D&D5e “Vanished Lands: Storm Riders” Sessions 41.12, 13 — Mummers and marines

Fellow role-players, here is my update for Session 41.12 and 13 of our face-to-face D&D5e nautical game, which Drew & Divya S. hosted in Needham, Mass., on 5 and 19 October 2015:

In one ancient world, there was a place where strange majicks and demihumansthrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.

Sometime after a group of former circus performers wandered aboard the airshipZephyr and a team of diplomatic escorts fought chaos in Tong Sheng, past heroesreunited, and another band gathered on the Sea of Nagendwa….

The Storm Riders,” Party 41 in Gene D.’s “Vanished Lands” fantasy campaign, using Dungeons & Dragons Fifth Edition, as of autumn 2015:

  • Kamar Alazar [Beruk A.]-male Suthern human swashbuckler (proto-Arabic Bard) of the College of Valor, former member of the “Liberators” and “Dragonslayers”; CGn, Lvl. 3
  • Nuriel Earendil [Brian W.]-male Grey Elf acolyte of light (Cleric of Corellan Larethian); NGl, Lvl. 3
  • Kaelen Northsea [Bruce K.]-male Half-Elf hunter and horde breaker (Sylvan/Saganim Ranger), seeking his father; NGc, Lvl. 3
  • Eldamir Tempestborn [Rich C.G.]-male Atlantean human soldier (Theran/Minoan Barbarian), tattooed berserker of the Order of the Kingfisher, specialist in the net and trident; CGn, Lvl. 3
  • Barret [Drew S.]-male Minotaur wrestler and gladiator (Fighter) with a wanderlust; a would-be Eldritch Knight; LGn, Lvl. 3
  • Puliarus Aearion [Charles S.]-male Half-Elf sage (Thalassaquendi storm Sorcerer), seeking to befriend all; CNg, Lvl. 3
  • Cassy Keelnipper [Sara F./absent ]-female Otter-kin Rogue, street urchin, and sailor; NGc, Lvl. 2

“29 October to 7 November 1227 B.C.E.:” In Hesolin, capital of the human kingdom of Hifalendor, the “Storm Riders” accepted Lord Gideon Adams’ mission to explore Lirgad in the east. Kamar visited the Bardic College, Nuriel explored various temples and learned about Bokor Island, and Kaelen hit the “Saffron Scabbard” tavern.

Eldamir inquired into other Atlanteans and helped Barret at the arena, even as the “Masked Minotaur” gained arcane abilities. Puliarus visited the Istari Bazaar and got his scrimshaw analyzed.

Nuriel, Kamar, and Eldamir bid farewell to Itharides, a prominent Grey Elf adventuress and Nuriel’s grandmother. Itharides tells her kinsman to be careful in his travels and seems flattered by Kamar’s attention.

Eldamir inquires into Elven artifacts and learns of the Dragon Orbs, Bracers of Elemental Control, and Heart Bows, among other things. He also changes 5,000 crowns (gold pieces) into gems, platinum, and pearls.

Barret, Kaelen, and Puliarus visit the temple of Ismiltar. Lorna Travers, a priestess of the matron of magic, recommends that Barret undertake a quest to fully qualify to become an Eldritch Knight.

The people of Hesolin prepare to celebrate the autumn festival of Samhain. Eldamir recommends staying in the Golden Horn Hotel on Castle Court, but Kamar leaves to look for Itharides. He learns that the temples of dark goddesses Sherma and Ennenah are holding open houses.

Nuriel attends the lantern show at the temple of Corellan Larethian, head of the Elven pantheon. Kaelen, Eldamir, and Barret go to the “Bright Battlement” tavern in the theater district. They join a mummer’s parade in Bridge Plaza.

Out of the corner of his eye, Kaelen sees a mummer adjusting his mask, but there’s no face underneath! Two similarly garbed people guide nine revelers into a zone of Silence down a side street. Barret says the innocent must be protected.

The masked mummers begin sucking the life out of the hapless Hifalendorin (proto-Western European) humans. Eldamir rages and lunges for the ghouls. The Barbarian makes a reckless attack with his trident “Tempest,” strabbing one foe twice.

Two of the monsters miss Eldamir and Barret, who steps into the area of Silence.Kaelen casts Hunter’s Mark on himself, draws his short swords, and follows. Eldamir destroys one of the pale-skinned creatures, splattering black ichor.

The mummers rake Kaelen and Barret with long claws, and Ranger Kaelen responds with his blades. Fighter Barret gores and shoves his opponent before getting tangled up in the narrow alley. The revelers scatter.

Eldamir skewers Kaelen’s opponent, but the last masked villain scratches him. Barret gets a second wind and attacks. Eldamir helps finish off the last mummer.

Members of the city watch arrive, and Kaelen tries to explain what has happened in the absence of witnesses. Eldamir takes responsibility, but the guards are suspicious of the tattooed, long-haired outlander.

At a nearby watchtower, the guards pay 60 crowns as a bounty for the destroyed Undead. They explain that they’re overwhelmed with the Samhain celebrations around various temples.

Kaelen, Eldamir, and Barret then find Kamar talking to Yvonne Valetta at the Bards’ College and Nuriel with fellow Cleric Vellamo at the temple of Corellan. The next morning, Barret picks up the wooden armor he had commissioned for 40 crowns.

The next morning, the “Storm Riders” board the H.M.S. Alatuk at the recommendation of harbormaster Lord Adams. Capt. Khufu Ali orders the Hifalendorin naval vessel to head for the base at the Gargoyle Headlands.

Suthern human Kamar plays games of chance with off-duty crew members, while Grey Elf Nuriel enjoys the view from the prow. Half-Elf Kaelen has difficulty understanding the Khemtish (New Kingdom Egyptian) human captain’s orders.

Atlantean human Eldamir keeps to himself, and Minotaur Barret helps provide ballast. Puliarus studies charts of the Sea of Nagendwa. On the way east, they encounter the Raven’s Eye, a Hifalendorin longboat captained by Korvus Bracas. He is pleased to meet another honorable Minotaur in Barret.

The Alatuk approaches a cliff face with a fortified harbor at its base. Among the vessels docked there they notice one with a wide top deck free of rigging. Massive, mastaba-style walls tower above, with blue and gold Hifalendorin flags fluttering in the sea breeze.

Before the visitors can climb the narrow, winding path up to the Gargoyle Headlands, they must submit to a scan by Hai-Yuan Peihsi, a Shengtese (East Asian) priestess of the sea lords. At the plateau, the group sees charioteers practicing. Lt. Laurence Tertius takes the adventuring party into the fort.

Thick pillars frame sunny courtyards around the barracks, stables, command tower, and chapel to Ismiltar. While most of the personnel are Hifalendorin, there are several Egyptian, Atlantean, and Saganim humans.

“Commodore Arthur J. Hudson” [Mark A.S./Non-Player Character] is preoccupied with other duties and doesn’t recognize Kamar right away. An ensign adds insult to injury by mistaking him for “Westly the Wondrous” [Alex J./N.P.C.].

The crew presents its letter of introduction from Lord Adams, and Commodore Hudson agrees to support its mission to scout Lirgad, although he notes that it would be unwise to take a Hifalendorin vessel into raider-plagued waters.

Kamar later catches up with Arthur over dinner and drinks. The former “Liberators” reminisce about their adventures six years ago [in “game time”/D&D3.0, 2000 to 2002], including venturing into the Underdark, racing Orcish warlords for the Axe of the Dwarvish Lords, and discovering the lost city of Eagle’s Rest.

Nuriel and Kaelen talk with Hei-Yuan Peihsi at a shrine to the Sea Lords. In the officers’ mess, Eldamir asks Capt. Theros Vanimelda, commander of the Ismiltar’s Quiver, about fellow Atlanteans. Barret and Puliarus go to the temple of Ismiltar, where they see depictions of the Ennead (Egyptian pantheon).

The Minotaur and Half-Elf meet Senmet bet Nirath, a priestess of the goddess of magic. She asks for a demonstration of Barret’s new abilities, and they go outside. The gladiator invokes Hendlir, guardian of travelers, and instinctively responds to a threat from Puliarus with a Magic Missile from his horns.

Fortunately, the storm Sorcerer is able to erect a magical Shield in response. Puliarus prays to Angkir, lord of storms. Senmet wonders if the gods have seen fit to share their powers. Kamar entertains the troops and acolytes with “Sympathy for the Minstrel.”

Sometime later, Barret reluctantly submits to a ritual conducted by Senmet. She tosses a quill at the Minotaur, which he disintegrates. The Cleric later explains that it’s a sign that he retains his free will and can still love and lose.

Senmet hits Barret with a pebble, which she interprets as proof that he can still be physically harmed despite his newfound powers. She sprinkles holy water on him, and it does not turn to steam, indicating that the enchanted brass orb on his horn isn’t diabolical or fiendish in origin.

The Egyptian woman shows Barret a mirror, and he poses, showing that he is capable (or not) of self-control. Those assembled have a vision of the moon between Barret’s horns, which Senmet says is a sign of Isis’ approval of his quest.

Barret wonders if he can recruit anyone for the “cult of the Masked Minotaur,” and Puliarus is grateful to learn that other Eldritch Knights may be able to help his friend learn to use his arcane abilities. They have a good Mediterranean-style meal.

Kamar rejoins his companions and suggests traveling over land toward Lirgad, hugging the coast to accommodate Puliarus’ Sea Elven blood….

I look forward to seeing some of you at tonight’s higher-level telecom session and to continuing the “Storm Riders’” travels tomorrow!

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Dungeons & Dragons 5e gets release dates

It has been a little while since I’ve posted here about Dungeons & Dragons Fifth Edition. Hasbro/Wizards of the Coast has announced release dates for D&D “Next.”

Dungeons & Dragons miniatures
D&D5e minis

WotC is dropping edition numbering from the titles of the latest core books, although I think that many experienced role-players will continue informally referring to this iteration as “D&D5e.” We’ve already seen much of the rules during the lengthy playtest period, but let’s hope the kinks have been worked out.

I’m not sure what I think about the cover art. It reminds me of later AD&D2e through D&D3.x/D20, with representational art rather than fake leather. I do have fond memories of the illustrations in past editions, but these look a bit exaggerated in terms of action — D&D should be a tabletop RPG with action scenes, not combat game with occasional role-playing.

Even with discounts through Amazon.com and other retailers, the high price point is daunting but not surprising. Also, shouldn’t we support our local game shops? What do you think about D&D “Next?”

For now, our D20/FATE house rules are working fine for both adventuring parties in my long-running “Vanished Lands” fantasy campaign setting, so I’m in no hurry to pick up D&D5e. Still, I am curious about whether it can bridge the gaps among fans of other editions (not to mention Pathfinder) and whether it can encourage more than a temporary uptick in interest in our hobby.

There are more than enough other indie systems, genres, and scenario proposals to keep our groups busy!

Boston-area role-playing games, late spring 2014:

D&D Next playtest review

I’ve already reported on my first playtest session for Dungeons & Dragons “Next” (Fifth Edition). Stepping back from the Player Characters and the events within that tabletop role-playing game, here are some thoughts about the rules.

The Keep on the Borderlands
The Keep on the Borderlands and the Caves of Chaos

First, let’s take a look at the participants. Jason E.R., Bruce K., and Rich C.G., the newest members of the face-to-face, Boston-area groups, sat out the D&D Next playtest, but we had some returning and new gamers to round out our face-to-face adventuring party.

-Beruk A.: Our font of pop culture references, Beruk is one of the first gamers I met in the Boston area, and all of his characters have strong personalities and terrible luck. Since Josh had already claimed the pregenerated Half-Elf Wizard, Beruk played a human Mage.

-Brian W.: Like me, Brian is a 40-something grognard who has fond memories of games from the early 1980s. He likes lighter rules sets such as Savage Worlds more than recent editions of D&D. Brian is a proponent of Dungeon Crawl Classics, which is part of the retroclone movement and the so-called Old School Renaissance. He has been hosting our face-to-face gatherings since I moved from Needham to Waltham, Mass.

-Sara F.: Sara is the youngest person in my current groups (under 30) and an experienced role-player, with a preference for non-human characters — we “reskinned” her Halfling as an intelligent raccoon — and simpler systems such as Fantastic Adventures in Tabletop Entertainment (FATE 3e).

-Josh C.: Sara’s boyfriend is a Game Master who came of age during the 1990s, when White Wolf’s Storyteller: the World of Darkness was dominant. Josh has played and run AD&D2, D&D3.x, and Pathfinder, among other systems. His “Spelljammer: the Show Must Go On” miniseries, using FATE 3e Legends of Anglerre, is just winding down on Sunday nights.

-Thomas K.Y.: Primarily a player of video games and massively multiplayer online (MMO) games such as City of Heroes, Thomas did play D&D3.0 and D20 Mutants & Masterminds 2nd Ed. with us a few years ago.

-Kai-Yin H.: A novice to tabletop role-playing games, Thomas’ girlfriend is a good sport and has attended several genre movies with us. Of the pregenerated characters, I gave Kai-Yin the Dwarf Fighter because it was the simplest.

How did D&D Next play? As Dungeon Master, I was glad to be able to use flavor and statistics from the oD&D (BECMI), AD&D2, and D&D3.x versions of the classic Keep on the Borderlands module. I had no difficulty combining Non-Player Characters, maps and scene descriptions, or monsters from the different editions of the “Caves of Chaos.”

We used mostly pregenerated characters, with the notable exceptions of Sara’s raccoon Rogue and Beruk’s human Wizard. I didn’t make any mechanical adjustments to their statistics — we just described and role-played them differently. Since we had two Wizards and two Clerics, more example spells would have been helpful for distinguishing and developing them.

I would have liked more guidance in the playtest PDFs of how to create or customize P.C.s in the event of a larger group or to avoid duplication. If I continue this playtest with my Sunday night telecom fantasy group, we’ll have more tweaking to do.

I thought that D&D Next‘s backgrounds (similar to “aspects” in FATE) and themes (similar to combat roles in D&D4e) added a decent layer to character’s origins and abilities without too much complication. It looks like feats from D&D3.x/D20 will come in here. I wanted to see Bard, Ranger and Paladin options, whether as backgrounds/themes or as full occupational classes.

I liked using D&D5e/Next‘s ability score checks and simplified skill list, but Thomas and Josh said it would have been nice to know the math behind some of the playtest‘s precalculated bonuses.

The Player Character record sheets could have been clearer for novices like Kai-Yin, and Wizards of the Coast (WotC) could have provided more guidance for alignment/motivation. Josh noted that Pathfinder‘s alignment descriptions are particularly clear. Equipment and weapon descriptions could have been more specific or interesting for modern players unfamiliar with fantasy tropes, such as different types of armor and weapons.

Combat ran reasonably smoothly and faster in D&D Next than for any edition past AD&D1. Smaller stat blocks for opponents were definitely a plus. Hit points and damage seemed initially high — 100+ for an Owlbear — but if the advancement curve is flatter, that might be OK. Thomas mentioned that simple D20-derived rules for firing into melee/friendly fire and certain conditions would have been helpful.

We liked D&D Next‘s advantage/disadvantage method of rolling 2d20, but we didn’t care for its healing, which was almost as easy as in D&D4e. Thomas also pointed out that more of the rules should have been in natural language with more explanatory sidebars.

Admittedly, this was the first session in a while or ever for some gamers, but money, movement, and some spell descriptions caused confusion even though they were on the character sheets or in the rules packets. I agree with Josh that a one-page “cheat sheet” of rules summaries would have been helpful, and should in fact be all that’s required (with page references) for a fully playable game.

Overall, as other reviews have noted, this playtest of D&D Next feels a lot like stripped-down D&D3.x/D20, with bits from D&D4e. It ran smoothly, allowing for some player creativity and D.M. discretion, but as a mostly combat-oriented module, we haven’t gotten very far with character development or problem solving yet.

I know I’m a little late to the party with these observations, but readers and fellow role-players may find them helpful as we compare notes on the D&D Next playtest.

We’ll see whether WotC can live up to its promises for more online support, easy session prep, rules modularity, and the ability to appeal both to nostalgia and the desire for novelty among gamers of all ages. D&D5e/Next still has a ways to go before it can be more than a Hasbro brand, compete with Pathfinder and other games, and dominate our now-shrinking hobby as its predecessors did.

D&D Next playtest, Session 1

Fellow role-players, here’s part one of a report on my playtest session for Dungeons & Dragons “Next” (Fifth Edition). As I’ve mentioned previously, my regular Pathfinder: “the Vanished Landstelecom fantasy and FATE 3e “Vortex” space opera campaigns are on hiatus while we try other games for the summer.

It was nice to be back in the Game Master’s chair to run this retro/preview scenario. Brian W. hosted the group in Newton on Monday, 11 June 2012. My next post will discuss our observations about D&D5e/Next.

>>Player Characters for the “Caves of Chaos,” playtest scenario for “Dungeons & Dragons Next” (5e), June 2012:

-“Salami” [Brian W.]-male Mountain Dwarf Cleric of Moradin, god of smiths (background: Knight, theme: Guardian); Alignment: Lawful Neutral; at Experience Level 1

-“Gerald” [Beruk A.]-male Human Wizard (Sage, Magic User) and student with a mongoose familiar; Chaotic Good, Lvl. 1

-“Uldor” [Thomas K.Y.]-male Human Cleric of Pelor, sun deity (Priest, Healer); Neutral Good, Lvl. 1

-“Gug” [Kai-Yin H.]-male Hill Dwarf Fighter (Soldier, Slayer), mercenary; Chaotic Neutral, Lvl. 1

-“Kada Theron” [Sara F.]-female Raccoon-folk Rogue (as Lightfoot Halfling; Commoner, Lurker); Chaotic Good, Lvl. 1

-“Pergamoy” [Josh C.]-male High Elf Wizard (Sage, Magic User) with time to spare; Chaotic Good, Lvl. 1

The Caves of Chaos
Player map of the Caves of Chaos

Six would-be adventurers seeking fortune and glory found their way from disparate origins to a keep on the borderlands. Kendall Castle sits along a road between the human-dominated plains and a dark forest and high mountains.

A gruff Dwarf nicknamed “Salami” heads straight for the inn, where he orders an ale from barkeep Will. Wandering student Gerald browses in the market, while wily thief Kada Theron sticks to the shadows and looks for easy prey.

Blond priest Uldor pays his respects at the local chapel, and taciturn mercenary Gug notices the keep‘s stonework on his way to the tavern. Patient Pergamoy sees posters advertising “coin” in return for monster-fighting and exploration services.

Will complains to Salami that the distant king hasn’t sent reinforcements to the castle, which has resorted to hiring freelancers after some farm lads went missing. Barmaid Calista brings more food and drink for Gug and Gerald, and Pergamoy negotiates for a free night’s room and board, plus some provisions.

Uldor finds Abercrombie asleep in the dusty chapel. The older Cleric tells the newcomer that he is glad for any help and will offer blessings on any expedition. Stealthy Kada eventually follows Uldor to the inn after deciding that he’s not worth pickpocketing.

Will tells the six travelers that he is also a member of the militia and that with no men to spare, all of the castle’s regular inhabitants must keep an eye on the roads after nearby farms were attacked. Livestock was taken, and no survivors have been left to describe the humanoid raiders. Anyone who defeats the bandits can keep whatever booty they find, he says.

Dwarves Salami and Gug readily agree, especially once Will says that the attackers are likely coming from a nearby cave complex. Uldar feels obliged to protect the human peasants, since he is from a nearby village, and Kada is curious about rumors of monsters in the woods.

Wizards Gerald and Pergamoy need money to continue their arcane research, so the adventuring party agrees after some discussion to set out early the next morning. Will provides a sketchy map of the area. Uldar returns to the chapel for a quick blessing.

Kada leads the way along the rutted road, with Gug close behind. Gerald and Pergamoy are less comfortable roughing it, but Uldor and Salami note that they should be able to afford pack animals — if they survive. A few hours later, the group finds a ravine deep in the woods.

Furry Kada follows a stream to a cave mouth, one of several in the gully’s limestone walls. Gerald casts Light on his ferret’s collar so that he and Uldor can keep up with the demihumans. The spelunkers are horrified when they realize that the crunching sound underfoot isn’t from pebbles or acorns but rather bones!

A large Owlbear lumbers toward them. Uldor invokes Pelor to cast Searing Light, drawing first blood. Pergamoy recites an incantation for Ray of Frost, stopping the unnatural beast in its tracks. However, the Owlbear uses its long arms to swing at Gug, biting the Dwarf.

Salami moves up and swings his warhammer, while Kada’s first sling stones miss. Gerald also casts Ray of Frost, but Uldar’s Radiant Lance and Pergamoy’s next Rays of Frost spells miss the Owlbear, which tries to rake at Salami.

The Dwarf Cleric shouts Moradin’s name in a battle cry and again strikes the Owlbear with his warhammer. Gug coordinates with Salami, timing his great axe’s blows. Kada slings more stones at the monster and then acrobatically slides between its legs to help wounded Uldar, who leans heavily on his staff.

Gerald casts Grease on the Owlbear, which doesn’t trip but is also unable to grab anyone in a bear hug. The wise Mage steps back as Pergamoy fires Magic Missiles. Gug is caught by the Owlbear’s claws, but Uldar blasts it with another Searing Light, felling the foul beast.

The explorers quickly search the cave, claiming electrum pieces and the Owlbear’s claws and beak as trophies (mainly for the Wizards). Salami notices that a pool in one corner leads to another cavern, so he ties a rope around himself, gives the other end to his companions, and wades in.

Salami surfaces in a stench-ridden cave, and he feels something slither past his legs. He hustles to a twig-covered shore and realizes that he has found a nest with another Owlbear! The ooze in the water has eaten the Dwarf’s rope, but Salami manages to hustle back to the rest of the party before it or the second Owlbear can catch him.

The party retreats from the caves and sets up camp for the night just outside the ravine. Pergamoy wonders why Will didn’t offer tents or bedrolls as Kada builds a campfire for Salami to dry out. Gug notices movement in the brush and warns her friends.

Six small Kobolds attack. Uldor calls upon Pelor as he casts Radiant Lance, while robed Pergamoy incinerates two of the doglike reptiles — or reptile-like canids — with Burning Hands. Salami, who hates all Goblinoids, smites another Kobold.

The three remaining creatures try to flee, but Kada drops one with a well-aimed sling stone. Gerald’s Ray of Frost takes care of another Kobold, but Gug misses wildly with his crossbow. Salami interrogates the last Kobold, who mentions that there is an Orc chieftan in the Caves of Chaos.

Gug dispatches the Kobold (demihumans and humanoids tend not to expect or grant quarter). Pergamoy asks whether the Owlbear nest is somehow connected to the humanoid tribes, but Uldor thinks that it is unlikely. Gerald recommends caution before returning to the caves, and Kada asks Salami to help keep watch while the injured attend to their wounds….

I hope that everyone who participated in this playtest enjoyed it, and I look forward to discussing and posting more feedback regarding the D&D Next rules. Depending on scheduling, we may continue with this scenario and these characters, either face to face or online. Don’t forget Free RPG Day, and take it easy, -Gene