the list for cards that can become lands.  The problem with this is that I then see several other cards I can replace.  A peril of becoming active on one of the FB MtG pages - Budget Magic - is that I have Magic on the brain and new (to me) cards to consider.  I realize that I haven't even added Bounty Hunter to the deck, which is just wrong for me to not run the one other card that truly synergizes with Chevill.

This is all just speculation until I get to actually play these decks in a multiplayer game.  Hopefully, this is sooner than later.

 

Sunday, March 20, 2022

Houserules During Play

While it is true that my expansive Experience Point rules do drive some game play, I have other rules that impact it, as well.

This incomplete excerpt addresses things that may happen during a session.  I've tried to source them all, but even that is incomplete.  If you know the original source of an idea, please let me know.


Big d30 – once per session per player, that player can choose to roll a d30 instead of the regular die for an attack, damage, saving throw, skill check, spell ability, or anything else a player can make a sound argument for.

Cascading Damage Dice – PC, opponent, and trap damage can all cascade.  A weapon dealing 1d6 rolls a 6, the die is rolled again and keeps getting rolled until a non-6 appears.  Then all the rolls are added together for the final number.  As such, critical hits are not doubled damage, but rather twice the dice thrown.  Other effects may cascade, if you can convince the DM to allow it.

Death Saves - These are rolled, and kept hidden, by the DM.  

Divine Intervention – a PC of any level can call out to their patron deity for relief and succor.  On a 20, the deity (or divine messenger) appears to answer that call.  Annoying deities with trivial matters is unwise; unwise or not, the deity will demand a specific service or sacrifice in return for its assistance.  It would be most unwise to not attend to that service with speed and efficiency.  Particularly pious or powerful callers may roll at advantage, and impious callers roll at disadvantage.  Calling out for help from deities that are not your patron (especially for Clerics and Paladins) is both unwise and foolhardy.

Downtime - prime adventuring season (like campaigning for war) is typically Spring, Summer, and Fall.  Winters in the Great North are too difficult for much, so are best spent indoors, making the Winter a grand time for crafting, researching, and the like. 

Encumbrance – it matters; use the illustrated handouts (PLEASE tell me who made these - they are awesome!) - it seems these all stem from someone named Takodo.  



Failing Forward - you still accomplish whatever the die roll was for, but it comes with a cost.  The more you miss the DC by, the greater the cost (think broken gear, alarms sounding, whatever the DM cooks up). That said, a natural 1 always fails and is always amusing for the DM bad.

Falling Damage – Falling is bad. 1d6 cumulative per 10’ fallen; 10’ = 1d6, 20’ = 1d6+2d6, 30’ = 1d6+2d6+3d6, etc. so a 60’ fall is 21d6. Cascading dice work here, too, so don't fall.

Flashback – players may spend a point of Inspiration to explain something they did in the past that wasn’t mentioned, as long as it is feasible and reasonable.  For example, if the party finds themselves fighting werewolves, the Fighter can Flashback to when they bought a silvered sword in town ‘on a hunch.’  (from Blades in the Dark)

Fleeting Luck – The PC’s each get a Fleeting Luck Point at the beginning of the session. If player rolls a Natural 20 or does something cool (DM discretion) then they get another point. If any of the players roll a Natural 1 then ALL of the players lose all of their Fleeting Luck. Fleeting Luck tokens can be spent as Inspiration or Advantage. (from DCC)

I Know a Guy… - In any situation (where it makes sense), a PC can declare “I know a guy,” and then quickly sketch that NPC & the relationship. Fewer details are usually better - that leaves room for the DM & PCs to play. Upon declaration, the NPC exists. Then, when the PCs try to interact with the NPC, the player who created that NPC makes a Charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies. (from “I know a guy” house rule | Sage Advice D&D)

Living Expenses - At the beginning of each session all PCs - even those whose players are not present -  will be assessed living expenses for themselves and their henchmen, at 1% of their XP in gold pieces, minimum 1gp. (Jeff’s Gameblog)

Magic Items, Buying – auctions, commissioning, working through a broker, and trading with others is the best way to gain items.  Note that unless a PC personally crafts an item, it will almost inevitably have a drawback of some sort.  

Magic Items, Crafting – crafting items is the purview of wizards, clerics, and druids.  Other classes lack the training and background to bind their magic into items. See the DM about all that is needed to craft any specific item.

Magic Items, General - presume that all magic items have a cost to use beyond attunement.  Magic is dangerous - like radiation or stupidity. 

Silver Standard – After initial PC gear purchases, prices haven’t changed, but most coins seen are now silver.  10cp = 1 sp; 10sp = 1gp.  

Shenanigans - anything PCs can do, NPCs can do - often better.  If the players are good with nonsense being done unto their PCs, I will probably allow the PCs to perform such nonsense.  Things such as creating water in lungs to cause drowning, or an instant kill on a sleeping or incapacitated target, among others.  DM verifies PC actions with 'are you certain...'

Splintered Shields – any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit.  Magical shields permanently lose a + each time used this way, before finally needing to be discarded.  (from Trollsmyth: Shields Shall be Splintered!)

Morale – The only beings that do not make morale checks in combat are PCs. The morale score of a retainer is based on the Charisma score of the player hiring him (or her). Retainers must check morale after each adventure; If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. Beings that fail morale checks may surrender or retreat from battle. (from Moldvay Basic, 1981, B27)

Overloaded Encounter Die – random encounters happen; this DM uses a d6 every turn with these results (from Overloading the encounter die | Necropraxis):

1

Encounter

2

Spoor or Sign or Clue

3

Locality-specific

4

PC must rest

5

Torch (or candle) goes out

6

Lantern goes out

Reaction Rolls – (from Moldvay Basic, 1981, B24) - The first decision a party must make in an encounter is whether to fight, talk, run, or wait to see what the monster will do.

2d6

Monster Reaction

2

Immediate attack 

3-5

Hostile, possible attack

6-8

Uncertain, monster confused

9-11

No attack, monster leaves or considers offer

12

Enthusiastic friendship

The CLICK! Rule - in that moment between when a trap is triggered and when it goes off, you ask the player “what do you do?” You don’t tell them anything about what’s going on around them except that they triggered something. They caught a trip wire. They stepped on a pressure plate. Or the lid of the treasure chest caught for a moment and then clicked free. And then you say “what do you do?”

Now, take their answer, whatever it is, and figure out whether it would actually help them avoid the trap in a remarkable way OR if it would make them less likely to avoid the trap OR if it would have no effect at all. If it was an exceptionally GOOD reaction, give them a bonus to avoid the trap. If it was an exceptionally BAD reaction, give them a penalty to avoid the trap. And if it’s a normal response that really isn’t anything special, just let them roll normally. (from Traps Suck | The Angry GM

Under Pressure - At the start of combat, the DM may roll a d4. In that many rounds, something (usually something bad) will happen. 

Monday, March 14, 2022

Monday MtG: Xyris, the Writhing Storm

I finally built the Xyris deck I mentioned months ago.  Decklist.

Between then and now, I'd set aside cards for the eventual deck.  Now that it is landed and sleeved, I want a game.

My focus for the deck is wheels and tokens.  The colors allow for Impact Tremors, Purphoros, Pandemonium, Mana EchoesParallel Lives, and Primal Vigor.

But no Doubling Season - that is in another deck.

If I cannot kill opponents as the tokens come into play, I'll need to do so in combat, so Overrun and Triumph of the Hordes are here.  If combat fails, I have Throne of the God-Pharaoh, powered by Cryptolith Rite and eventually Kyren Negotiations.  I say eventually because I cannot find my copy.

So my token hordes should carry the day.


But to ensure I get tokens, wheels are a must.  Luckily, my collection is deep enough to allow me access to the best wheels. This automatically pushes the deck into nonbudget land.  

I'm running Wheel of Fortune, Magus of the Wheel, Windfall, Jace's Archivist, Teferi's Puzzle Box, Winds of Change, and Wheel and Deal, among several others.  Anything to see lots of tokens hit the board.



All those tokens means Mana Echoes promises to be ridiculous, so I added X-spells to the deck.  Prosperity and Tempt with Vengeance look to be the most fun, but there are others.  



Lastly, among the 99 are Niv-Mizzet and some of his regular companions: Curiosity, Ophidian Eye, Mindmoil, and Arjun. Green provides Snake Umbra and Keen Sense, so they are in, as well. I'm not against infinite combos.  I'm merely against tutoring up the pieces, preferring to draw into them - this just feels right.

Overall, this is an expensive deck.  I don't know that it could be effectively built on a budget due to the value of the support card strategies. If I were starting Magic today, I certainly would not (and could not!) afford this deck as is.  Three cheers for being old!

Tuesday, March 8, 2022

End of Session

I need to write more, even if only in short amounts.

A generic WotC image I have seen all over the place.

So here is another small excerpt from my house rules, addressing what happens at the end of a session.

1. MVP - the players each nominate a different player for Most Valuable Player of the session.  It could be for a clever plan, a clutch die roll, stirring roleplaying, or even a joke that paused the game while everyone rolled with laughter.  DM breaks ties, via coin flip or opinion.  Winner of MVP for session gets 250xp for whichever PC they played.

This is to encourage everyone to participate beyond just rolling dice.

2. Plans for the next session - the players tell the DM what their PCs are doing on the following session.  If they aren't certain of a plan, I as DM will provide a (partial) list of currently dangling plot hooks.  The benefit of lots of hooks is that there is ALWAYS something to do.

This rule is to let me focus my planning, because I have limited time to do so, but want to provide a coherent experience for my players.

Plus, I am lazy.

3. Next session meeting - while a consistent weekly game is preferred, life interferes, so setting the date and time (and maybe location) of the next session needs to be nailed down.  If an in-person meeting is planned, snacks/food is discussed, as well.

That's it - wrapping up a session is fairly easy.

Post-session, the DM writes up the adventure log in the shared drive, mostly to provide a consistent listing of information that the PCs have learned.  

Preferably the evening or morning after the session.