Fangs of Vulgoth: Session #13

The adventure continues! Last time, our heroes cared for a dying tiger and found the Crossroads, where they killed an old friend and discovered a buried relic with immense holy power…

Play time: 4.5 hours

Heroes:

  • Asmund the Divine Soul Sorcerer (7)
  • Drew the Eldritch Knight (7)
  • Hugo the Time Wizard (6), Cleric (1)
  • Rainen the Beast Master Ranger (5), Druid (2)
  • Ward the Gloom Stalker Ranger (6), Rogue (1)

Dream a little dream…

The party rested at the Crossroads inside Hugo’s protective dome. No one kept watch.

Admund dreamed of the terrifying whirling rings of the angel Virune, and suffered intense mental anguish, but he awoke to find his new holy gauntlet had become an entire sleeve of protective armor.

Drew dreamed of strangling the dead witch Baba Kruska. In the morning, he felt better rested than ever before, and found a small bone knife in his hand.

Ward dreamed of battling his own were-self, but the wyvern spirit overpowered him and he awoke transformed into his were-wyvern form.

Hugo dreamed he was crawling through the mountains, picking through the ancient dead of a forgotten battlefield, before slinking into a hot, stinking cave.

When they emerged from the dome, they found the bones and remains of the vampires and some animals had been arranged in a complex design around their camp. Disturbed, they moved on.

The Wailing Pond

The morning came cold and dark. Snow continued to pile up in deep drifts. The party headed north into the forest in search of the town Rukesti. Several hours later, they emerged from the trees on the frozen shore of a small pond. Ward heard screaming on the wind.

They carefully crossed the ice and found an old log frozen in the pond’s center, with a rusty chain wrapped around it. Drew smashed the log free and Ward spotted something deep down at the end of the chain. With great effort, the team hauled the chain up and an ancient iron cage heaved onto the ice.

Inside the cage lay the decrepit form of a decaying, starving vampire. He claimed to be Baron Cazamir, a servant of Queen Dragoslava Torescu. The knight Lucien thought he was a rival for Nicoletta’s affections, and so imprisoned Cazamir in the pond. The Baron was pleased to learn Lucien was dead. Then Asmund slashed his holy gauntlet through the bars and destroyed the vampire utterly.

What dark secrets and strange powers did this undead prisoner take to his final doom?

Ruins of Rukesti

Late in the afternoon, the party found the remains of Rukesti. Every home and shop had been reduced to smoldering debris by the vampire attacks and their dread wyverns. Only the scorched chimneys remained, standing like tombstones in the thick smoky haze. But the heroes heard small sounds of movement all around them…

They hurried through the blasted hellscape in search of House Vanator, hoping to find weapons and treasures. They were intercepted by a pack of feral vampire wretches that lunged and leapt from every angle, desperate for blood. The adventurers unleashed a few spells and attacks, quickly reducing the wretches to bone and dust.

House Vanator

They found the mansion destroyed, but Hugo detected some magic buried within. They went to work, excavating the debris to find the undercroft. There in the darkness, they found the Hellsing dagger and the Holy Ring of the Dread Maiden, as well as various mundane weapons and armors. Hugo also found a copy of the Inkara Saga, but tossed it aside, uninterested. Asmund kept the book.

Emerging from underground, the party found themselves surrounded. A dozen vampire thralls stood all around them, calmly and quietly waiting in the smoky mist. And then they attacked. The battle was fast and desperate. These powerful vampires, the victims of the attack on the town, quickly bit and clawed the team to shreds. Asmund used his holy gauntlet to drive some away, and Hugo froze several in time. One by one, they slashed and crushed the vampires into ash, until the few survivors turned and fled into the gloomy ruins.

The remains of the town

With the day drawing to a close, the team hurried to the ruins of the Temple of Virune and excavated a Holy Amulet of Ariel, a Holy Ring of the Templar, and a Holy Staff of the Pilgrim. Asmund also found a dozen human corpses laid out on the temple pews in the nave.

They sought out the apothecary’s shop next, but found only a blackened crater filled with a noxious green ooze. Drew then found the remains of Oscar’s house, where the old man, still alive and human, sat on the wreckage of his home, waiting to die, unwilling to leave.

Hurrying south out of town, the team spent the night in Hugo’s magic dome inside the old mill, where the night passed quietly and the snow continued to pile higher. The next morning, they used the Master Shovel to slowly continue south to the destroyed village of Cherat, and then farther on before making camp again in the deep snow.

A strange night

During Asmund’s watch, a lone woman walked up the snowy road and stopped to stare at him. He stared back. She turned and walked on into the snow. He called to her, but she did not respond, and continued south.

During Drew’s watch, a sound drew him away into the woods where he met a strange figure hunched over a dead rabbit. Dressed in feathers and staring with wide round eyes, the stranger whispered that she was Striga, someone very old and tired, with some knowledge of the underground horror called Shernavoth. Striga hated the huge numbers of vampires, and wished a return to the old ways. It was she who arranged the bones around their camp. She also revealed that one way to defeat a vampire is by invoking its True Name. Drew left her in peace, and she vanished into the night.

Ward’s watch passed with event, and the morning came, dark and freezing.

And that’s where we ended.

DM Notes

Another solid session. Everyone enjoyed their strange dreams. The encounter with Baron Cazamir was spooky and strange, and now everyone wants to know what might have happened if they had not destroyed him so quickly. The vampire battles in Rukesti were quick and dangerous. The first was theater-of-the-mind, and the second was on a map.

Discovering the magical loot seemed to make everyone happy. Most of the items are attunement, so they have to constantly re-evaluate which things to use and which to set aside. The journey south was quiet, and I think it set the tone well, being very cold and silent and strange. I wanted to shift gears from the heat and violence of Rukesti, and I think that went well.

Next time, I believe we will finally enter the mountains and begin the attack on the vampire stronghold at Castle Torescu!

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Fangs of Vulgoth: Session #12

The adventure continues! Last time, the dark queen Lerazia killed Ward, but he got better and killed her back, and after a few shocking personal revelations, Asmund destroyed the Wyld Altar so no more Apex shapeshifters could be created…

Play time: 4 hours

Heroes:

  • Asmund the Divine Soul Sorcerer (6)
  • Drew the Eldritch Knight (6)
  • Hugo the Time Wizard (5), Cleric (1)
  • Rainen the Beast Master Ranger (5), Druid (1)
  • Ward the Gloom Stalker Ranger (5), Rogue (1)

Tyger, Tyger…

The party headed west, looking for the main road and the mining town of Narat. Along the way, Rainen and Sasha detected a strange predator in the woods. Using her abilities to speak with and charm animals, Rainen discovered and befriended a dying tiger. It had lost an ear and ear, and half its teeth. It limped through the shadows covered in old wounds.

Rainen spent some time soothing the creature, healing and feeding it, until it fell asleep in her lap, and died at peace. Its spirit then found a new home in the Violet Eye in Rainen’s mystwood hammer. The Eldritch Eye awakened, granting her fabulous new magics.

On the Road Again

The party emerged from the woods and surveyed the desolate town of Narat and saw the entrance to the mines under Castle Torescu. They debated attacking now, but decided to tie up a few loose ends first. So they turned north, immediately leaving the road and heading through the forest to find the fabled Crossroads.

Old Friends

No sooner did they arrive at the Crossroads and saw the ancient gallows and giant stone in the ground, but an old friend emerged from the misty woods. Carlos Vanator! The cheery little vampire killer looked a bit worse for wear as he led a handful of survivors from Rukesti out of the wilderness. He immediately embraced his friend Drew, and Drew immediately noticed that Carlos was a vampire. They made a little tense banter, but then Ward lost control of his animal spirit and transformed into a were-wyvern. Roll initiative!

Fang Time

Five heroes against six vampires looked like a pretty dangerous set-up, but Hugo deftly Slowed all but one of the vamps, which tipped the odds back in their favor. Still, most of the party and the vampires ended up into a tight scrum. Drew slashed away with Lerazia’s silver rapier while Ward unleashed his wyld side. Still, the vampires were able to regenerate, as well as drink a lot of blood, so they stayed in the fight!

One by one, the vamps were reduced to ashes, starting with poor Carlos himself. At one point, Sasha the dire wolf and Ward grabbed a vampire between them and simply ripped him apart. But not before Ward recognized the fanged face of his young protégé, Gavril the bowman!

About this time, three corpses of criminals who were hung at the Crossroads burst out of the earth and tried to drag the party down to hell. Drew was able to kick two of them away. But the third one grabbed Asmund and yanked him down into the earth. Even so, Asmund blasted two more vampires into oblivion. The last vampire tried to escape, but Ward chased him down in the mist and tore him to pieces. Then Rainen sent Sasha to yank Asmund out of his early grave, and the battle was won.

Saint Sarnai

Asmund then inspected the statue of Saint Sarnai the Peacemaker at the edge of the Crossroads. She held a bowl of rusty sand, and the base read, “Abandon war to find peace.” Asmund placed a knife in the bowl, which he had been working on for many days. The knife burst into flames and curled up into a scroll of Revivify! He was a bit annoyed at the loss of his knife, but pleased all the same.

Buried Treasure

Drew, chasing a vision he had of the Crossroads, began digging down under the giant stone. His master shovel made short work of the loose earth, and he tunneled down to find an old iron shield and an ornate silver gauntlet. Hugo identified this as the Holy Hand of Virune, a blessed artifact that allowed the wearer to not only fight the undead, but Turn Undead, as well as compel a held creature to tell the truth. The group gave this to Asmund, their most ardent Virune worshipper.

With the sun setting, the team decided to camp in Drew’s tunnel under the giant rock and continue to Rukesti in the morning to loot the ruins.

And that’s where we ended.

DM Notes

This felt like a pretty classic session of D&D. We had some exploration, some shenanigans and funny NPCs, a big battle that everyone seemed to enjoy, and cool loot. Next time I suspect we will have more character-heavy moments at they return to Rukesti and see what remains there. So, I’d better go prep for those encounters!

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PWYW Fantasy and SciFi books!

As some of you have noticed, I have started to make my books available on new sites, including DriveThruFiction. This is a great platform where you can get my books in both Epub and Mobi (Kindle) formats. And I have also made a bunch of titles Pay What You Want (PWYW), which means you can buy them for free (just put a zero in the price box) or pay whatever amount you wish. Here are those PWYW titles:

Elf Saga: Doomsday (Book 1 of 4)

This is not your typical epic fantasy. When Jenavelle learns that the world is about to end, she must assemble the greatest warrior women from five different nations to stop the dragon apocalypse and restore the balance of nature before time runs out. But then Jena finds out that she’s adopted, and that’s when things get really weird.

Explore a world of sword and sorcery that’s as classic as it is funny with JENAVELLE, a knight who’s sick and tired of epic fantasy clichés, AMINA, a warrior princess with a fondness for romance and swashbuckling pirates, NIYA, a hard-drinking mercenary who really hates faeries, TOMOE, a samurai shaman who is struggling with her recent resurrection, and LOZEN, a beautiful hunter whose hobbies include fine cuisine, high fashion, and excessive violence.

Angels and Djinn: Raziel’s Shadow (Book 1 of 3)

The young falconer Zerai thought he was a long-lost prince. He thought he would be granted supernatural powers to slay an army of demons. He thought he would reclaim his grandfather’s empire. He thought wrong.

After years of living in the wilderness with other orphans, hiding from killer mercenaries and monsters, Zerai has lost all of his friends, leaving him alone on a quest to save his country. But even after he joins a company of legendary warriors and seers from the east, his chances of success seem bleak against the vast southern armies, packs of bloodthirsty ghuls, and huge fiery ifrits that have claimed his homeland.

Zelda Pryce: The Razor’s Edge (Book 1 of 3)

Girl genius Zelda Pryce uses the arcane arts to invent beautiful machines, devices that defy explanation with the power to make her invisible and even let her fly like a superhero. 

They also let her to break into homes, banks, and museums with ease. But she’s no thief. She’s a security expert. After successfully burgling the Smithsonian, Zelda is hired to test the alarms at the British Museum in London using her copper wings and ingenious cloak. And that’s where everything goes wrong.

Space Opera

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One-Shot: Orbital Vampire Tower (solo)

Play time: 3 hours

Hero: Amaranth the Warlock (6)

Note: This one-shot adventure was written for low-level play, but since we only had one player for this session I allowed him to super-charge his solo character to level 6. This had… interesting results.

Fire in the Sky

Lonely warlock (of undeath and plants) Amaranth was making his evening camp when a mass of flaming debris appeared in the sky above him. He quickly dug a bunker and ducked underground just before the cataclysmic impact. After digging himself out, he found himself standing in a huge impact crater full of burning wreckage and one strangely intact white platform. Amaranth looked around, and then touched the hand-shaped indent on the pillar at the center of the platform. And everything changed.

Blades in the Dark

Amaranth found himself in a dark room. Chipped murals on the ceiling, torn portraits on the walls. He was standing on another white platform, but the central pillar was broken, and missing.

Out in the hall, he saw several doorways, mostly dark or flickering. As he approached one, a giant wing of metal blades burst through the wall, screeching and flailing at him. He unleashed his undead vines (eldritch blasts) and shattered the wing to pieces.

In the next room, he found a large glass hatch looking out at the stars. Stars in every direction, up and down. He was IN SPAAACE!!!

Strange Survivors

The door to the Private room was shredded to pieces, and the interior was flooded with blue fluids and shattered glass. Inside four huge broken tubes, he found a headless man’s corpse, an elephantine man’s corpse, and a reptilian man’s corpse. In the fourth tube was a young man named Rev, shivering and terrified. He had no idea where he was or what was happening, but he was naked and covered in blue goo. Amaranth collected a few potions and then revived the red reptilian man as his zombie servant, Scaly.

Amaranth led the young man (and Scaly) to the Medical bay and tried to pry the door open with a crowbar. A voice called from inside, and Amaranth convinced the stranger to let them in. Squinting into the bright sterile lights, they found a small operating theater, the white walls spattered with blood. The skeleton surgeon, Dr Mahkoi, explained that his bandaged patient, the maid Griselle, was dying of extraordinary slash wounds. 

Amaranth demanded exposition! Dr Mahkoi explained that this tower was the Manse of Onar, the home of a vampire alchemist. And yes, they were in space above the world Harth. But one of the master’s creatures had escaped and destroyed much of the tower. 

Leaving the naked gooy man Rev with the doctor (and a pair of pants), Amaranth and Scaly moved on. They poked around the staff quarters, finding some work clothes and a skittish cat. Then it was time to head upstairs.

Suite Life

The Master suite was locked, so Amaranth poked around the dark luxury of the Guest suite, picking up a little gold and some vampire sunglasses. Then he went through a shredded door into the Recreation suite, where he found three curtains. 

Behind curtain 1 was a flickering illusion of a tropical beach, where a tsunami of turtles caused him psychic damage. Curtain 2 revealed a snowy mountain, also a flickering illusion, and he retreated from a sudden blizzard. Beyond Curtain 3 he found an illusory bar full of ruffians, and had to run for his life as a violent brawl broke out. Despite the stranger danger, Amaranth emerged with two magic rings and a magic dagger.

The warlock then ventured into the Observatory, which appeared unharmed. He sat at a massive telescope and started pushing gems in his chair’s arm. The first button revealed a golden tower floating among the stars, and a woman’s voice erupted from the chair. When Amaranth claimed that he had taken over the Manse of Onar, the woman was amused and said he wouldn’t enjoy it for long. He then summoned a view of a red moon covered in red tentacles, and horrific screams burst from the chair’s arm. Lastly he looked at a silver moon covered in glowing people and heard them chanting.

Herbicidal Maniac

Amaranth continued up to the Greenhouse and found a lush jungle beneath a glass dome, full of colorful creatures. He quickly set to work killing the flora, transforming the vibrant rainforest into a decaying landscape of browns and grays covered in moss and lichen. This made it easy to spot the blue parrots and red monkeys, as well as a giant green sleeping serpent. 

He also found a swarm of fire ants (ants on fire) attacking a red octopus in a tree. The octopus protested the destruction of the jungle, because he was so hungry and wanted to eat everything. Then he begged Amaranth to help him escape from the tower. Amaranth agreed and the octopus climbed on top of the zombie Scaly.

Master of the House

Back at the Master suite, Amaranth met the vampire alchemist Revelius Onar in his Iron Skull armor. Revelius explained that he was trying to cure his allergy to sunlight by studying two immortal creatures: a red horror and a metal celestial. Then he spotted a fragment of the red horror, the octopus! After a brief battle, Revelius slaughtered the small horror while Amaranth watched in amusement.

Revelius then hired Amaranth to find and “deal with” the metal celestial hidden somewhere in the tower. Just then, they heard a sound from downstairs…

Cleaning Crew

Amaranth went downstairs to find a voidship had docked at the large glass hatch and three grizzled warriors had arrived. These mercenaries worked for the vampire in the golden tower, the woman who Amaranth talked to in the Observatory. They were here to loot the place!

After a brutal battle, Amaranth killed all three mercenaries (mostly by sucking the life out of them with his eldritch vines) and took their weapons. 

What’s in the Basement?

Downstairs, the warlock examined two corridors. One ended in a red resin cell, and one ended in a wire mesh cell. The metal cell was splashed with blood and a butchered body lay on the floor. He assumed this was one of the servants who let the celestial out.

In the Machine shop, Amaranth tried to free a small construct from under a fallen beam, but a clumsy misstep accidentally smashed the little guy to pieces. But he did grab a cool knife and a powerful orb. The floor of the Alchemical lab hissed with bubbling acids, so he didn’t go in. The Animal lab had been torn to pieces and bodies lay everywhere. He spotted a creature in the shadows feeding on the corpses, believed it to be another red octopus, and left it alone.

After a brief battle with some mechanical hall monitors, the warlock found the Sub-basement.

In the Reservoir, Amaranth spotted yet another fragment of the red octopus horror swimming in the dark water, and left. He then entered the Compost heap and battled some Mycotic Zombies to acquire wand made from a golden raven’s talon.

Escapes Galore!

After a short rest in the Guest suite, Amaranth noticed a vampiric woman floating outside the window. Using gestures, they agreed to meet at the glass hatch. Amaranth nudged the Cleaning Crew’s voidship away from the tower and the vampire came inside. She was Skarlet Anzi, assistant to Revelius Onar. Amaranth tried to convince her that the celestial was gone, but she didn’t believe him and chose to take the voidship and fly down to the dying world of Harth.

Amaranth then went upstairs and told Revelius that all was well. He was suspicious and went to investigate. While he was gone, the warlock discovered an ivory wand in the Master suite, and then stole his personal voidship. What followed could only be described as a harrowing free-fall flight back down to Harth, complete with two last-ditch teleports to escape from the fiery explosion as the ship impacted the desert. 

But our hero survived!

DM Notes

This one-player one-shot was tons of fun. I definitely found a number of places where I want to streamline the written adventure because I found myself a bit overwhelmed with all the rooms, NPCs, and options. But the player had a great time, and really enjoyed discovering that the adventure was a survival-horror session IN SPAAACE!!! 

There was tons of interactivity, and the mood was solid. He said it felt a little too sci-fi instead of fantasy, so I will tweak the language accordingly. But all in all, a great game night!

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New campaign on DTRPG: Witches of Frostwyck

Well, it only took a month of writing, three months of playtesting, and another month of writing to bring you… Witches of Frostwyck!

Who wants to fight my Baba Yaga?

The ancient world of Harth is dying, but you’re going to die even sooner if you can’t escape from Frostwyck.

You’re lost in a frozen forest of deadly predators and mysterious recluses. Your only refuge is the tiny village of Frostwyck, where metal is rare and kindness is rarer. And there are worse things in the shadows than mere bloodthirsty beasts.

Witches haunt the groves of the north. Most keep to themselves, content to guard their secrets and powers. But one torments them all.

Dama Zhadna has cursed the village so that none can escape. And now you’re trapped here. You’re going to die here.

Unless you find a way to defeat the Witches of Frostwyck.

Specifics

Witches of Frostwyck is a low-level campaign designed to run from Level 1 to Level 4 or 5. I ran it for about 48 hours (12 sessions, 4 hours each). I suspect your mileage will vary depending on playstyle.

This campaign includes 18 wintry wilderness locations (ancient ruins, wizard towers, cabins, and sacred groves) as well as Frostwyck itself. Players can encounter dozens of NPCs, including cannibal witches, forthright druids, grim hunters, zealous Templar warriors, sad ghosts, and lots of grouchy villagers just trying to survive.

In addition to the numerous original creatures, the campaign includes over 30 original magical items and weapons. These include eight “cunning items” imbued with household witchcraft, and four “eldritch weapons” that can be empowered by eight other hidden magical power sources (they’re plug-and-play!).

Faction play

Will your players side with the clerics and paladins of the Temple of Virune against the “unholy” forces trapped in Frostwyck? Or will their own unholy magical gifts brand them as enemies of the Temple, trapping them between the witches and the witch-hunters?

Maybe they will forge an alliance with the druids? They guard an ancient power in the eastern forest that not even they understand…

Or perhaps they will free the undead servants of the witch-lord herself and turn them against the cruel Dama Zhadna?

In closing…

I loved researching, writing, and running this campaign as an homage to Russo-Slavic folklore, including such iconic characters as Baba Yaga and Koschei the Deathless, as well as monsters like the vodnik and rusalka. The grim Siberian forest, the isolated village, the vicious predators, the hardy villagers, and the strange forces all came together to create a great game.

I hope you like it.

On DriveThruRPG: Witches of Frostwyck

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Fangs of Vulgoth: Session #11

The adventure continues! Last time, Ward became a were-wyvern, the group defeated the vampire knight Lucien, tried to tame a dread wyvern, and discovered the remains of a Shifter village destroyed by the Dark Queen Lerazia…

Play time: 4 hours

Heroes:

  • Asmund the Divine Soul Sorcerer (6)
  • Drew the Eldritch Knight (6)
  • Hugo the Time Wizard (5), Cleric (1)
  • Rainen the Beast Master Ranger (5), Druid (1)
  • Ward the Gloom Stalker Ranger (5), Rogue (1)

A long cold night

As the snow fell, the group huddled in the abandoned cottages. Asmund dreamed of a dark tower where clerics of Virune huddled in fear and the angel commanded him to save them. During Drew’s watch, his friend Wyoma One-Eye came to him and begged him to run away with her, but he refused and she left in tears. Hugo dreamed of his mother and saw a vision of her last night alive, when she ran into a local girl: Rainen Thicket!

A colder morning

Hugo immediately confronted Rainen about her meeting with his mother. She barely remembered the incident, only that a kind woman came to her aid after she was robbed by a stranger. Hugo stormed off in a huff.

Then they heard footsteps approaching in the heavy snow. An old man leapt through the trees and landed by Ward, and tried to make Ward flee with him. This man, Ivan, said that the Dark Queen was coming and they needed to run. He started dragging Ward with great power, and revealed that he too was a wyvern shifter. Ward refused to leave his friends, and Ivan fled on his own.

A warm reception

Believing that the Dark Queen was on her way, the party prepared an ambush. They dug a trench, built a snow berm, set fire to one cottage, and created an illusion of a giant werewolf, hoping to lure Lerazia to them. And she soon arrived.

Asmund tried to convince Lerazia to return to her grave and leave the shifters in peace. But Lerazia insisted that the shifters were killers, as bad as the vampires. Asmund offered to destroy the Wyld Altar, and she encouraged him to do so, offering him a safe home in her lands if he did so. Asmund…started to agree with her point of view. But Rainen insisted on the humanity of the shifters and Lerazia attacked.

Silver reaver

Ward immediately lost control of his powers and transformed into a were-wyvern. Lerazia ran straight for him and stabbed him with her silver reaver, dropping him unconscious. The rest of the party rushed into the fray, reviving Ward and manipulating the field with all manner of spells. The tide turned, and Ward slaughtered the Dark Queen Lerazia, reducing her to ashes and her deadly silver rapier.

Shenanigans

Their task complete, the party returned to the Angel Tears Falls to rest and recover. Drew cleaned the gore from his weapons. Hugo studied his book. Rainen taught her ravenwolf puppy how to hunt and brought back a vicious wolverine.

Ward tried to hunt a sacrifice for his angel Kasimah, and failing that tried to go fishing. But when he fell in the river, the current swept him away. Rainen and Drew ran to his aid, but Drew was swept away as well. Finally Rainen summoned her spectral ravenwolves to pull them both from the water. And so, for the third time, the party’s deadliest foe was a mundane body of water.

Altered altar

The next morning, Asmund climbed to the Wyld Altar and placed his holy hand upon it. The radiant light quickly reduced the huge block to a pile of gravel, and another half-finger vanished from Asmund’s hand. Ward confirmed that he could still transform into a were-wyvern, even without the altar, and everyone got ready to move out.

And that’s where we ended!

DM Notes

This was a very good session. It was a bit packed full of plot points and guest stars, but there was something for everyone. As an episode of a TV show, it would probably feel weirdly contrived, but it worked fine in the game. Personal interactions with Wyoma, Ivan, and Hugo and Rainen were all interesting. The shenanigans at the river were completely unexpected, but very fun.

The battle with Lerazia was a good proof of concept for my new monster design principles. She was definitely a deadly threat at the beginning, and downed a character in round 1, and she presented some cool abilities, but then she died in spectacular fashion in round 4 after everyone had a couple chances to show off their cool ideas and abilities in return. It only took an hour and never felt like a slog.

All in all, a solid session, if a little over-stuffed. From here on out, I expect to see a more linear run as the group takes on the vampires once and for all.

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Homebrew: How to beat 5E’s CR and design better monsters

I’m running a Fifth Edition campaign (see “Nemesis Queens”), and we are having a lot of fun. But as the DM, I am struggling more and more to run combat. The players are all level 6 now, so they have extra attacks, and powerful spells, and a trunk full of magic items. And the big problem is that my players are all very creative and insightful people, meaning that they are very good at killing my monsters.

They say they are having fun, and I believe them. But a couple of things are starting to happen, and I think they are Bad Things. First, the combats are taking longer, which I think is somewhat boring if there isn’t much dialog or plot moving forward. Second, the players rarely get injured, much less killed. So while there is always a small danger of something bad happening to them… it never does. And third, the players are brilliant at neutralizing my monsters to prevent their Special Abilities from working… so “interesting” things rarely happen.

Now, I understand the action economy, and I’ve studied Colville’s Action Oriented Design, and I have been retooling my monsters to try to keep up with my players. But the math (and the dice) just aren’t going my way. So I need to do better math.

Analysis

I went over my players’ character sheets and figured out that together they can do an average of 100 points of damage to a creature with 18 AC per round. That’s without action surges and Haste and other powers that they have. So I need a challenging monster to have 20 or 22 AC to at least stay alive for a few rounds.

My PCs also have an average of 16 AC and 54 HP. So I need my monster’s attack rolls to be at least +6 to hit, and do around 21 (6d6) damage just to make the players flinch.

Also, the PC spellcasters have an average spell save DC of 16, so my generic monster needs a general saving throw of +6 to avoid being held or blinded or stunned.

Result

It would seem that, to fight my party of Level 6 heroes, my generic monster needs 22 AC, +6 to hit, 6d6 damage, and +6 to saves.

Notice all those sixes? That’s pretty convenient. Let’s make a table!

Level 1 | 12 AC | 10 HP | +1 to hit | 1d6 damage | +1 to save

Level 2 | 14 AC | 20 HP | +2 to hit | 2d6 damage | +2 to save

Level 3 | 16 AC | 30 HP | +3 to hit | 3d6 damage | +3 to save

Level 4 | 18 AC | 40 HP | +4 to hit | 4d6 damage | +4 to save

Level 5 | 20 AC | 50 HP | +5 to hit | 5d6 damage | +5 to save

Level 6 | 22 AC | 60 HP | +6 to hit | 6d6 damage | +6 to save

Level 7 | 24 AC | 70 HP | +7 to hit | 7d6 damage | +7 to save

Thoughts

Obviously, this system is only meant to work for a certain type of challenging monster. You probably wouldn’t be scaling up your normal goblins and skeletons with this. Also, this is a reflection of what’s happening in my current campaign. It’s based on what my particular players are capable of right now.

Combined with some interesting environments, Reactions, and minions, I think this approach will help me out. But I will report back on how it goes.

What tricks have you tried to better challenge your mid-level players?

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Fangs of Vulgoth: Session #10

The adventure continues! Last time, our heroes returned south, crossed a deadly stream of icy rocks, dug a medium hole, and fought a pitched battle against two deadly Apex Werewolves before discovering the ancient cave of the Wyld Altar, where Ward is about to go through some serious changes…

Play time: 4 hours

Heroes:

  • Asmund the Divine Soul Sorcerer (6)
  • Drew the Eldritch Knight (6)
  • Hugo the Time Wizard (5), Cleric (1)
  • Rainen the Beast Master Ranger (5), Druid (1)
  • Ward the Gloom Stalker Ranger (5), Rogue (1)

Where was Hugo?

After helping Asmund to kill the Oracle, Hugo had gone off alone into the woods. Now, as Rainen sat beside the waterfall with her wolves, she saw Hugo returning with a stranger in tow. Hugo rejoined the group, apparently no worse for wear, except that his left eye was now an arcane sphere of solid gold (the Oracle’s Eye of Truth). His companion was Miranda, the silversmith from Rukesti. She had blue skin from self-administered doses of liquid silver to protect herself from the vampires and shifters, following the death of her husband Orson seven years ago.

Hugo revealed that Miranda had described the destruction of Rukesti. At least one vampire knight on a dread wyvern had burned the town and turned many people into vampires. Also, Hugo admitted that he had also met another vampire knight the previous day, Lucien. This Lucien had created an army of Man-Bats and was looking for someone to teach the monsters how to fly. Hugo had suggested Rainen for the job. So, heads up! Lucien might be on his way!

Meanwhile, in the cave of the Wyld Altar…

As the animal spirit entered his body, Ward was hurled backward. He quickly doubled in size, tearing through his clothing, as his flesh was covered in dark blue scales. He was a were-wyvern! Hugo came running to fetch the boys, but Ward leapt off the cliff and drifted down to Rainen on his pseudo-wings. He scared the little ravenwolf puppy Bud, and the other wolves ran off to find the puppy. Just then, Rainen spotted the winged horror of a dread wyvern swooping down to land beside them.

The boys came running, but it would take them a few minutes to climb down the steep mountain path from the cave. Ward picked up Rainen and ran for cover in the trees.

Hallo, hallo, hallo!

The vampire knight Lucien made a dramatic landing on his dread wyvern, Sir Hiss. The portly gentleman fumbled and tumbled out of his saddle, hopped back to his feet, and called out to the hiding heroes. “You there! I am Lucien, the most handsome vampire you will ever see. And I’d like to offer you a job.”

Unfortunately, Ward was overwhelmed by his new animal spirit, which hated the undead. Unable to control himself, Ward rushed out to attack the vampire and his mount.

A really, really long fight

With Ward a rampaging were-wyvern, the team had little choice but to leap into battle. Again!

Ward’s huge claws did massive damage to Lucien, but the vampire knight healed rapidly. Lucien summoned swarms of bats, and his dread wyvern could hurl half the party across the field with a wave of a wing. Sir Hiss spewed long curtains of acid over the heroes, and things were looking bleak.

But then Drew cast Fear on the dread wyvern, weakening its ability to attack. Hugo used the Bitter End sword to freeze the enemy, further weakening their attacks. And then Rainen summoned her two spectral ravenwolves to carry her up onto the back of Sir Hiss!

Drew dealt huge damage with his eldritch spear, Asmund unleashed holy spells from a safe distance, and Hugo used the Wand of Screams to make Lucien wail in terror.

Then Hugo blinded Lucien, and the miserable screaming vampire finally tried to escape on his dread wyvern. But Rainen blasted him back onto his backside, and then Ward tore the vampire knight to pieces! Freed of his master, Sir Hiss leapt into the sky with Rainen clinging to the saddle. He spewed more acid onto the battlefield as Rainen pleaded with him to become their ally. The wyvern landed on a rocky cliff face, grabbed Rainen’s leg, and hurled her away. She landed safely and watched the monster fly off into the mountains.

Over the river and through the woods

Resolved to defeat the dark queen Lerazia and possibly recruit the shifters to fight the vampires, the team crossed behind the waterfall to the eastern shore. Miranda refused to join them, and wandered off into the western woods. Asmund’s third persona, Vogna, also spoke for the first time, creeping everyone out. Also, Hugo found Lucien’s (pink gold and chocolate diamond) engagement ring for Nicoletta, which allows the wearer to control bat-type creatures.

On the far side of the River Moroz, Ward followed a thin trail down into the pines. There they discovered two bodies, an old man and woman with silver hair, naked, stabbed three times in the chest. Suspecting that these were the Apex Werewolves from last night, and that they were killed by Lerazia, the team buried the bodies.

Farther on, they found a clearing containing four rotting cabins covered in moss and saplings. Inside, they found rough natural bedding and a few old blankets. And the body of a young man, naked, stabbed three times through the chest.

Fearing that they might be too late to stop Lerazia, the team resolved to continue east in the hopes of saving the shifters.

And that’s where we ended!

DM Notes

This session was a lot of fun, although it felt uneven to me. Ward’s transformation into a were-wyvern went well, and I think I wrote up some solid abilities and weaknesses for that new feature. I love playing Lucien. He was loud and pompous and silly. Combat started a little sooner than I had hoped. For a moment, I thought I had actually given the team a challenge, but then Fifth Edition smacked my hopes back down.

I made a bunch of technical errors. The wyvern didn’t retry its saving throws, so it stayed a-Feared too long. The bat swarms did not attack at first. And I forgot to adjust damage properly per Lucien’s resistances. Etcetera.

Part of the problem, I feel, is that high-level creatures simply have too many features. Too many abilities, too many actions, too many resistances and saving throws and blah blah blah. I could certainly have slowed down and re-read the stat block every turn to make sure I was doing everything possible, but that isn’t fun for anyone. A computer could easily manage it all, but I can’t. Clearly I need to continue to try to refine my stat blocks to be more effective during play (I thought I had made them pretty simple already, but oh well). More and more, I wish we were running a more narrative and less simulationist combat system. Food for thought!

Actually, now that I think about it, I’m a little grumpy. I was trying very hard to “run the 5E combat simulation” so I felt trapped in that box of rules. But when one player tried to start a conversation with Lucien in mid-combat, I only let a few words be exchanged because the turn has to fit in 6 seconds of action, right? But I also wanted Lucien to talk. So we both wanted to have a conversation, but I let my interpretation of the rules squash that. That’s not good. Hm.

It was still a fun session, and I’m looking forward to the confrontations with the shifters and Lerazia. Now that Ward has graduated from an impulsive human to an out-of-control shifter, I assume there is more chaos in our future!

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Quest for the Forest Gems: Session #1

My youngest daughter loves to play one-on-one D&D with me (she also likes playing with the rest of the family, but we do that less often). This week we started a mini campaign together. She wanted to try playing a druid, and I welded together a bunch of Disney princesses movies and fairy tales for her campaign story. 

This was our first session.

Play time: 1 hour

Characters: Rose the Druid (2)

Call to Action!

Rose awoke to a scratch at the door. It was her friend, Mittens the jaguar. Mittens told Rose that there was a problem in the forest and led her to the Heart Grove where she showed her that the five Forest Gems had been stolen. Mittens said there were five suspicious places to investigate and Rose chose the Gem Mines.

Fairy Tale Shenanigans

As she headed east to the mines, Rose discovered a huge bean stalk in a clearing. She climbed up into the sky and found a giant angry goose paddling through the clouds. Rose observed the goose for a while, and then carefully started a conversation. She learned that Hank the goose had been attacked by some mean dwarves who lived in the Gem Mines. They threw gold nuggets at him to steal his giant eggs (I guess boy geese can lay eggs in this world?). Rose healed Hank’s wing and got a gold nugget from the wound, and then Hank agreed to fly her to the mines.

Into the Mines

Rose struck a torch and headed into the dark mines, the walls sparkling with gems. When she came to a fork, she turned right and discovered a pair of giant moles. They said the dwarves were using the power of the Forest Gem to make them dig tunnels and mine gems for them, so Rose left them alone and headed back.

Returning to the fork, she took the left tunnel and found the dark cavern home of the evil dwarves: Merry, Pippin, and Sam! Rose hid herself in a cloud of fog and stole the Forest Gem right out of Sam’s hand. While the dwarves argued about who lost the gem, Rose discovered a woman sleeping in a glass box. It was her school friend, Neve! 

The Big Escape

Just then, Rose’s fog spell ended and the dwarves spotted her. The chase was on! Rose picked up the sleeping Neve and ran through the mines. When she got outside, Rose used her powers to make a landslide cover the entrance and seal the dwarves inside.

Finally, Rose used the Forest Gem to break the curse and wake Neve, who agreed to return the gem to the Heart Grove while Rose went to find the next gem. 

And that’s where we ended!

DM Notes

Playing with young kids is a mixed bag. On the one hand, they have already consumed a lot of media and can quickly recognize some tropes, like a giant bean stalk, and know how to interact with them. On the other hand, they can sometimes be overwhelmed by an open-ended question like, “What do you do next?” 

I try to talk my daughter through these situations to give her a general sense of her options, like sneaking versus talking, or being friendly versus being bossy, without explicitly telling her to choose from three specific courses of action. As always, I was very proud of the moments when my daughter explained her analysis of a situation and made a thoughtful choice. 

We played for about an hour and had a great time, and she is looking forward to the next game when she gets to look for the next Forest Gem! 

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Welcome to the new site

It probably looks a lot like the old site. But it will change eventually. For right now, I’ve moved all the posts over from the old site, so everything is here.

Why the change? Because it’s time for some spring cleaning in my little publishing operation. I’m clearing out a bunch of silly and messy things that a Younger Joe put in his books and websites, trying to be clever and cool. I want to make everything simple and clean for both of us. So, new URL, new start, same stories.

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