Categories
DnD Game Group Roleplaying

Session 2.1: Kingmaker, Lamashan (Harvest Season)

After a summer of hard work, exploring the terrain between their township and the Brevoy (in particular Oleg’s Trading Post) and the founding of Hillsdale, our heroes were in a town meeting when a local tanner approached the council and told of goblins–and their kidnapping of his son.

We return to the action already in progress. Our heroes are:

Bryan is our fearless GM
Marc plays our warrior Stannis, skilled with a bow. Did you see that shot?
Hudson plays Sonja, who fights with savage fury, hewing foes with a greatsword
Brian plays Ambario, whose mastery of armor cements his bold advances
I play Arndor, a sorcerer with a fey talent for hypnosis
Paul played Egg Shen, a monk of unusual disposition from distant eastern lands. He’s taking a break for now.

As the game resumed, the PCs told the tanner that they’d investigate his son’s disappearance. As he’d reached us late in the day, we decided to set off in the morning. That night we gathered gear and arranged for the council to handle matters while we were away. Egg Shen decided to remain behind and continue keeping the town free from spies.

We set off first thing in the morning, shortly before dawn. We rode with the tanner to his rough cottage at the forest’s edge, stabled the horses, and continued on to the clearing where his son had been taken. Time had ravaged the site; it took hours of searching to find a trail that didn’t immediately fade into a game trail. Finally, Stannis found painted rocks marked with goblin runes. We followed the faint trail that led from that point; as we expected, it headed south. We followed the trail for what little daylight remained, then set up camp.

Categories
DnD Game Group Roleplaying

Our Kingdom, first rounds

For our original setup, we spent the points as follows:
2 – Clear Hill
3 – Houses x3
6 – Mill x1
8 – Shop x1
10 – Inn x1
14* – Garrison x1 [was 28, cost halved for using the castle rubble]
6 – Smith x1
======
49 BP
1 – Road x 1 hex
====
50 BP – 50 BP granted => 0 remain

Categories
Books DnD Roleplaying

5e PHB and Starter Set

I’ve read them both and like them. Today’s Gnome Stew article was about the various 5e products that are out and how they interact.

Long story short: I’ve read Lost Mines of Phandelver (the Starter Set adventure) and Hoard of the Dragon Queen (the adventure that’s being run this season for D&D Encounters). I like them both and am eager to see the system in action.

The system feels very familiar right away; it really does have a “best of” feel, with extensive borrowing from 3rd edition, some stealthy borrowing from 4th edition, and the gritty feel of 2nd edition. At least, on the page and as reported by others. I may join a game or two this weekend down at Strategicon to get some play experience.

===
Edited to add: I did get a chance to play at the con, and it worked mostly as imagined. It’s new, so there’s lots to master, but the biggest issue as a GM is largely the same as Fate–keeping track of the cool background stuff to play to and reward is much like Aspects from a GM overhead POV.

(Sidenote: 1. Random short plot with a dungeon generator
2. 3D printable minis, mostly modern era.)

Categories
DnD Roleplaying

5e Resources and Rob Donghue’s great PHB review

Rob has a thorough, interesting review of the 5e Player’s Handbook, section by section. He caught some interesting things and made me pay attention more when reading through it myself. His summary post with links to the twelve individual posts is 5e PHB Roundup

On the subject of 5e, I prepared for the first D&D Encounters session last Wednesday. We decided not to split the table of 7, but I wouldn’t be surprised if next week requires a second GM.

Useful links for public play and 5e generally:
5e Basic Rules PDFs, Adventurer’s League Resources
D&D Adventurers League Organizers, on Wizard’s website.
On G+ Adventurer’s League and Adventurer’s League: Far West

Spell Sorter (google doc)

Other cool stuff for 5e:
Table Tents for 5e Pregens, Generic Table Tents, Form Fillable Adventurer’s Logsheet,
Adventurer’s League Player’s Guide.

Dungeonscape looks like a 5e Hero Lab, designed for tablets.

Merrick’s Musings, a well written Australian blog with good 5e articles.
Frank Foulis for general 5e, especially play. Mike Schley, for cartography. Ultanya for monster conversions.

Categories
FATE Games Roleplaying

Fate and Fate Accelerated resources

I just spent too long tracking this down, so I’ll keep it here for reference.

Contests under fire (a contest/conflict merge)

fate-core-important-links
Community Fate Core Extensions

Mousguard via FAE: Guard Mice Accelerated

Doyce: Gaming with Kids, and FAE tutorial

From Making Stunts, is a stab below, leading to a randomized version by Fred Hicks called Stuntmaker.

STUNT TEMPLATE

Still confused on how to make a Stunt? How’s this handy chart- just match one of the WHAT’S with any appropriate WHEN:

WHAT
Grant +2 to a specific action using a specific skill…
Switch one specific skill with another specific skill…
Add an action to a skill (ex. you can now Attack; now Defend)
Ignore a simple rule (ex. can’t use a skill twice in a challenge)…
Add a +2 opposition to a specific thing (ex. block moving; writing in code)…
Grant a 2 stress hit…
Cause a mild consequence…
Create an Adventure (no free invoke) that takes a Fair +2 roll to remove …
Upgrade a boost to an aspect (with free invoke)…
Switch ANY skill with a specific skill (Requires TWO “Whens”)

WHEN
…when attempting something that’s your speciality (ex. expert on Languages)
… in a specific circumstance (ex. when you’re On Fire; when you’re Surrounded)
…once per scene
… when you pay a Fate Point
… when doing a specific action (ex. Overcome, Create an Advantage, Attack, Defend)
… when you succeed with style for a specific action (Attack, Create an Advantage). This replaces a Boost, and is optional.
… when you invoke the aspect related to the stunt (this costs an invoke or fate point, and replaces the +2 bonus.)

Ex. I have an evil witch. I match the “cause a mild consequence…” with a second half. “Once per scene” would work. Or if I want more color, maybe, “when you succeed with style (instead of a boost.” I like the second one better, as it means her bonuses are other’s downfalls.

When in doubt, the safest, easiest stunt template is “+2 to a specific skill, when doing a specific action (overcome, create an advantage, attack, or defend) in a specific situation.” For example, “My Little Burro”: +2 to Drive when Creating Advantages when in your favorite humvy, “Burro.”

Fred Hicks: That’s a good list. My only quibble is the “when” option of “… when you pay a Fate Point” because paired up with a lot of the WHAT’s it’s not really different from not taking the stunt and just spending the fate point on an aspect invoke as needed. Typically when I have a stunt cost a Fate Point, it’s because it’s granting a 3-shift equivalent benefit or something else pretty potent instead of the standard 2-shift equivalent benefit.

Categories
Game Group Roleplaying

Quagg Ktk’tok: Star Wars Edge of the Empire

Years ago, young V’shtok was known among his people as a healer. He was proud to earn a name so young; he underestimated how much of his rise was due to family influence. V’shtok was hunting in the mists when he came across a wounded elder, Ak’okkta. Pride and impulse encouraged him to treat the elder, alone, without supplies–a critical mistake. Ak’okkta never recovered use of his arm.

V’shtok fled his homeworld, abandoned his name in humiliation, and studied starships. His skill with machines is often mentioned, but claiming the name he deserves for his skill might expose his past. He burns to be named once again; merely “Gand” is bitter, choking him on memory.

Worse, last month he crossed paths with Forr Zybysh, a cousin, who invoked his old name with clicking contempt. Zybysh used the name in every sentence… and promised to “introduce” V’shtok to the community, destroying his newly built life with childhood’s shadow.

Quagg Ktk’tok agreed to do “a little favor” for Zybysh–if Zybysh would travel on without destroying “Gand’s” hard won reputation. The gleam in Zybysh’s compound eyes promises that more favors will follow…

Categories
FATE Games Game Group Roleplaying

A Snow Start to Roleplaying in 2014

Both of my game groups aren’t roleplaying much right now, though the Tuesday night group is getting together regularly (and we’re playing fun board games most weeks).

In January, I got a chance to play in Clay’s Dungeon World game. It’s an interesting system that I’ve wanted to try since I read its sister games (Apocalypse World and Monster Hearts), and Clay did a great job. He had a huge table, which made things a little trickier… but it served as a great platform, from which he recruited a group for recurring (instead of one-off) play.

Also in January, I ran the first half of a Fate Accelerated game–a holiday special. The players were Santa’s Elves, escorting their charges home on the Polar Express, when a blizzard and wolves and terrible things broke out. Fortunately, the elves managed to rally the kids and fight off the first assaults using ingenuity and Christmas presents.

On Tuesday, we returned and completed the adventure. Our brave elves used their steam and cocoa to melt snow from the tracks, summoned the reindeer to create an attack force, and stormed Santa’s workshop to free the jolly old elf. The White Witch’s minions were defeated in droves, and the elves stormed Santa’s cottage to free the Clauses from their villainous imprisonment.

Categories
Books Podcasts Roleplaying

Books, Podcasts, and Such

Books

Lord of Chaos (Wheel of Time 6)– It had a few lulls, but the developing action was compelling and kept me interested throughout. Wow, the ending. The world is dramatically different as the book closes.

A Crown of Swords (Wheel of Time 7) — Much stronger than I remembered, thrown off by a weak confrontation at the end of the book. I think that must have soured the whole book in my memory, undeservedly. Mat’s story feels like filler too, until it finally isn’t near the book’s end. Oh, the Seanchan’s return is well telegraphed, and scary.

The Path of Daggers (Wheel of Time 8) — The series is still going pretty strong, though the Rand channeling sickness is a weird development I hadn’t remembered. The guerrilla war with the Seanchan continues strong; so far, all of the plots are holding up. [I’m currently about 2/3rd through.] In this book it becomes clear that there are enough major characters that just updating everyone’s story slows the advancement of the overall story substantially–even when it’s not diluted with “who was that again?” extraneous characters.

Overall, the books are holding up when read straight through. I do remember the next book [Winter’s Heart] being painful, but maybe with momentum it’ll also be good!

Podcasts

Fear the Boot 318, 319: About “PAUS” [precious and unique snowflakes]. Interesting discussion so far. I’m looking forward to the third (and final) part on my drive home tonight.

Independent Insurgency 31 — A little less focus; Robert had a goal, but didn’t get enough engagement.

This American Life 477 was a repeat that I enjoyed enough to listen to all through.

TAL 511 –The 7 things you’re not supposed to talk about. It’s a good guideline; the show may have revealed a corner case or two, but also reaffirmed the wisdom of the rules. Six boring stories; a good rule about polite conversation, and stories to contradict the rule.

Dice Tower 329 — Lots of discussion of good kids games. We should stock our store with these…

Dice Tower 330 — A more conventional episode; good, balanced, not terribly memorable.

Ken and Robin 64-66: Interesting as always.

TJ Hour 1048– An interesting examination of wealth concentration, and Jefferson’s musings inspired by the French Revolution… how do you keep accumulation of wealth from stealing the subsistance from the poorest? Delves in Lockian state of nature… interesting.

TJ Hour 1049– Jefferson’s interaction and life in Paris; how it affects him.

TJ Hour 1050– Founding Fathers; Jefferson’s opinions of the other founding fathers. Not a lot of surprises, but a good restatement of his opinions.

Movies and TV

Talking with Chris, it sounds like there are several more series that would be great to catch. In particular, Arrow sounds well done and actually interesting.

Cloud Atlas also sounds like a great movie for me; I’ll have to Netflix it with Jennifer one of these nights.

We also discussed Ender’s Game, which he recommends as a theater only experience, mostly for great special effects. So, if I’m going to see it, it sounds like the clock is ticking. (He expressly advised against it as a watch at home movie due to the truncation of the story.)

Categories
DnD Game Group Roleplaying

Triumph over The Staglord: Kingmaker 6

When my descendents tell the tales of ancient days, of their long ago ancestor Arndor, they will say that destiny reached out. They will remember the day that we defeated the Staglord and were confirmed as heroes.

Who is “us”? A brief reminder; it’s been a while, I know.
Bryan is our fearless GM
Marc plays our warrior Stannis, skilled with a bow
Hudson plays Sonja, who fights with savage fury, hewing foes with a great-sword
Paul plays Egg Shen, a monk of unusual disposition from distant eastern lands
Brian plays Ambario, whose mastery of armor cements his bold advances
I play Arndor, a fey-blooded sorcerer (history here)

When our tale left off, I was telling you of that fateful moment of confrontation, when the door fell and we stood mere feet away from the Staglord. His expertise was immediately obvious; before Sonja could regain her balance from hammering down the door, arrows stabbed fletching deep in her muscles—a mere hands-breadth from dropping our fierce warrior. We rushed forward, trying to close and trap the Staglord where we could engage him. He shrugged off a color spray from Arndor and retreated into the heart of his inner complex, firing arrows to dissuade our pursuit.

In the very next room we encountered Valkeri; we moved with reluctance to engage him—and he proved equally reluctant. Ambario reluctantly agreed to let him leave unmolested, if he would abandon the Staglord to our justice. He agreed, so we continued forward, keeping under cover to avoid the punishing arrows from above. We advanced, until Stannis was blindsided by a horrific beast—an owlbear! Fortunately, Arndor was able to hypnotize the beast, which distracted it while we advanced. Ambario and Sonja led the way, braving the attacks and rushing up exposed stairs toward the Staglord. The Staglord’s men interposed themselves and died. Arndor struck at the Staglord with magic missiles, prompting the Staglord to launch his own deadly missiles back at Arndor, but distracting him from the advance of the other heroes.

The Staglord retreated along a narrow wall, interposing his bandit defenders and refusing to engage with Ambario and Sonja. Egg forced his hand by scuttling over the roof and coming from an oblique angle, forcing his retreat into the tower. Egg pursued, but was hammered back by the Staglord’s deadly arrows; he had to bide while reinforcements caught up.

After a lengthy duel that traced across most of the first and second levels of the fort, the Staglord was finally caught between Egg (who went a long way around to come up behind the retreating Staglord), Sonja and Ambario (who pushed the Staglord into a steady retreat), while Stannis and Arndor peppered the mighty bandit leader with arrows. It took a long time, but finally the Staglord’s retreat led him stumbling back into Egg. He fell to fists and swords, and we shouted our victory to the heavens.

== ==

The Staglord’s remaining followers took advantage of our lengthy duel with their leader to flee the fort. We began searching the fort thoroughly, but found little treasure. It took two days before Arndor stumbled on a secret door leading from the kitchen down to a dungeon of a kind. Their treasury was here, as was a trapped shapeshifter, who attacked Stannis at the first opportunity. (Perhaps because Stannis had taken the Staglord’s bow as his own, and the prisoner recognized that weapon?)

We stuffed the most valuable goods in our pockets and packs, then gathered up the Staglord’s body to commit to the river at Davek’s crossing. As we left the foul keep, we burned it behind us—we knew how terrible that keep would prove in the hands of foes. It lay too far from Oleg’s to keep reliably as our own outpost. So it burned as we headed north, bearing the fallen Staglord, who we unceremoniously tossed in the river. Avenged, Davek has abandoned haunting the old ferry crossing.

== ==

The reception at Oleg’s was joyous. It must have been a week before we could stand, so hard had we celebrated our victory. But danger and adventure called us to action once more; we headed toward the Skunk River, where rumors placed the tazzlewurm. Along the way we encountered a troglodyte and his pet, Sluurg. Sonja impetuously slew Sluurg, but we couldn’t bring ourselves to slay the pitiful troglodyte who owned the beast; Arndor called images from the trees that distracted him until we were out of sight—but not earshot, as we heard him loudly mourn his lost pet.

The Skunk’s sulfurous waters made the next day of travel unpleasant, but we found the tazzlewurm on the beach. Sonja lept the river and engaged; the rest of us had to rush a circuitous route to the ford to aid our impulsive companion, who was shocked when a mate answered the bellows of the first wurm. Fortunately, Stannis was able to help Sonja whittle down her foe, while Egg Shen raced ahead and cut off the second wurm. He couldn’t hold out long alone, but was swiftly joined by Ambario; together they defeated the mate.

That was the last of our foes as merely wandering adventurers… though we did come across a strange unicorn, hornless and lying dead—though otherwise unmarked. We took our trophies from the tazzlewurms and our tale of the Unicorn back to Oleg’s. We caught our breath and prepared for the next disaster.

== ==

What came next was no disaster; a message arrived from Brevoy. A message from the Swordlords of Restov praised our deeds and confirmed us as stewards of a new town—a new city. Wealth was pledged, as was help and assistance in establishing our first settlements. A well practiced team of people were sent south to try their luck and join the founding of our outpost. But where to locate it?

We asked those more familiar with the area; Svetlana and Oleg, our friend the priest Jhod, and others for advice. After much debate, we decided that along the Tuskwater made good sense as a location. Over the next month we cursed having burned down the old monastery/castle, though the curse seemed to have burned away at the same time as the support beams.

In short order the fledgling town of Hillsdale, overlooking the Tuskwater, began taking form. The locals pitched in and helped us to establish the lines of our town; houses popped up, along with a mill, the beginnings of a garrison (using much of the old castle’s stone) and more. Oleg turned his attention to running the town’s finances; Arndor got lost in tuning the leylines to power the region’s magic, Ambario heads the council, Sonja’s our general, Egg is keeping an eye on the shady elements, Stannis keeps the bandits down, while Svetlana makes sure that all opinions are heard.

In the last few months, a kernel of order has begun stretching from Hillsdale, back north towards Brevoy. Farmers are turning their attention to the land, while we keep an eye on the lake and rivers and watch our humble town find its feet. It’s growing quickly; mile long walls are being erected as defense against the wilderness, but leaving ample space for the town to develop within the protected area.

== ==

Our council meeting on the town green was nearing its end yesterday, when a worn man who has long lived at the forest edge addressed us. The man’s son—a simple boy—has gone missing. His absence was marked by a peculiar cloth, one that Oleg recognized from the bad times 25 years ago. That was a time of war, a time of goblins pushing out of the forest and raiding as they wished.

As Oleg laid out the meaning of this ominous cloth with its simple stitching, we felt the renewed call of adventure. We agreed to help the man track his missing son. Though we are pessimistic, given the time that has passed and the tales of goblin cruelty, we do not give in to despair. We will recover the boy and restore him to his family. And we will return with more certain knowledge of the forest that lies only a double dozen miles from our young town, knowledge of the creatures that dwell within. Our fledgling city seems to lie in the path of marauding goblins. In the morning we set off with our reluctant guide, to find a missing son, and to learn of the storm that we must secure our city against.

Categories
Books Roleplaying

Recent Media 8/19

Read:

Odyssey. The Engine book about managing campaigns. A good read; sometimes Phil gets a little too project manager-y, but it’s all good to think about.

Sorcerer Annotated. A great two page spread format, with the original text on the left page and explanatory text on the right. It does a great job of

Elanor and Park is a completely wonderful YA novel, very unlike anything else I read. The two main characters make me ache and ran me through the wringer; the author succeeded at making them feel completely real.

Libromancer by Jim C. Hines: A fun world.

A collaborative story, 218. A gripping apocalypse.

Podcasts

Ken and Robin 45-49
Jono & Sushu on PTA, excellent.
Ask Me Another: Central Park
This American Life 498 & 500
TJ 1031: Childhood and Nature, on the changes of how childhood is viewed now and then.
TJ 1032: On publishing and quotations, mostly misquotations
TJ 1033: Charles Willson Peale: Artist, sculptor and creator of Philadelphia museum. Sounds like an amazing man.