Sunday, July 10, 2016
Back to Playing
All right, after a long break we have resumed playing D&D. We are back to playing in person and Omar has rejoined the game. Carter is not playing right now because of scheduling issues but we may Skype him in at some point if he gets more free time. I'm so glad to not be using roll20.
The party is on a mission from the god Pelor to find a healer who has gone missing. Tyr is playing a rogue bard drow. Hal is play a human wild sorcerer. Omar is playing a barbarian dwarf. They have just gotten onto the trail of the healer. Our next session should prove very interesting.
Sunday, February 21, 2016
DMing for Children
One of the great things about having children is being able
to share your love of D&D with them.
Children take to the game quite naturally because they still have vivid
and creative imaginations. There is no
set age to start children playing, it really depends on each individual child
and you will have to tailor the game to your child’s abilities. Playing D&D is good for children on a lot
of levels. It teaches them social
skills, creative thinking skills, problem solving skills, math skills, and
reading skills. Below are some tips for
being the DM of children.
1.Choose by hero type
and not stats. Let them choose their
character based on what they want their character to do and not on maximized
stats. Ask them what they want their
character to do. Do they want their
character to sneak in shadows? Do they
want a front line fighter? Do they want
to heal others? Do they want to turn
into animals? Ask them questions like
this to determine what class they will play.
Describe the different races to them and let them choose the race they
are interested in even if it isn’t the best fit for the class they’ve
chosen. For younger children you may
want to skip delving into the backgrounds but if you’re using them don’t worry
about maximizing the character by picking a certain background let them pick
whatever background suits their fancy.
Finally let them draw their character how they envision it.
2.The Rules. When it comes to DMing for children you have
to think of them more as guidelines.
Don’t get caught up in the rules.
Yes, you need to have rules but don’t be afraid to bend or break them if
you need to in order to give children the best experience. It’s not about the rules it’s about getting
children bit by the D&D bug, as they get older you can stick closer to the
official rules.
3.Expect the
unexpected. Children have a very
different way of viewing and interacting with the world and that goes for the
fantasy world you’re creating for them too.
You never know what choices a child is going to make when you present
them with a situation in the game. Be
ready for scenarios that would make absolutely no sense to an adult and let the
children play out the game their way. As
the DM you’ve got to be ready to roll with anything they throw at you. It’s best not to over plan the quest you are
running for them because you’re going to need your best improv skills.
4.Keep things simple. Children really aren’t overly complicated
and their quest shouldn’t be either.
Don’t be afraid to steal plot lines from their favorite books or
cartoons. Children enjoy things that are
pretty straight forward. Plots with lots
of layers and twists tend to lose them.
Don’t feel like you are cheating them by keeping things simple they
won’t see it that way. Keep things
simple with the reading of character sheets and dice rolling too. Only ask them to read and roll on their
level. You can teach them the important
words that they need to know on their character sheet and only ask them to do
math at their level. You want them to
have fun not get frustrated at what they can’t do. For really young children you may want to run
the quest like an interactive bedtime story with no character sheets or dice
rolls.
5.Keep things moving. Children have short attention spans. Keep this in mind when planning the pace of
your quest. You don’t want them to spend
too long in any one interaction. Don’t
rush them along but you want to keep each interaction shorter than you would
when being the DM for adults. Adults can
be entertained by spending half an hour in a tavern but with children you want
to plan shorter interactions to keep their interest. Children tend to like action and movement.
6.Stick to short
quests not long campaigns. Again
children have short attention spans and like instant gratification so it is
best to stick to short quests. Design
ones that can be finished in a session or two.
They can keep using their character in future quests but have a definite
goal for the children to achieve and have them be able to achieve that goal in
a session or two.
7.Have fun. The most important thing above all else is to
have fun. As long as the children are
having fun you’re doing it right. Once
you start DMing for children you’ll figure out what it is that makes D&D
the most fun to the children you are DMing for and you’ll build off of that for
your future quests. Don’t let rules or
anything else come in the way of having fun and teaching kids an activity that
can help them develop important skills and give them a lifelong hobby. You’re never really too young or too old for
D&D.
Sunday, February 7, 2016
Amara's Hand: The End of a Campaign
Well the campaign has finally come to a close and I can’t
really describe how that makes me feel.
It’s like something is missing.
We started this campaign on May 25th of 2015, it’s been 9
months with these characters and this story line. I’ve put a lot into it and so have my
players. The best way I can explain it
is a sort of separation anxiety. It’s
not that we can’t or won’t ever go back to these characters but it’s kind of
like leaving behind a group of longtime friends.
Our session last night was a little shorter than usual since
we were finishing the quest but it was fun.
The party appeared in back in Lord Falafel’s chambers, where Lord
Falafel was accompanied by four of his clerics.
It turned out that Lord Falafel was a psionic, which meant that Hal’s
barbarian took more damage than usual.
The lord was the first to fall.
The clerics battled on, loyal to the leader even in death. They cast inflict wounds and hacked at the
party with magic longswords. After much
battle two of the clerics fell only for the remaining two to cast revivify on
them. The party immediately rekilled one
of the formerly fallen clerics but the other was able to heal and battle on. Tanis, Carter’s ranger, dealt hefty amounts
of damage with his bow using colossus slayer.
Hal started out with horrible rolls and just couldn’t get anything going
but by the end of the battle he was doing massive damage with the trident he
got from fighting the fallen angels.
Finn, Tyr’s monk rogue, got in his hits and did some serious damage with
sneak attacks and a vampiric dagger. Tyr’s
cleric inflicted wounds and healed the party.
It was a good battle. Ultimately
the party defeated Lord Falafel and his clerics.
Before the battle dust had even settled Amara, Tannis’s
love, came bursting into the room and threw her arms around Tannis. Let me just say it’s very awkward to play the
NPC love interest of your brother’s PC.
I played it from the third person instead of first person. It takes away from the game a bit but it’s
just too awkward to play it first person.
Servents had relayed to her that her father had the clerics send Tannis
and the party away, she knew that her father was not a good man. She shed no tears over her father’s demise,
she was just overjoyed that Tannis had returned and that her father could no
longer stand between them. Tannis told
her that they must be married right away and Amara told him she already had a
cleric who wasn’t loyal to her father ready to marry them. While Tannis and Amara were having their
moment, Finn and Argon were searching the bodies and throwing the corpses out
of the window. We ended the campaign
with Tannis and Amara’s wedding. She is
now the lady of the city, ruling it with Tannis at her side. Will they live happily ever after? Will the city accept a half-elf as their new
lord? Maybe we’ll answer these questions
in another campaign.
Sunday, January 24, 2016
The Source of Feathers
The journey through Ilotha continued last night. Last session the party had defeated fifteen
harpies outside of an old temple. They
made their way toward the entrance and opened the hefty stone door to the
massive temple. It opened into an
enormous round room with twenty doors.
Each door had an elven ruin on it.
Things like earth, air, fire, water, elk, wolf, and tree. Their first instinct was to look for a door
with a ruin that had an animal with wings but there was none. Argon, Tyr’s goliath cleric, used a wand of
conjure fey, that they had found earlier in their travels, to conjure a fey
dire wolf. He used the wolf to seek out
Selena the kidnapped shop keeper they were seeking. The fey dire wolf led them to the door with
the ruin for air. The door was trapped
and Tyr’s shapeshifter monk rogue, Finn, botched his disable trap so the group
was pierced with darts that shot out from the walls before they could open the
door.
They proceed up some stairs until they came to a door that
lead into another massive round room.
This room contained three doors that were unmarked. Argon again asked the fey dire wolf to seek
out the right door. Again the door
opened into a stairway. Finn proceeded
up the stairs triggering another trap that released a poisonous gas. This last door led into another massive round
room at the top of the temple.
On the far side from the door was a half angel bound and
restrained in the skeletal hands of an enchanted statue. She was gagged and obviously worse for the
wear. It was obvious that she had been
through some kind of torture. There was
nothing else in the expansive room.
Above them there were holes in the ceiling where parts of it had crumbled
away. Tannis, Argon, and Gaunt stayed
close to the wall near the door while Finn stealthily snuck over to the bound
Selena. Finn removed her gag and asked
her what the situation was. She quietly
and quickly explained that her kidnappers had taken her to try to force her to
send them to another dimension that they wanted to conquer. She told him that they would be back any
minute. Then through the ceiling came
two fallen angels. Finn quickly gave
Selena an invisibility potion since he couldn’t free her at the moment and the
party got a surprise round against the fallen angels who weren’t expecting
intruders.
This set off an intense battle that pummeled the party. The angels’ weapons delivered intense blows
bringing each party member near death more than once. Many rounds were used up taking healing
potions instead of attacking. Finally,
Finn, still near Selena, asked her if the fallen angels had any weaknesses and
she told him that they didn’t but they were resistant to anything that isn’t a
magical weapon. This was a valuable
piece of information for the party as none of them were using magical weapons
and they needed to regroup and come up with a new strategy. Finn tossed Gaunt, Hal’s halfling barbarian,
his magic vampiric dagger. Tannis,
Carter’s ranger, took a round to coat his arrows with a potion of sharpness to
make them magical. Gaunt was near the “gold”
angel which was 75 feet in the air. This
didn’t do him much good since he couldn’t reach her with a melee attack so he dropped
the magic rope that they had and commanded it to tie up the “gold” angel and
dashed back towards the “black” angel which was closer to the ground to see if
he could get a shot at her. Tannis
started to do some serious damage to the angels with his enhanced arrows. Argon dealt some damage with his spells. What really helped was that the “gold” angel failed
her dex check and was tied up by the magic rope and came crashing to the
ground. Gaunt dashed over and finished
her off with a couple of stabs from the magic dagger and a bash from his magic
shield. Argon finished off the “black”
angel by casting shatter and exploding her head. For their trouble the party got to take the
weapons the angels had (all of which dealt massive damage plus radiant damage);
a long bow, a great sword, and a trident.
They then unbound Selena. Argon
cast dispel magic on the statue holding her and they were able to break it away
to release her.
The trip back to town was uneventful and they returned
Selena back to her shop/home. Then they
headed to see Ri-el and Ki-el to let them know they were successful and to
collect Argon’s ram. They then all went
back to Selena’s shop where she thanked them and led them into her basement
where she would perform the ritual to send them back to the realm of
Ravensrest. She drew a magic circle on
the floor and performed the ritual. The
party asked if she could send them back to exactly where they had come from and
she said there was no guarantee that they may wind up somewhere within a couple
of miles from where they came from. They
began to feel like their bodies were collapsing in on themselves and they began
to travel through the dimensions….
Next time we find out where they land and what will happen
when they encounter Lord Falafel again.
Sunday, January 10, 2016
Sexy Orcs
We haven’t played in a little bit because I was in the hospital
but we finally got back to playing last night.
It felt so good to get back in the fray.
We just don’t get to play enough.
Our campaign is nearing its panicle though and I’m looking forward to
it.
Since it’s been a while I’ll give a quick recap of what’s
happened. Tannis had come back to his
home town with his prize so that he could have the hand of his love, Amara, in
marriage. Her father had no intention of
honoring his word and sent the party to another dimension. There they met an uncle and niece, Ri-el and
Ki-el, who offered to help them. They
led them to a potion store run by a woman who was said to be able to send them
back to their dimension. Unfortunately,
the woman had been abducted and it looked as if she had been taken to the caves
outside of town. The party has been
working their way through the caves and thus far had avoided confrontation and
even found help from a fae-dueragar.
This is where we picked up our journey last night. The party was faced with three tunnels, the
first path they chose led them to a round cave whose only contents was a chest
chained to a skeleton. They unlocked the
chest and found a couple of potions.
Finn decided to check for a false bottom which the chest had. Inside he found hand drawn pinup pictures of
orc women.
They then found the right tunnel and came to a bridge which
had a magical trap. They didn’t check
for any so they triggered it and became entangled in vines. They managed to break their way out, except
Hal’s halfling who had to be extracted by Tyr’s goliath cleric.
Eventually they came to an underground temple with a winged
statue on the front. The cleric tried to
get a sense of the temple, he was unfamiliar with the goddess but he sensed
that the temple had the air of the fallen.
They did not make it to the door though as they were attacked by 15
harpies. It was a constant battle for
them to avoid being charmed by the harpies’ songs. Finn (Tyr’s shifter) and Tannis (Carter’s
ranger) used strategy to bring the harpies down while the cleric tried to give
the party advantage against the harpies’ songs.
Finn shifted into a giant eagle so that he was immune to their songs and
made a single attack on one harpy and then flew to another to draw blood. This meant that Tannis could target the
injured harpies and use his colossal slayer to send the harpies’ dead bodies
crashing to the ground around them.
We play again in two weeks the party will attempt to enter
the temple and see what it has instore for them.
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Preparing for the Adventure
Our little group did meet as planned and we got everyone's characters drawn up. Schedules are a little hectic right now so we don...
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One of the great things about having children is being able to share your love of D&D with them. Children take to the game quite...
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Well the campaign has finally come to a close and I can’t really describe how that makes me feel. It’s like something is missing. W...