The 5E OGL Is Here!

Yes, those are orcs dancing the dance of joy. Just like me!

 

Had you asked me two days ago, i would have said that Wizards of the Coast would never repeat the “mistake” of 3rd Edition and create and Open Gaming License and a System Reference Document for 5th Edition Dungeons and Dragons — no matter how much I wanted one.

 

It has never felt so right to be so wrong.

 

As explained in this ENWorld thread, WotC has not only opened up 5E to the Open Gaming community, but has created a marketplace for commercial, fan generated adventures and other materials in D&D’s own Forgotten Realms called the Dungeon Master’s Guild. It is going to take some time before we know whether this produces a glut of terrible products like the d20 Boom of 2001, or if it will provide a steady stream of quality material. Expect the former, hope for the latter, and you can’t be disappointed, I say!

 

What I will say is this: a strong OGL for 5th Edition is not merely a good thing but, I think, is fundamental to a long life for the edition. 5E is a great version of the game, no question about it, and is a market leader. But it is a leader in a progressively more niche market. A lot of people are “in the know” regarding D&D due to the rise of geek chic over the last decade or so, but if you ask most of those people what edition it’s on you would get blank stares in return. Even the savviest nerd among them is as likely to tell you, “Uh, Baldur’s Gate just got an enhanced edition,” as answer correctly. Tabletop role-playing is a niche hobby. It always has been and always will be. Rightly so, Wizards of the Coast has trimmed the staff, outsourced material and focused on media tie ins and digital games in order to remain profitable. That has left some folks, especially those that remember the broad support of 3rd edition by outside publishers or are current Pathfinder RPG fans, a little underwhelmed by the output of D&D 5E game materials. Offloading that work to the fans, both in the no-holds-barred world of the OGL and the more restricted but presumably stamped-with-approval arena of the Dungeon Master’s Guild, means 5E gets the support it deserves.

 

Hardcore players and Dungeon Masters, the kind of fans that clamor for new character classes and monster manuals, are the people that bring new blood into the hobby. I think that for some years now a lot of that introduction to the hobby has happened through Pathfinder rather than D&D. I myself gave two sets of young kids a Pathfinder Beginner Box because there was not an equivalent D&D product until The Lost Mines of Phandelver came out (which i immediately bought for one of those kids). Exciting existing players about D&D will generate new players as they share that excitement. New products are one way to keep excitement running high.

 

As 2016 progresses and details become clear regarding the DMGuild (not to mention me finishing projects I am already working on) I will be looking to publish for 5E under the OGL and possibly even the DMGuild. I don’t expect to make much if any money doing it. D&D is one of my great passions, a fundamental aspect of my inner geek older than comic books and only slightly newer than writing fantastical stories. Being able to put my thumbprint on even the smallest corner of the game, in however unofficial a capacity, is way too awesome an opportunity for this old geek to pass up.

 

An Aside: If you are interested in my Return to the Isle of Dread and don’t follow me on Twitter, fix that! I am currently creating a d100 random encounter chart for the Isle in the lead up to TotalCon 2016 and want to share it with you — yes, even you, over there, in your underwear eating a bowl of Ramen while you read this. Find me @IanAsItWere

Carnage on the Isle of Dread

This past weekend marked another successful 5th Edition Dungeons and Dragons ongoing hexploration adventure at Carnage Con in Killington, Vermont. This year, given the “Lost World” theme of the Con, I chose to have the players explore the  Isle of Dread. As usual, I used new school rules to run a game with old school sensibilities and more than a dash of weirdness. This post is simply a collection of thoughts on the game and how it might change (hopefully for the better) before TotalCon.

 

Don’t worry, TotalCon attendees, I will be speaking in generalities so no worries about spoilers.

 

  1. Everyone Love Riding Dinosaurs:  As much as folks love hunting dinosaurs, killing them and making steaks of them, the truest pleasure possible for the sword and sorcery hero is to tame such a mighty beast — or at least hold on for as long as possible. One of the “side quests” I provided was a T-Rex hunt. See, the terrible lizards (see what I did there?) have a penchant for devouring herds, guides and paying customers, so the lord of Gate Town (the only purpose of which is to operate the huge Skull Island style wooden gates) offered 500 gold pieces for the head of a tyrannosaur. Of course the party took the bait. But it was not the slaying of the mighty beast (“beasts” actually, as they were a mated pair) that was the highlight, but rather the riding of the monsters by first the gnomish eldricht knight and then the bard. Pay no heed to the fact that the gnome had an advantage to getting atop the thing by being so close, clamped between its jaws and all. She certainly didn’t.
  2. When in doubt, zombies — and if that doesn’t do it, tentacles: It is a well known fact that the weird fantasy from which D&D takes much of its inspiration is closely tied to horror. And if two things speak “horror” then those are the shambling hungry dead and amorphous horrors that seek to propagate by way of infection of one’s innards. It turns out that these two things are two great tastes that go great together. If you want to recreate this most compelling adversary in your home campaign, do thus: start with a zombie and upon its death have it explode into a swarm of maggots, which in turn coalesce in to a medium sized tentacled ooze that suffocates its victims by crawling into their lungs. Now, count them by the score. It certainly worked upon the Return to the Isle of Dread.
  3. Never discard a random encounter; use it in a new way: Much of how I prepare for these long hexploration adventures amounts to finding the right random charts: names, weather, treasures and, of course, encounters. I run D&D well on my feet, responding to both the players and the dice. I have tried the other way, with all the writing and the plotting, and it simply does not work for me. So, there were many random encounters rolled during the course of the adventurers wanderings, but two really stand out in my memory. In the first, which followed fast apace a troublesome combat encounter, I rolled two revenants. I wanted to give the PCs an opportunity to avoid trouble, and it occurred during one of the late watches. I decided on a whim that the spirits were lovers (people of the antediluvian culture that once ruled the Isle) who, star crossed perhaps, decided to be together forever in death. The revenants walked through the party camp and the party chose to follow them, all through the night to a high cliff on the shore of the Dread Sea and just as dawn broke one spirit put a ring upon the finger of the other and they threw themselves off the cliff to their eternal, nightly repeated dooms. So the party set about finding the ring, which was still on the finger of the hand of one of the lovers while held in the skeletal grasp of the other. They performed the right rituals and waited the night and were able to put the revenants to rest with nary a shot fired — and for their effort they were rewarded with a magic ring. It was touching and warm and a nice break from the usual combat. In the other example, a unicorn ran swiftly by the party, chased by sprites. The ranger decided to “defend” the unicorn and fire upon a sprite. It exploded in a cloud of glitter and two gossamer wings spinning sadly earthward. Then, the rest of the party opened fire and it was glitter and doom everywhere. The unicorn returned to collect the surviving playmates and glower at the ranger. I guess not every encounter can be non-combat. On the upside, the party did not decide to find out if unicorn meat really did sparkle.
  4. Greed is the DM’s Best Friend: When in doubt, dangle something shiny in front of the party. Gauranteed, at least one of them will take a grab at it. Amazingly, I managed to get a player with the old “illusory floor” trick. Big statue. Heaps of gold. No ten foot pole. You know the story. The splat was very satisfying, but then a quick fly spell followed by revivify and my work was undone. I still count it as a kill, of course. Better was what I like to call the Test of Wizardly Greed and Instant Death. You see, The Isle of Dread is a weird place, influenced by many worlds, and in one spot a machine made for nothing but destruction — a death machine from Gamma World for those keeping score — was found in a crater. It patrolled the crater and killed anyone that touched the ground within with a ray of pure death. Those that were merely killed and not disintegrated were picked apart by circling pteranodons. Over the centuries since its appearance on the Isle, wizards in particular have been interested in discovering its secrets, perhaps even mastering it, and their bones litter the crater — along with their magic staves, rings and spellbooks. It is a vast collection of wealth, free for the taking for anyone capable of out witting the death machine. I won’t wore you with the details, but a new wizard’s corpse decorates the crater (while the paladin’s ash pile has probably blown away by now).

I was very lucky this Carnage. Of five sessions I ran, the first four were full with other folk waiting around to get a seat (I learned after last year’s TotalCon to limit my players to 8 — my last game had 13 players!). The final Sunday afternoon game was only 5, but that was okay since it tends to be a bit of a slower day (aka hangover city). I had great fun running the game — and will so again at TotalCon 2016 under the Dark Phoenix Events banner — and got to play with lots of friends, old and new. Running games is a treat for me and while I of course believe I am completely awesome at it, I would not be near so awesome without great players in the seats.

 

Some Housekeeping

 

I have been posting rarely these days, due in no small part to time constraints from school and work and family life. Now, I am working on  novel which will eat even more of my creative time and energy. But, I will endeavor to do more blogging as the year draws to a close and hopefully 2016 will see a return to form for this space. Thanks you for sticking with me.

 

 

 

Return to the Isle of Dread

 

Decades ago, adventurers found a forgotten captain’s log that led them to a mysterious island inhabited by strange peoples and terrible monsters. Their adventures opened the floodgates for treasure seekers and monster hunters until one day, the island simply disappeared, as if erased from the very ocean. In time, the so-called Isle of Dread became a legend and rumor, all but forgotten — until now. The hull all but gone and the crew all but mad, a ship has berthed bearing not only tales of the lost isle, but also glittering treasures and strange artifacts.

 

The isle has returned to the world, but will you Return to the Isle of Dread?
A D&D 5th Edition Ongoing Adventure of danger, daring and dinosaurs coming to a Con near you this fall.

vs Players: The Fine Art Being A Killer DM

save-vs-nuke

When we play Dungeons and Dragons, we are often making stories in a collaborative and improvised yet structured environment. Everyone around the table has a vested interest in enabling everyone else’s fun and producing, as a final result, a memorable sequence of events with which to bore game-store clerks and non-gamer friends for years to come. Sometimes, though, what we really want to do is crush a bunch of PCs, hear the lamentations of their players and see them driven from the table.

 

In most role-playing circles and under most circumstances, what is often referred to as “Adversarial Dungeon Mastering” is considered badwrongfun at best and Epic Level Assholery at worst. The reasons are understandable: in any traditional RPG, like D&D, there is an immense power balance between the players (and their puny characters) and the DM (and his mountains of damage dice). A DM can kill every player character on a whim.

rocksfall

The thing is, that is not fun for anyone — not even the DM. Sure, the first few times it is a blast as the players’ eyes widen with disbelief and tears begin to well up as the true existential horror of their meaningless fate dawns upon them. Unfortunately, sorrow usually turns to rage and the DM finds himself using his game screen to dodge high velocity dice.  RPGs are about agency above all and while there is some potential for value in an examination of the cruelty of an uncaring universe, most of the time maintaining that agency even in the face of certain doom is what keeps players coming back to the table.

 

There is a way to be both a Good DM and a Killer DM simultaneously and it hinges around that idea of Agency. Coupling Agency with an acknowledgement of the inherent power dynamic on either side of the screen and an honest attempt at using the rules of the game to establish some level of fairness, this concept of “Adversarial Play” can be successful and fun for everyone at the table.

 

The following list of rules are must-haves for Adversarial Play:

 

Rule 0: Player Agency Is Paramount

As stated, above all else the players must have Agency. This is more than simply control over their individual characters. Agency is the ability to make meaningful choices at all levels of game play, from in-world actions to table level interactions. Meaningful choices arise from the relationship between information and options. To put it more plainly, to have Agency players must know what the situation is and what their options in that situation are.

 

The DM is the lens through which the players view the game. As such, it is the responsibility of the DM to be clear and direct in answering player questions and in providing information to the players — whether through words, battle maps, illustrations or the funny voices he likes to practice in the shower when he thinks his roommates can’t hear him but we can, oh but we can. A DM must not engage in “pixel bitching” — that is, forcing players to be hyper specific in an attempt to catch them in a “gotcha” trap. “I search the desk for any hidden compartments,” is enough; no need for, “I tap lightly on the back panel of the third drawer down with the tip of my dagger — not the silver one, the other one — to the tune of ‘shave and a hair cut’.”

pixelbitching

 

Note: In the above example, failure by the player to indicate that she is checking first for traps is a mistake. Bombs away!

 

In short, Adversarial Play depends on fairness and restricting player Agency by limiting information flow is essentially cheating.

 

Rule 1: All Rolls On The Table

natural1

Many Dungeon Masters employ the game screen to enhance uncertainty in the players (classic example: you search for traps and your DM rolls behind the screen and then tells you that you found no traps; did you fail or are there no traps?) In typical, non-Adversarial play, this is a fine practive. Unfortunately, though, in Adversarial Play die rolls made behind the screen undermine the trust that is essential for success. All die rolls, for the DM and players alike, should be made in the open for all to see and players should make their own rolls. The DM does not necessarily need to explicitly state the difficulty of a roll — the monster’s AC or the DC of a saving throw, for example — and in fact some game mechanics are dependent upon players making choices before the result of a roll is declared.

 

A necessary corollary to this rule is that the DM does not adjust enemy stats or difficulties during play, which is essentially changing die roll results in reverse. For good or ill, let the dice fall where they may and adjudicate the results.

 

Rule 2: All Rules On The Table

patrick

Whatever rules are being used for the game need to be acknowledged and understood by everyone — both official rules and campaign/house specific rules. This includes rule interpretations for areas that can get “fuzzy” (like 5th Edition rules on stealth and hiding) and the occasional weird interactions and synergies between rules. Remember that rules are the purview of the DM and the DM is the final arbiter of any rules questions or disputes, but players also use the rules as part of their Agency. This is not merely a right but a responsibility: players need to know how their character works, including class abilities and spells and items, etc… It is usually worth a minute or two to look up a rule in play when there is a question, but no more than that. In these instances, the DM must make a ruling and move on — and be consistent with that ruling until time can be taken to determine the actual, official rule (if it exists).

 

Good Adversarial Play is an advanced form of play due to its competitive nature. It can be frustrating and difficult for players if the DM is not familiar with the rules. On the other side of the screen, the DM can have a tough time seeming fair when confronted with a group of inexperienced players who might not appreciate being eviscerated because they weren’t sure how the grapple rules worked. An experienced DM and a few experienced players can usually ensure one or two inexperienced players contribute and have a good time, but if the balance is too far toward inexperience the game tends to fall apart.

 

Rule 3: Victory Conditions Matter… for Players

doom

At its most basic level, Adversarial Play is a competition between players and the DM. As with any competition, there must be a point at which the competition is over and a victor is declared.

 

“No one wins in D&D,” has been a feature of the game since its inception (alternatively, “Everyone wins in D&D.”) but it really is not true. What that statement actually means is that D&D is not Risk or Monopoly in which it is picked up, played and one person won while the rest lost. D&D has always had moments of triumph and failure within the context of play — you killed the monster, you lost the girl, etc… Adversarial play is not much different, but it does bring those moments into sharper focus.

For the DM, victory comes when the players fail. While it might be entertaining to consider a scenario in which the DM wins when all the player characters are dead, it doesn’t hold up to scrutiny. As stated above, it is trivially easy for a DM to kill every character. Even if the DM restricts himself in order to make such a goal “fair” the players are still thrown into the defensive position and it becomes a game of seeing how long they can hold out against an overwhelming force. This may be potentially entertaining, but not more than once.

 

Instead, victory conditions should be established for the players and their characters. With a goal to strive for — kill the dragon, recover the MacGuffin, save the prince — the players control the flow of the game and are forced to overcome the obstacles in their path. This goal should be explicit even if the method of achieving the goal is not. Like most good games of D&D, an Adversarial Play adventure should provide players with a lot of freedom in determining how to achieve their goal and creativity should be rewarded.

 

That said, remember as the DM your job is still to stymie, drive off or even destroy the player characters. Every step on their path to victory should be fraught with peril, from trap laden corridors to monster haunted chambers and strange magic tricks everywhere in between. Make them work for it, and when they fight to long or the dice fail them and a PC goes down screaming while being torn apart by rabid mutant kobolds, enjoy your moment and cackle maniacally.

 

Next Time…

 

Having laid out the above rules for running an Adversarial Play game of D&D, I will next time share a short Adversarial adventure that I think will illustrate how this kind of play can be fun for a diversion or a whole campaign. In the meantime…

dm

10 Things I Learned Running D&D 5E All Weekend

I spent the weekend at TotalCon in Mansfield, MA. I visited with old friends, drank too much and absolved myself of real grown up responsibilities for a few days, but mostly I ran 5th Edition Dungeons and Dragons. I DMed six session slots for a total of 25 hours of play (that last one on Sunday went an hour long). These were not six sessions of the same couple of adventures run over and over, but rather one continuous hex-crawl exploration, a sort of table-top massive multi-player game called “The Valley of Tombs” that actually started at CarnageCon in Killington VT this past fall (that’s a total of 11 Con sessions I have run it, by the way). It was exhausting. It was fun. It was overwhelming. It was glorious. And, it taught me some things.

 

So, without further ado, here at the 10 things I learned while running a ridiculous amount of D&D 5E this weekend:

 

1: The most time consuming thing is getting everyone up to speed. With only one exception, every session had at least a couple players that were unfamiliar with 5E and who had not played the Valley of Tombs before (either at Carnage or at a previous TotalCon session). While this was no surprise, I was taken aback at just how much time it can take to get a player comfortable enough with both the system and the conceit of the game to be able to choose a character, parse its abilities and role in the party and be ready to strike out in search of adventure. And while I think I got “the spiel” down to a reasonable length by the end there, my introduction to both 5E and the Valley could certainly use some tweaking.

2: Valley Veterans are a Godsend. There were two sessions in which folks who had not previously played were entirely absent and their absence was felt. It was not simply an issue of history and lore, though having folks around that appreciated and could impart that stuff was nice, but one of logistics: veteran players were able to bring new players up to speed while I was organizing my notes and preparing for actual play. Thankfully, I had a ton of veterans by Con’s end and I appreciate everyone who sat twice or more at the table.

3: Characters should belong to players. There is something neat about picking up a PC that has some treasure, some XP and some history, but one thing I did not think about was just how profound player versus character knowledge became with a mix of veteran and new players. Some characters were chosen consistently throughout even though players came and went, which meant Gar the Half-Orc Ranger experienced the first brush with the Faerie-Eating Spider-Men, Bob could not explain that information to Jane since Fred had actually played Gar the previous session. The shared journal I have players fill out helps some, of course, but unless Gar’s player was running the journal, Gar’s perspective is lacking. I think one-and-done PCs for any player are necessary given the format, and since levelling is slow slow it should not impact the balance of the game.

4: No one cares about the Inspiration die. In the Con game format, I wanted to avoid everyone jostling for role-playing time with their Flaws and Ideals and such to gain Inspiration. Instead, I had one Inspiration Die that was meant to move around the table. If you got it (for being awesome, for making the game fun, or for bringing me beer or coffee) you could use it anytime you wanted, but then it went back into contention and the next awesome, beer-getting player got it. In reality, no one remembered it was out there. Maybe I give advantage too often or maybe the die being in one player’s possession makes everyone forget about it, but there were very few situations in which it got used at all. I will have to rethink the Inspiration Die bit.

5: Tea is my larynx’s best friend. I had a cold last week anyway, and spending all that time talking certainly strained my voice. Throw in the late night parties and I should have been voiceless by Saturday. But I took that advice of my beautiful and hyper intelligent wife and brought an electric tea kettle to the Con and was able, with judicious use of honey and lemon, keep myself able to be heard. As an added bonus, the kettle was also great for instant oatmeal and Ramen as a way to save money on meals!

6: Never Sit. Seriously. You are the head of the table. All eyes are on you. If you disappear behind that screen, you have lost them. Don’t do it. (I actually learned this at Carnage, but it is so important I had to repeat it here.)

7: If you are going to wing it, be prepared. That sounds contradictory, but it really proved its truth this weekend. In the weeks leading up to the Con, I had some trouble dedicating the necessary amount of time to be ready for this. So, it turned out that because I do not run any early morning games (you’ll remember the thing about the late night parties above) I had a few hours every day to tweak previously prepared stuff and add new material, without knowing whether it would get used. Open world sandbox gaming requires lots of material on hand, whether it is cribbed from other sources, based on random tables or created whole cloth. Otherwise, the game slows to a painful crawl. I made good use of my mildly hungover, tea-drinking time and it paid off.

8: Random results are best results. There is no better way to illustrate this than by example. During the aforementioned preparation, I rolled a treasure hoard that included, of all things, a bag of beans. I have never used a bag of beans in a D&D game before and would likely never have thrown one into the treasure mix on purpose. It happens to end up in a hoard that the PCs acquire (though they don’t know what to make of it — either PCs or players). Later, those same PCs end up in a dire situation: a few party members are trapped in a sealed room, running out of oxygen, dying the slow, ignominious death of the tomb raider while their friends tried desperately yet futilely to free them. Finally, with nothing left to lose, they decide to drill a hole in the many-ton stone block that traps their companions, stuff said hole with dirt and plant a bean from the bag. One percentile roll later, a massive pyramid erupts from the bean, destroying that portion of the dungeon and providing a way out for the doomed PCs. And, on top of it, a terrible mummy lord lives in said pyramid, thereby adding a new wrinkle to the setting. None of that awesomeness would have happened without a few random rolls.

 

Yup. Just about like that.

9: Allosaurus riding lizardmen make everything okay. My last session of The Valley of Tombs for the weekend was the Sunday 1 PM slot. Thirteen players ended up at that table (because I can’t say “No”) and I was sure it was going to crash and burn. My TotalCon legacy was going to be a baker’s dozen of disappointed players. At first, it seemed to be going that way with minor details turning into major plot points and some intra-party machinations threatening to derail things. Then, at just the right moment (i.e. with less than an hour left) the party heads to their original adventure site which turns out to be full of lizard men riding Allosauruses (Allosauri?). It made everything better.

10: The Valley of Tombs is an actual thing. When seven of nine (insert Star Trek borg bosom joke here) 1 PM slot  players chose to forego their pre-registered 7 PM games to continue their adventures, I not only realized I had something pretty cool on my hands, I was more flattered than if I had won IronGM (which I decided not to do this year since I wanted to run Valley). It isn’t perfect yet and there is a lot of work to get The Valley of Tombs into a semi-pro state, but I think it has legs. My goal over the next few months is to build it a website and develope it well enough that it becomes an honest to goodness actual “thing” at New England regional gaming cons, probably starting with OGC Con in New Hampshire in June.

 

I loved running this event over the weekend and I really do think it has potential to be a fixture for years to come. I want to thank every player that sat at the table, but most especially those that kept coming back. You guys rock.

 

The Valley of Tombs: Threshold

Here is a description of the town and people of Threshold, gateway to the Valley of Tombs. Players of the old BECMI D&D set will remember the name and the homage is intentional.

 

The town of Threshold is the gateway to the Valley of Tombs, where would-be adventures, tomb raiders and prospectors come to test their fortunes and fates against the threats of the Valley. It was established only a decade ago in cooperation between the Finder’s Guild and the Gunt minor noble house. And while it is not the only settlement in the Valley (see also Minehold and Lakehold) is is the most important.

 

The leader of Threshold is Lady Eldra Gunt. While ostensibly an elected mayor of the town, she has never been opposed in an election and in any case only land owners in Threshold, of which there are very few among the many itinerants and wanderers, are allowed to vote. Lady Gunt makes certain they are all well pleased with her policies or they do not remain long in Threshold.

 

Lady Gunt’s chief supporter is Sheriff Balthazar Grimes, a former highwayman and sell sword elevated to public office based on his readiness to do whatever Lady Gunt orders of him. As sheriff his official duty is to protect the people of Threshold. In reality, he serves as both a tax collector and shakedown artist for Lady Gunt. Anyone entering Threshold must pay a 10% tax on all wealth found in the Valley and Grimes is well known to demand other taxes, tithes and fines of newcomers. He is a dangerous man, skilled and gleefully cruel in combat, and he has the good sense to make life comfortable for the guardsmen under his command who tow the line.

 

The only other town “official” is the sage of the Finder’s Guild, an aged elf named Eraneon. He technically has a full voice in town affairs based on the agreement between the Guild and House Gunt that established Threshold, but in reality he cares very little for the goings on of the mayor and her toadie. As an elf who has lived a very long time, Sage Eraneon views any political situation in Threshold as ultimately temporary and is far more interested in exploring the Valley and delving its secrets and treasures for the Guild. Elves know only knowledge lasts forever — everything else is transient. That said, Eraneon has been known to aid successful Guild contractors in avoiding trouble with Lady Gunt or Sheriff Grimes as long as those contractors are discrete and did not bring the trouble down on themselves.

 

There are a few scattered taphouses in Threshold but only one inn of any note: The Keg and Kastle, operated by an ex-tomb raider named Holger. His prices are reasonable, his food is edible and his rooms are clean and secure. He bears no love for either Lady Gunt or Sheriff Grimes but knows better than to cross either of them, especially for adventurers who are as likely to die in some ancient barrow as they are to ever return a favor. Rumors persist of some great wealth or hidden treasure in the cellar of the inn, but no one has ever confirmed it and all Holger ever says about it is that when he retired he spent all his treasure securing the K&K.

 

There are no limit to the number of peddlers and self-styled merchants in threshold trying to part folks from their tomb-findings with shoddy wares but there is only one recognized shop in town. Operated by the grotesquely obese dwarf Garil (the shop is called simply “Garil’s Goods”) it serves as a trading post for all manner of mundane items. Garil’s prices are outrageous — he charges half again the usual rate for everything — but he is honest insofar as he will not sell low quality merchandise or cheat his customers. He is firmly in alliance with both Lady Gunt and Sherrif Grimes and has been known to turn in people who have tried to avoid their taxes by selling goods to him. It is suspected that he gets a portion of those “found” taxes.

 

Threshold sits on the bank of the river and riverboats move goods and people between Lakehold and Threshold and then on to Guntville (seat of House Gunt) one hundred miles downriver. The Threshold dockmaster is a female halfling named Middie Bow. She is a friend of Holger’s and hates both Gunt and Grimes but is in no position to oppose either since her job is assigned and she could easily be replaced.

 

Magical Monday: Zetherith’s Gold

It is time to put my previous entry, Random D&D Inspiration to the test! First thing is first — generating a random page number for each of the three core books. After excessive clattering of dice, I came up with the following:

 

Monster Manual page 285:Succubus/Incubus! That is a promising start.

 

Player’s Handbook page 134: the Hermit character background!

 

and finally Dungeon Master’s Guide page 117: underwater visibility, “The Sea” and “Navigation” and a beautiful painting of an adventuress opening a treasure chest at the bottom of a shallow sea or lagoon.

 

The above collection is a pretty good example of why I believe that random elements in both gaming and storytelling are of worth. It is not that any individual aspect of an idea must be unique or revolutionary, but rather that with the right combination of even common tropes and images (and what of the above elements is not an old fantasy trope?) you are empowered to create something new. By absolving yourself of the responsibility of coming up with a “great idea” and letting Fate decide, you are freed from your own limitations and biases in at least the most foundational aspect of creation: brainstorming. For my part, I can imagine having come up with come idea built around a succubus, a hermit or underwater treasure hunting, but not likely one combining the two and certainly not all three.

 

Let’s get to work, then.

 

The first thing to do when trying to weave these disparate results into a cohesive idea is to put them into a larger context. In this example, I have two specific things that contextualize the idea: 1) this is a Magical Monday entry, which pushes the idea in the direction of something wondrous rather than monstrous, and 2) it must be useful for my Valley of Tombs adventure setting — with TotalCon coming up fast, I can’t afford to waste any creative time and energy on anything else. With those two requirements in mind, I can start to figure out what to do with these three random elements.

 

Since this is not a Wicked Wednesday entry, I am not looking to create a villain or monster to plague explorers of the Valley of Tombs. That throws out the idea of a villain succubus or incubus, which is well enough since it is a tired idea anyway. Instead, reading the Hermit entry and thinking on the charm aspect of the succubus and incubus, I decide the following: the Hermit was once a wealthy money changer who lived in the town of Lakehold. We will call him Zetherith Ennar (random name generators abound on the internet — find one that works for you!) and say he is a half elf. He was charmed by a fiend, however, that used his wealth and influence to cause pain and heartache among Zetherith’ family and clientele. Just to buck the usual “evil woman” trope, I’ll say Zetherith  was charmed by an incubus, whom we’ll call Adoth Firefair. Eventually, the fiend tired of his game with Zetherith and decided to drain the life from the moneychanger but before he could murder his mortal pawn, Adoth was attacked and driven back to the Hells by Church Inquisitors (I am keeping this bit intentionally vague: I like having players be able to define their character’s religions and organizations, which means leaving much of the larger world in which the Valley of Tombs fits into undefined). Because Zetherith was never able to shake the magical charm Adoth had placed on him, even after the incubus was driven to his home plane, Serveris Ennar harbored an abiding and tragic love for the fiend. Moreover, Zetherith was exposed and blamed for the damage caused under Adoth’s influence and driven from Lakehold, becoming a hermit living in an ancient abandoned lakeside light house a few miles from town.

 

This is a good background for an NPC, but it is not yet much of an interactive element for explorers of the Valley of Tombs. For that part, I will take inspiration largely from the image on DMG page 117:

 

While under the power of Adoth Firefair, Zetherith Ennar continued his money changing and money lending business. Using wit and guile, he tricked many of his customers into bad (but perfectly legal) investments and gambles and invariably those people lost their wealth. Adoth Firefair knew that those who lost everything were capable of the most desperate acts and enjoyed watching chaos spread through families and the community. Each gold piece Zetherith collected this way was cursed by Adoth’s taint and the incubus convinced Zetherith to collect it all into one treasure chest. When the inquisitors came for Adoth and the townsfolk turned against him, Zetherith cast the chest into the bay of Lakehold for fear that the evil of Adoth would follow that money forever and bring misery to whoever held even one silver piece of it. While no one saw where Zetherith drowned the chest, rumors persists still ten years later of its existence.

 

Player characters coming to Lakehold may hear rumors of Zetherith’s Gold and might be able to hunt down the hermit and find out the truth of the story (Zetherith will only willingly give up the location of the gold if the PCs indicate they can cleanse it of its curse and promise to give it to the Church that drove Adoth away). The chest contains 531 gp, 2398 sp and a small collection of gems (12 worth 1d6x10 gp each). Adoth’s curse is real, however, and anyone keeping the money for themselves or spending it on selfish desires is cursed to suffer Disadvantage on any and all saving throws made against the effects of magical charms. In addition, this curse is obvious to any evil outsider that possesses a charm ability. The only way to remove the curse is to atone by giving away 3 times as much wealth as they kept or spent for themselves.


For Wicked Wednesday this week, I will roll randomly again and see what pops up!

Random Inspiration

I sometimes have trouble with the most basic step in the creative process: inspiration. Usually, if I can get an idea, or am given one, I can run with it and make it into something fun, interesting or novel. This is one of the reasons I enjoyed role-playing game writing so much: I was given an assignment and then let loose. Within the confines of that assignment, I was free to do whatever. I have found, though, that when I am writing for myself, or for a handful of imaginary blog readers, or even with hopes of sale and publication, I want for that initial inspiration. My “writer’s block” is usually less about being unable to form prose and more about being uninspired to start in the first place.

 

One thing I have always found helpful, especially in the context of gaming (whether in preparation or at the table itself), is the use of random tables. There are many great collections of random tables for everything under the sun — I have even created a few — but here, with the new edition of Dungeons and Dragons relatively fresh, there is an easier way to spur creativity without worrying too much about how to translate the results to the game’s systems. By simply using the three core D&D 5E books as the “random tables” themselves, we can create interesting mashups of ideas that are easy to include into our games.

 

While you could simply open to a “random” page of each book, that method has two problems: 1) it is not really random at all and your results, over time, will cluster toward the middle pages of the books, and 2) it does not involve the rolling of dice and that is inherently bad. Moreover, not all sections of the books are created equally and are not necessarily helpful in producing fun, playable content.

 

The basic idea works as such: for each book (Player’s Handbook, Monster Manual and Dungeon Master’s Guide) we will generate a random page (using DICE!) and draw something from each of those pages. Then, we will combine each of those things into a cohesive whole, hopefully one that is both interesting and fun. This kind of random generation helps spur creativity while at the same time avoid cliches.

 

The Monster Manual is the most straightforward of books to use, as it is almost completely filled with usable (read: inspirational) content. From page 12 to page 350 there is naught but monsters, beasts and NPCs. First, roll a d12. For any result other than a 1 or a 12, subtract one from the result and multiply by 30. Then , roll a 30 sided die and add the result for the final page number. (Example: roll a 9 on a d12, so 8×30=240; roll a 16 on a d30, for a final page number of 256 — Quaggoth!) If the initial d12 result was a 1, simply roll a d20+11 for the final page number. (Yes, this statistically makes Blights ever so slightly more likely a result than other creatures in the book. Sue me.) If the initial d12 result was a 12, roll a d20+330 for the final page number.

 

For both the Player’s Handbook and the Dungeon Master’s Guide, there are sections of the books that are primarily rules oriented or otherwise unhelpful for generating ideas. As such, the method for generating page numbers is going to be a little convoluted.

 

For the Player’s Handbook, two sections stand out as providing potential inspiration results: the section in which options for characters are presented (pages 18-161; 144 total pages) and the portion dedicated to magic spells (pages 211-289; 78 total pages).First, we will roll a d6. If the result is 1-4 we will be generating a result from the character section; on a 5-6 we will be generating a result from the spell section. In the former case, to generate the final page number roll two d12 dice and multiply the results (generating 1-144) then add 17. For generating the final page number in the spells section, the easiest method (since the total number of pages is less than 100) is to roll d100, ignoring any results greater than 78 and adding 210 to the result.

 

The Dungeon Master’s Guide is a treasure trove of inspiration in and of itself, mixing practical rules information with random charts and inspirational art. For our purposes, I want to avoid including the rules based discussions, so we will be limiting our potential results to pages 7 to 232 (227 total pages). Roll a d12. If the result is 2 to 11, subtract 1 and the multiply by 20 (generating a result between 20 and 200) and then roll a d20 and add the result. If the initial d12 result was a 1, roll a d20 (reroll any result greater than 15) and add 6. If the initial d12 result was a 12, roll a d12 and add 220.

 

Of course, you can always wimp out and head over to a website like www.random.org to generate your results without dice.

 

Remember, we are looking for inspiration on these pages, so read all of the text and look at the art! Sometimes all it takes is a throwaway phrase by the author or a tiny detail by the illustrator to inspire an entire adventure.

 

This week, for both Magical Monday and Wicked Wednesday, I will be using this method to generate the content for those columns, as well as tie them to The Valley of Tombs.

 

Wicked Wednesday: Lord Black

 

This week I present an established villain in the Valley of Tombs “Massive Multiplayer Table Top RPG” convention game I run — coming soon to TotalCon! — which is illustrative, I think, of the kinds of bad guys I find interesting in RPGs. The stats are for 5th Edition Dungeons & Dragons, but I think Lord Black can be easily converted to any version of D&D or related game.

 

Not all souls that haunt the Valley of Tombs were interred there. Long before the Valley was cut off from the wider world, some chose to rule there in life rather than rest there in death. Perhaps it was the promise of treasures both rich and powerful from ages past. Perhaps it was a kinship with the Other World that rests so close to This World in the Valley. Or perhaps it was simply the fact that few dared claim the Valley, making it appear at least as an easy mark for a would-be dominion lord.

 

The man that is now known as Lord Black was one such would-be ruler. The lesser son of a lesser house whose inheritance has been squandered by his elder brothers, he took what feeble bodyguard he could muster and led them to the Valley, which was even then so many centuries ago famed for its terrors and treasures. “If I die in my quest to be a king,” he said, “then at least I can be buried as one.” His last act as scion of his house was to slit the throats of each of his siblings as they slept.

 

The Valley is an unforgiving place even in the height of summer. In the depths of winter it is as brutal and cold as the frost trolls that come down from the mountains to hunt. The self styled Lord of the Valley lost half of his retinue in the first winter, and would have lost all had they not turned to the Wedigo’s Feast for sustenance. The hardest and cruelest survived, however, and with the spring thaw they sought their vengeance on the Valley and the few good people that inhabited its outskirts. They robbed graves and raided tombs, demanded tribute and captured slaves. By the waning of summer, the Lord Black To Be had erected a motte and bailey and called it a palace. This winter, he would not starve, even if he had to eat all his slaves.

 

It was at the autumn equinox that Madra Nocht came to see the young lord. The wicked, ageless night hag came to him in her true form, as twisted and black as his heart. She disparaged his “palace” and insulted his honor and when he tried to hew her down she cast him on his face and laughed. “You desire power,” she said, “and power I can give.” “What price?” “A small thing, just your heir.” “I have no wife, let alone an heir!” “You will one day,” she promised, “but he will be mine. You will never pass your lordship down. But if you agree, you will never need to.”

 

He agreed.

 

Who knows what twisted pleasure Madra Nocht gained from her bargain with him, who she now dubbed Lord Black. No mortal can fathom the madness of her race, ancient and vile as it is. No matter her reasons, she told the newly minted Lord Black where there were tribes to conquer and where he could find the tools to do so. She gave him keys to the richest tombs of kings long dead that she had also crowned. Over the course of years, Lord black plundered and conquered, destroyed and constructed. He slew giants and dragons and warred with centaurs and goblins. He raised towers and razed churches. Never did he take a wife, or even avail himself of any slave-girl, for he ever feared what might happen should he produce an heir. Not to the heir, mind you, for Lord Black cared nothing of any other, even a theoretical son and heir. No, he saw treachery in madra Nocht’s gifts and feared the completion of the contract would end his prosperity.

 

And so it would have remained had it not been for the Pilgrim Maid. Her name is long lost to history. Only Lord Black and Madra Nocht know it now, and neither will speak it — he because it pains him too much, and her likely because she does not care to remember such trifles. She came with a flock of pilgrims to visit the resting place of their living god. Lord Black’s knights took them as slaves and when they brought the most beautiful of them to him as his share — as they always did, and he always sent her to the dungeons — he was enchanted and sent her to his kitchen instead. In time, she went from his kitchen to his hall and eventually to his side and finally, married, to his bed.

 

Had Madra Nocht, tied of the wait, cast a spell on him or given the Pilgrim Maid a love potion? Who knows the truth besides Madra Nocht? The result was the same and within a year of the wedding the now Pilgrim Lady gave birth to a son. The child was not yet swaddled when Madra Nocht appeared to collect her due. Lord Black resisted her with the power he had gained but to no avail. Her might was greater. As Madra Nocht took the child, the Pilgrim Lady cursed him for his lies and treachery and, finding the chirurgeon’s blade attacked him. He stabbed her through the heart with his ancient sword in his rage.

 

Madra Nocht left with the child and Lord Black told all that both mother and babe had died in childbirth. Wracked with guilt, Lord Black raised a cathedral to his wife’s god and prayed for forgiveness. No answer came. On the babe’s would-be first birthday, Madra Nocht delivered to Lord Black the child’s bones, scraped as they were by her butcher’s knife. He fell into madness then, becoming a terror to his own people. Over many years, he drove them away, murdered them and tortured them. Only the hardest and most evil men stayed in his employ, making him even harder and more evil himself.

 

Finally, devoid of all holdings bust the cathedral and all followers but murderous cannibals, Lord Black died of wrath and grief in his befouled cathedral. His men dined on his flesh and then fell on their swords. Such was the end of Lord Black’s rule.

 

Or, it would have been if not for Madra Nocht. The night hag came to Lord Black’s tombs and breathed foul unlife into his butchered corpse. When he rose, he knew that he would forever haunt the Valley he had sought to rule and with an unhallowed gesture woke his servants, their dead bellies still full of his flesh.

 

Ever since, Lord Black the wight and his army of ghouls and ghasts have haunted the Valley of Tombs and sought to spread fear, death and grief to any who dare venture or settle there. He especially targets good clerics and other servants of light.

 

Game Rules:

 

Lord Black is a special wight (see Monster Manual page 300) with exceptional abilities. His statistics are per a regular wight except as follows:

 

AC 18 (Plate Armor of Radiant Resistance)

Hit Points 60 (8d6+24)

Speed 20

STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 16 (+3) CHA 15 (+2)

Skills History +5, Intimidation +5, Perception +6

All Attacks +6 to hit with a damage modifier of +4 instead of +2.

Modified CR 6

 

Lord Black wears a suit of Plate Armor of Resistance to Radiant Damage and a Ring of Invisibility, and his sword is a Sword of Life Stealing. In addition, mortal creatures killed by Lord Black rise as ghouls rather than zombies.

 

Lord Black is always accompanied by at least 4 ghouls and 1 ghast, and possibly more if he is expecting a large group or otherwise dangerous opponent(s).


Despite his hatred of living things and irredeemably corrupt nature, Lord Black can be reasoned with and may even ally with characters that can promise to destroy Madra Nocht permanently (a difficult task indeed). Her true destruction would destroy Lord Black as well, freeing his tormented soul.

New Year, New Focus

bring it

 

The tail end of 2014 was a thin one for this blog. Between end of semester class stress, the holidays and a little bout with writer’s block, I did not make many posts. As 2015 opens, I intend to get back in the groove and dedicate the time and energy necessary to keep things lively here in my tiny little corner of the internet.

 

First and foremost, I will be continuing to make 5th Edition Dungeons and Dragons a major part of this blog. Both Magical Mondays and Wicked Wednesdays will continue. Much of the work I do on that front will be based on developing content for The Valley of Tombs, my “massive multiplayer table top RPG” that should see plenty of play in 2015. Most notably, I have  six four hour slots set up at TotalCon in Mansfield, MA this February 19-22. With 24 hours of play and potentially 48 unique players, I want to have lots of content on hand. In addition I am going to be occasionally be developing content for the Valley Obsidian Portal Page, which I hope to use to build interest for the game.

 

While D&D is certainly a passion of mine and a big part of this blog, I will continue to provide the occasional unsolicited rant, non-review or opinionated screed of any geeky thing that strikes my fancy. Sometimes I will even make a cogent point or two. We live in a time when geeky subjects have gone mainstream and larger cultural issues collide with niche interests, whether it is the intersection of feminism and video games or questions regarding the less palatable views of genre titans like Lovecraft. As nerds, geeks and dweebs, we are all affected by these issues in some way or another, and they are worth talking about.

 

Finally, 2015 will be a year of refocusing on my own fiction writing. I don’t know how much of that will show up here. I don’t intend to make this blog a showcase of my fiction like I had in the past, but I will certainly be talking about it and whatever process in which I engage. I plan on writing one novel this year, but I have a lot of world building ahead of me before I can even hope to start writing. I may give self publishing short stories a try, and if I do I’ll surely be fretting about that process here.

 

Happy New Year and thanks, as usual, for reading.