dimanche 31 août 2014

Can I get my thread title altered?

I just started this thread:



http://ift.tt/1q1oG9z



And, if possible, I'd like the title changed to "[D&D 5e] Rules Variant: Immersive Healing", in case someone comes across it down the line. As it stands it may not be obvious that the thread is about D&D 5e, as opposed to 5e of some other system.



Thanks a lot either way.





Can I get my thread title altered?

[5e] Rules Variant: Immersive Healing

This is a variant to the standard healing rules for gritty campaigns. As such it will not be suitable for every table. Only use it if you want injury to be much more of a setback. Personally, I think it will make the game more dramatic- you risk something serious every time you get into combat. Let me know what you think. Please correct me if I made a boneheaded math error- I'm not a math guy.



Variant: Immersive Healing



A stable character at 0 hit points no longer regains a hit point after 1d4 hours. They remain unconscious and at 0 HP. They may be moved and tended to without taking damage. They will remain in this state without medical care.



Phase 1: Regaining Consciousness



Phase one is the most difficult phase- battling one's way back from the brink of death. After completing this phase, the character is "out of the woods".



In the absence of magical healing, another character may make a Wisdom (Medicine) check against DC 20. If the patient has a positive modifier to Constitution, this check is made with advantage, and if the modifier is negative, the check is made with disadvantage. If it fails, the check can be made again every 3d20 days, except that the DC decreases by 5 each time.



In the absence of Medical attention, the character must make a DC 15 Constitution Save every 3d20 days. If they succeed, they recover 1 hp and move on to phase 2. Otherwise, they may try again every 3d20 days, reducing the DC by 5 each time.



During this time, the character must be cared for, fed small amounts of broth, bathed, etc. Going without food and water follows the normal rules, but going without bathing runs the risk of infection. The neglected character must make a Constitution Save vs. DC 10 (modified by the DM) after the first week of neglected bathing, or take 1 point of damage and begin dying again. If the character makes the Save, but the neglect continues, the Saves increase in frequency to one per day.



When the DC becomes 0, the check succeeds automatically. If the check succeeds, the injured character regains consciousness and 1 hit point. This means that in the absence of Medicine, the character will eventually wake up as the DC gradually decreases to 0. He or she now enters phase two.



Phase 2: Recuperation.



Phase two is where the character heals his or her body- the actual physical damage.



For a week of phase two to count, a character must be able to take at least 5 long rests.



At the end of the first week of phase 2, a character regains 1/2 his or her maximum Hit dice (with a minimum of 1), but not hit points. The character may roll these normally during a short rest. At the beginning of every week thereafter, the character once again recovers 1/2 of his or her hit dice. When a character regains 50% of their maximum HP, they move onto phase three.



Every time a character is brought below 50% of their hit point maximum, they reenter the Recuperation Phase.



Phase 3: Full Recovery



Phase three is where the character recovers from the emotional and spiritual trauma of nearly dying and gets back into shape.



During phase 3, a character recovers 1/2 of their maximum hit dice (with a minimum of 1) per 1d4 days, but no hit points without expending them. This continues until they are at full hit points and hit dice.



Whenever a character takes damage that doesn't bring them to 50% of their hit point maximum or below, they reenter phase three.



Notes





This variant dramatically alters the game's pacing. Without magical healing, it will be very hard to get back into the action after a hard fight. This will make a fight in a low-magic world more of a serious undertaking, and stretches out downtime between fights. This will lead to more cautious characters and a slower sense of progress.



These rules are largely overcome with the application of magical healing and other class abilities that affect hp recovery. This is how it is intended to work. These rules just make it more immersive for low level PCs without healing magic or similar abilities, and for NPCS who lack the same. With this system, healing times in the absence of magic or special circumstances will be more like they are in our own world.



Here's an analysis of the times involved.



All times assume 1st level Medicine, a d8 hit die, and a patient Constitution of 10-11. A month is assumed to be 30 days long.





Phase 1 Timescales:




Maximum time: 300 days (10 Months).

Minimum time (with Medicine): 1 round.

Minimum time (without Medicine): 3 days.

Expected time: Roughly 17 days.





Phase 2 Timescales:




Maximum added time with 5 full rests:
3 Weeks

Minimum added time with 5 full rests: 1 week.

Expected added time with 5 full rests: 1 week.



Phase 3 Timescales:



Maximum added time: 16 days.

Minimum added time: 6 days.

Expected added time: 6 days.



Combined Timescales:




Maximum combined time from 0 to full hp and hit dice: 11 months, 1 week.

Minimum combined time from 0 to full hp and hit dice: 1 week, 6 days with Medicine. 2 weeks, 2 days without Medicine.

Expected combined time from 0 to full hp and hit dice: 1 Month with Medicine, 33 days without.





[5e] Rules Variant: Immersive Healing

Dwarven Forge: Jorgenfist Library

Alas, I didn't take an overhead shot of the whole dungeon...oopsie.Attachment 985



I'm also using the cardboard heroes Paizo sells, which includes every figure in Rise of the Runelords. The first encounter, the players meet a runebound giant, cursed with brutish strength and slavelike compulsion. He's easily dispatched. There's also a weird trap in the room which shrinks non-runebound creatures, but it's no big deal.



Attachment 986



The next room has a smoking cauldron, and a freakin' Stone Golem. The poor players are hard pressed to defeat. The ranger, built for combat and wearing an Amulet of Golems, dispatches it eventually. The paladin, built for combat, actually gets killed by the single monster (not even a critical, but two attacks at +22 to hit are baaaaaa-rutal). I don't have much choice but to have a friendly stone giant priestess cast a raise dead (the party cleric, minmaxed for healing, can cast the spells to remove negative levels, or at least one, anyway).




Attached Images









File Type: jpg 137.jpg (89.6 KB)
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Dwarven Forge: Jorgenfist Library

Gas find off the coast of Malaysia

Hi All:



Last Tuesday Shell announced it has found a major gas discovery at its Marjoram-1 property in deep ocean waters far off the Malaysian coast.



Shell today announces further exploration success in Malaysia with another gas discovery at the Shell-operated deep-water Marjoram-1 well.



Andrew Brown, Shell Upstream International Director:


Quote:








“We have a long history in the region, and the addition of new natural gas resources this year ensures we are able to continue to provide cost-effective, reliable, cleaner energy options for the future.”



The Marjoram-1 well is located 112 miles off the Malaysia coast in Block SK318 and is about ½ mile under the ocean surface.



Earlier this year, Shell announced the Rosmari-1 gas discovery, also in this block.



Block SK318 is operated by Shell with an 85% interest, with the remaining 15% held by PETRONAS Carigali Sdn Bhd.



No recoverable estimates of the find were provided…



Wayne





Gas find off the coast of Malaysia

AC use penalty on 2007 Toyota Matrix

Thought y'all might be interested to know the results of some informal testing I did on how much turning on the A/C can cost on a 2007 Toyota Matrix.



Based on my tests, it costs:

10.66%



Setup:

Start from Park n' Ride center, and do an out and back drive on the (relatively) flat freeway here.

Attempt to maintain 60 MPH as best as possible (My car doesn't have cruise control).

Vehicle: 2007 Toyota Matrix, base. Mods: Passenger mirror delete, antenna delete, smooth hubcaps. Scangauge equipped, of course.

Ambient temp during the test ranged from 84 to 96 (per my car's built in gauge).

Distance: 21.2 miles on each loop.

Condition A: No A/C, just outside air blowing in on fan setting 2 of 4.

Condition B: A/C on, fan setting on 4 of 4, recirculate on.



Run A1: 39.6 MPG, 0.53g, time 26:15, 48MPH avg

Run B: 35.2 MPG, 0.60g, time 26:16, 48 MPH avg

Run A2: 39.2 MPG, 0.54g, time 25:35, 49 MPH avg



Average the two A runs to get 39.4 MPG. 39.4-25.3=4.2MPG. 4.2MPG/39.4 = 10.66%.



Needless to say, I'm going to avoid running the AC from now on... :D



-MPGee





AC use penalty on 2007 Toyota Matrix

CleanMPGs new Toshiba Satellite C55-B5200 Laptop

Hi All:



Finally moved to a new Laptop as the 4 and a half year old e-Machines with a 900 MHz Celeron was getting a little slow.



Toshiba Satellite C55-B5200






Found what I believe is a decent deal at $299.99 for a Toshiba Satellite C55-B5200.



This laptop includes a 15.6" screen with a 4th Gen i3, 6 GB of non-replaceable 1600 MHz DDR3 memory, 750 GB HD, DVD-SuperMulti drive, b, g, and n Wi-Fi, 10/100 LAN, 1 MP Webcam, (1) 3.0 USB, and (2) USB 2.0- ports, HDMI and RGB ports, Memory Card reader, 45 Wh Li-Ion, mic, two speakers, and Windows 8.1 64-bit.



It came as a bundle deal which also included a PNY 8 GB USB 2.0 Flash Drive, Logitech M185 Wireless Optical Mouse, some useless SW bundle, and a black Targus Trax Laptop Sleeve.



Had to do some online chicanery to get that price as it was posted at $349 but an i3 with 6 GB, 750 GM HD, 15.6” screen, and all the latest ports seemed like a pretty good deal to me? I hope it lasts as long as the old e-Machines laptop did. My dad is using the e-Machines laptop as I type this up in fact.



Probably faster than my desktop so I might just transfer all the important stuff over and use the laptop as a desktop and travel laptop once I come up with a good way to back everything up.



Pick it up from Best-Buy in Kenosha, WI tomorrow. After that, all I have to do is figure out how to work around Windows 8.1 and remove all the bloat ware that will surely be pre-installed.



Wayne





CleanMPGs new Toshiba Satellite C55-B5200 Laptop

[5e] Wacky/interesting feat ideas

So it occurs to me that feats in 5e aren't much different than 3e, except about twice as 'much.' (And focused on active boons rather than 'now you suck less')



A 3e>5e feat conversion could either be 'stick these two related feats together' or 'feat & +1 to related ability.'



With that in mind... what cool feats do people really like in 3e (or 4e, but I don't know it as well) that could be fun in 5e?



(I'm going to try to dig up some ideas, but a bit brain fried at the moment)





[5e] Wacky/interesting feat ideas

Plug-in vehicle prices

Now that recent generation PHEVs and EVs are hitting the used car lots, I feel the market is pricing them more affordably than most people know. Although I have yet to see a used Tesla for half price, I am seeing Volt, Leaf, Energi, Prius (plug-in), and such coming off lease or just plain being traded in.



Yes, it is a double edged sword for consumers. Not good if you are looking to sell your own EV, but good for getting new people into the EV market at lower price points than new. And no hassle with tax credits.



Some of them have relatively low miles and low prices. Am I crazy, or do these seem like decent purchases for someone? A one year old Volt for $20K?












Plug-in vehicle prices

For 2015 RAMs HDs Receive Power Upgrades

RAMs 6.7L Cummins TD tops Ford’s 6.7L Power Stroke for bragging rights.



http://ift.tt/1tmPL9p

Wayne Gerdes - CleanMPG - Aug 31, 2014



2015 RAM 3500 DRW HD Big Horn with the 6.7L Cummins inside at a Shell in Del Mar Calif. Even more power is now available from the truck when equipped with the Cummins!



Ram Launches 2015 Heavy Duty’s - Best-in-Class Power (865 lb-ft.), Best-in-Class Towing (up to 30,000 pounds from the 3500 DRW and 4.10 rear end) and Payload (7,390 pounds from the 6.4L HEMI equipped HD truck), and even Best-in-Class efficiency. Meaning > 30 mpg in our most recent drive of the 2014 RAM 3500 DRW with the 6.7L Cummins and 3.73 rear end. EPA would probably equate to 16/21 mpgUS city/highway if an EPA result were required.



The 2015 model year Ram 2500 and 3500 Heavy Duty production has begun and RAM is taking no prisoners with what it is calling the “King of the Hill” truck. Ford supposedly made an idle threat to sue RAM as they claimed top dog with their Class 4 F-450. They backed down after sources their trucks lacked dashes, bumpers, spares, and who knows what else during their own internal testing.



For the 2015 MY, the 6.7L Cummins will offer a torque rating of 865 lb.-ft. and an increased payload of 7,390 pounds (3500), while maintaining a class leading maximum tow rating of 30,000 pounds.



And the kicker is Ram is currently the only automaker able to back its heavy-duty towing claims using SAE J2807 testing criteria.



Bob Hegbloom, Head of Ram Truck Brand:


Quote:








"Ram maintains leadership across the pickup truck model lineup by offering best-in-class fuel efficiency with our Ram 1500 EcoDiesel, best-in-class towing, best-in-class power and best-in-class payload with our Ram 3500. "



Cummins found that 15 lb-ft. with a more aggressive fuel delivery and turbo boost calibration allowing an increase in performance and still maintaining EPA compliance. The Ram 3500 payload of 7,390 pounds was made possible from the Ram 3500 with the much lighter 6.4L V8 pickup with an increase in GVWR of 100 pounds, now 13,800 pounds GVWR.



Ram 2500 and 3500 Heavy Duty pickup trucks are assembled at Chrysler Group’s Saltillo Truck Assembly Plant in Coahuila, Mexico.



Drivetrain





Where the power resides.



The only engine to consider in an HD is the Cummins. All 6.7Ls of it. It is available in three versions. The first version is paired with Ram’s six-speed MT. This combination delivers 350 hp at 2,800 rpm and 660 lb.-ft. of torque at 1,400 rpm. The second option matches the Cummins to a lighter duty 68RFE 6-speed AT. The diesel engine cranks out 370 hp at 2,800 rpm with 800 lb.-ft. of torque at 1,600 rpm.



The big boy is the Cummins High-Output 6.7L Turbo Diesel for the Ram 3500 mated to the Aisin 6-speed automatic transmission (AS69RC) – an almost $3,000 addition???). In addition to 385 horsepower at 2,800 rpm, the 865 lb.-ft. at 1,700 rpm is just beyond strong.



Chassis



Ram Heavy Duty trucks feature frames built with high-strength 50,000 psi steel, including eight separate cross-members, hydroformed main rails and fully boxed rear rails for optimal strength and mass efficiency. Chassis controls on the Ram Heavy Duty ensure reduced NVH and improve ride and handling characteristics. Standard electronic stability control (ESC) on single and dual-rear-wheel equipped trucks, and body-to-frame hydro-mounts improve ride quality somewhat.



Center frame rail sections are roll-formed, an efficient means for maintaining consistent strength in less complex longitudinal sections. In the rear portion of the frame, the structure includes fully boxed rear rails and a factory-installed rear axle cross-member with provisions for fifth wheel and gooseneck hitches.



Heavy Duty trucks generally use suspensions meant for heavy payloads. This leads to a harsher ride when unloaded. The Ram 2500 takes lessons learned from the Ram 1500 with a segment exclusive five-link coil rear suspension system. Loaded or unloaded, the 5-link coil system provides best-in-class ride and handling. The five-link coil design incorporates support at all major points of force. Leaf spring suspensions struggle to combat axle wrap by using staggered shock absorbers (one mounted on the front of the axle tube and one mounted on the rear of the axle tube). The superior design of the five-link coil system functionally resists unwanted axle rotation. Leaf spring configurations also lack lateral support, forcing the leaf ends and shackles to hold against lateral loads — a task they're not particularly good at and one reason competitive leaf-sprung rear suspensions shutter on rough surfaces. Additionally, the Ram 2500 offers a rear air suspension system for automatic load leveling and greater versatility.



The Ram 3500 continues to feature the rear Hotchkiss leaf spring system, but offers a supplemental air suspension system (late availability). By adding supplemental air bags to the rear suspension, Ram engineers were able to soften the leaf springs, allowing for more unladed suspension movement— even with a best-in-class 30,000-lb. trailer.



Driving the 14 RAM last week, it is still rough but less “bouncy” than competitors HD trucks.



In the front, the Ram Heavy Duty line features an advanced three-link front suspension to ensure roll stiffness. Greater roll stiffness, also known as body roll, is an important characteristic in taller vehicles and especially trucks with heavy payloads. Roll stiffness is measured by the amount the truck’s body tips side-to-side, independently of the wheels, during cornering.



To put it lightly, there is no roll.



The Ram Heavy Duty arrives with pioneering hydro-mounts at C-pillar positions for class-leading low NVH characteristics. This is not your daddy’s RAM with the 5.9L or 6.0L Cummins.



The Ram Heavy Duty trucks feature a factory-installed seven-pin trailer tow connector in the truck bed, included with the optional fifth wheel or gooseneck tow prep. Additionally, Ram features a standard Class 5 receiver hitch with four- and seven-pin connectors on the bumper. A tailgate handle-mounted, rear high-definition camera backup system is available with dynamic imaging in the 8.4-inch display. Also, the cargo-view camera located in the center high-mounted stop light provides a view of the bed for easier connection to fifth wheel or gooseneck trailers as well as monitoring bed loads.



Extras



Ram HD customers can enjoy the convenience of an exclusive cargo camera, power folding mirrors and a combination, power rear-sliding window with defrost. Also, central locking includes the RamBox cargo management system and tailgate power locks, creating a convenient solution for locking all exterior doors and storage with one push of a button. Auto rain-sensing wipers and SmartBeam headlamps also are available, adding to a truckload of content offered in Ram Heavy Duty.



With all of the stuff added however, an HD gets expensive real quick so if you were to ever need a full-time HD pickup, choose the options widely.



RAM 3500 Big Horn with the Cummins





DRW and the 3.73 rear end give this one a 23,000 pound tow cap.



Along with a 5 years/100,000 mile powertrain warranty, the Ram Heavy Duty includes a standard 5-year/36,000-mile Basic Limited Warranty providing bumper-to-bumper coverage. I thought the fact it is specified with an oil change interval of 15,000 miles and has the largest brakes in the segment was also noteworthy for keeping maintenance costs down.





For 2015 RAMs HDs Receive Power Upgrades

Audi Pushing the Automotive Technology Envelope Again

48V electrification.



http://ift.tt/1p4CIrZ

Wayne Gerdes - CleanMPG - Aug 31, 2014



2015 Audi RS 5 TDI 48V Concept – A 380 hp and 553 lb-ft. of torque 3.0L V6 bi-electric turbo in action.



Following Audi Hints At the Future of the Turbo Diesel with a 48V Electric Turbo news from two months back, the 48-Volt idea appears to be gaining traction within the confines of the Ingolstadt, Germany automaker.



Long held as the holy grail of basic automotive electrification, 48V with 12V subsystems as opposed to standalone 12V systems allow lower current wiring – smaller gauge at less weight and expense -, and electrification of components far beyond the realm of 12V systems in use today. Besides mild hybridization and the electric turbo, the A/C compressor is another area where real fuel savings potential can be exploited.



And like all of VWs child companies, Audi is standardizing this future vision across its entire model lineup.



Moving to 48 volts represents another building block for facilitating the integration of new automotive technologies while increasing the power and efficiency of its cars.



As linked directly above, Audi showcased the scope of the 48‑volt electrical system with the technology demonstrators Audi A6 TDI concept and RS 5 TDI concept. Both models were fitted with the electrically powered compressor operating independent of the engine load which improves acceleration performance.



48‑volt technology is also ideal for the future of dynamic chassis control. Audi stated they will be unveiling a variety of applications in the field of on-the-fly dynamic chassis tuning.



The current state of the art technology has taken 12V systems to their very limits and in particular at low temperatures. Today, upwards of 3kW of power is needed from the alternator and battery and at 12Vs, the systems are reaching their technical limitations.



The solution is a second high voltage (48V) electrical system to complement the 12V ancillaries. The higher voltage means smaller cable cross-sections which translates into lighter cable harnesses with lower power dissipation. The 48V electrical system features new long lasting Li-Ion batteries that can and do deliver far more power than any std. 12V system based on the Pb-Acid. This attributes makes it an important element of the Audi electrifying strategy of for improving performance and efficiency of the next generation of drivetrains. Audi has already designed and put into concept use a scalable platform that incorporates the electrically powered A/C compressor.



The Li-Ion battery operates in conjunction with an all-new efficiency-optimized alternator allowing mild hybridization. Within this concept there are diverse ways of starting, controlling and deactivating the combustion engine as needed. The powerful alternator achieves an energy recovery output of 10 kW which together can add up to 10 to 20 percent improvement in fuel efficiency.





Audi Pushing the Automotive Technology Envelope Again

Exalted 3rd discussion

I started this mainly for those that have seen the leaked document to post their thoughts on it. I'm not entirely sure how kosher that is and I don't want to cause any legal trouble for the site or individuals so if its problem please let me know and shut down this thread.





Exalted 3rd discussion

FM (13) Classic bug?

Ik wile en FM13 game starten voor de eerste keer, heb hie rnooit aandacht aangegeven maar wil het nu wel is testen, maar als ik er op druk gebeurd er niets. Hij wilt niet verder gaan. Ik kan hem indrukken die knop maar daar blijft het bij.. Iemand enig idee?





FM (13) Classic bug?

First and 10,000,000th Camry

Cute release honoring the car and the manufacturing facility in Georgetown, KY.



http://ift.tt/1vYP5W0

Wayne Gerdes - CleanMPG - Aug 31, 2014



1988 Toyota Camry – First produced at Georgetown, KY.



A Time Machine flashback to May of 1988… Toyota, today reached a major milestone at the new $1.1 billion automobile manufacturing complex in Georgetown, Kentucky. An internal employee ceremony attended by approximately 1,100 employees celebrated the first Toyota Camry produced in Kentucky using newly installed equipment, processes, and the dedicated efforts of an American work force.



The car represented achievement of the rigorous quality standards established by Toyota in Japan and was the first car produced during the pilot production period.



There are currently around 1,100 employees at Toyota Motor Manufacturing at Georgetown with ninety percent of from Kentucky. An additional 600 employees will be hired by the end of 1988. An additional 1 ,300 will be hired for a second shift which is scheduled to begin in summer 1989, and 500 employees will be hired for the Power Train Plant.



To date, 8 groups or 268 Team Leaders and Group Leaders have received four weeks of intensive training at the Tsutsumi plant in Toyota City, Japan. Training consisted of a combination of classroom instruction, observation of Group Leaders and Team Leaders in Japan and hands-on training by building cars on the production line in Japan. The goal of the training was to provide a thorough introduction to the Toyota Production System and develop a personal understanding of the important role each team member plays in achieving Toyota quality.



During the months of May and June, pilot production vehicles will be built at the Georgetown facility; emphasis will be on training and confirming product quality. As production increases in mid-July, emphasis will be on improving production efficiency and increasing volume. Early 1989, when full production is reached with one shift, production will be 400 cars per day.



On December 11, 1985, Toyota Motor Corporation announced the selection of Kentucky for the location of the first wholly owned automobile manufacturing facility in the United States. Ground breaking for the $800 million automobile manufacturing plant followed on May 5 of the following year. A $300 million expansion to add a Power Train Plant which will produce engines, axles and steering components was announced on November 9, 1987, bringing the total investment in Kentucky to $1.1 billion. At full production, the plant will employ 3,500 and will produce 200,000 Camry sedans annually.



Back to today.



The 10,000,000th Camry



Keys to a new car makes you feel good. Keys to a new car makes you won in a random drawing makes you feel even better…



Toyota just announced Tom Keith was the winner of a band new 2014 Camry in a random drawing of the 7,000 team members on site during a ceremony Wednesday, August 27. This white Camry was a little more special than most as it was the 10-millionth vehicle made at the plant since the first Camry rolled off the line in 1988. Tom Keith is a team member in the Quality Control Department and was at the plant when that first one rolled off the line.



Tom had been with the company for 26 years and is one of 200 team members still working at the plant since that first Camry rolled off the line.



Keith lives in Scott County with his wife Paula. They have four grown children, one in high school, two daughters attending college and one son who is an archeologist in Florida.



While TMMK’s first Camry was preserved for historical purposes and resides in the plant’s visitor center, it was decided that the 10 millionth vehicle would be awarded to a lucky team member via a random drawing.



After hearing the news of his good luck, Tom said:


Quote:








“I’m in shock. I’m going to surprise my wife. She works at the Scott County Library and drives a 2007 Avalon. I’m going to go over there this afternoon, move her car out and park the new Camry in her space. She’s going to scream.”



I think I would scream to. :)





Tom Keith with his 10,000,000th Camry.



Good to see this excellent car awarded to a long term member of the Georgetown, KY manufacturing facility.





First and 10,000,000th Camry

New HCH-1 owner

Hi all,

I checked out a few forums for HCH owners but this one appears to be the most active and with the best information (mostly thanks to the user msantos, from what I can tell - wow).



I usually drive 'disposable' cars and do all my own maintenance; cars I can pick up for $2,000 and drive for 2 years/80,000 miles, then flip and still get $1,800 for them. I finally decided to pick up something overall better, and hopefully better for the environment. My last was a Maxima that averaged 25mpg and it was killing me in gas costs since I seem to average 40,000miles/year.



I had a dealer search some auctions and he found and won me a 2005 HCH, 5-speed, with 90,000 miles on it for $6,500 after tax/title/reg/inspection. Immaculately clean inside, engine sounds strong, both batteries appear to be good (already put 200 miles on it in 2 days).



Aside from the sometimes surprising lack of power - I really have to be cautious getting on Texas highways since most of our speed limits are 75mph - I'm absolutely loving it so far.

The A/C is strong and even when it's 100 degrees out I rarely have to run the fans above low speed, which means the autostop works at every light, and recirculate keeps it reasonably cool until the engine kicks in again.



I've read through most of the stickies and will probably be checking the valve clearances soon, as well as installing msantos' solar 12v charging system (although the car came with some serious Texas window tint, so I may look into installing them somewhere on the outside of the car).



Any other recommendations for a car of this mileage? I understand the 5-speed model is somewhat rare, but I can't stand the feel of CVT transmissions so this was a requirement for me (especially coming from having 200HP to now having like 80HP).



My first two days I managed to pull a 45mpg average and have only dropped one digital bar on the gas gauge. I imagine once it goes past that first bar it'll drop a bit faster.



Anyway, wanted to introduce myself. So far it seems like a fantastic little car. I do wish it had prius or insight-sized trunk space, it'd make it easier to throw my bike in it, but other than that I absolutely love it.



~A





New HCH-1 owner

5e - Phandelver/Forgotten Realms - Faction Info?

Reading Part 2 of Phandelver has me headscratching a bit over several entries like this:



If the party (does thing), (person) privately approaches certain members of the group to urge them to join (faction). S/He speaks with those who (match the group). If a character agrees, (person) awards the individual the title of (title).



There's at least three of these.



Googling, say, "Lords' Alliance Cloak" (being that faction and rank) nets nada. Not even someone like me going "where on the internet are the details of this stuff".



Is this an FR thing that I'd know if I was in the club? Or is this another new and as-yet published thing?





5e - Phandelver/Forgotten Realms - Faction Info?

Eredivisie Topic #20





Nieuw topicje. :)





Eredivisie Topic #20

samedi 30 août 2014

[Avalon Games] September beatings in addition to a Buck Sale!

[Pathfinder] The Strange Magic Kickstarter (Spiritual Successor to the Tome of Magic)

On August 28th, say goodbye to the shackles of Vancian magic with Strange Magic, a collection of exciting magic systems compatible with the Pathfinder Roleplaying Game. Written in association with Flying Pincushion Games and Thilo "Endzeitgeist" Graf, Strange Magic expands upon the Ethermagic, Musical Composition, and Truename Magic systems released by Interjection Games earlier this year with brand new base classes, archetypes, prestige classes, spells, and feats. To date, the number of spells present in this book is over 500 and is still growing by the day!



Additional custom art by Gary Dupuis, archetypes, prestige classes, and even base classes will be added to the book at regular funding intervals, and announcements will be made as to what we desperately cook up if this happens faster than we expected. In short, if this Kickstarter takes off, the end product will become the sort of book that makes brave bookshelves weep - even the oak ones. As of posting, we're already 85% of the way funded and are poised to absolutely annihilate the stretch goals. I'm looking forward to breaking as many bookshelves as possible.



Contents


  • 3 new systems of magic unlike anything else compatible with the Pathfinder Roleplaying Game: truename magic (redesigned and remastered), musical composition (custom bardic performances), and ethermagic (advanced warlock)

  • Over 500 manifestations, compositions, and recitations!

  • 7 new base classes: cantor, ethermagus, ethermancer, etherslinger, maestro, scion discordia, and truenamer

  • 4 new prestige classes: polycosmic theurge, speaker of the word, willshackler, and wordsworn defender

  • 9 new archetypes: arranger, herald of creation, herald of madness, herald of the void, orator, truescribe, verminspeaker, virtuoso, and voidstalker

  • NPC writeups for all classes, archetypes, and prestige classes - Strange Magic is a stealth NPC codex!




Expansion Material







Ethermagic



What is it? - Ethermagic is a magic system that is defined by its plasticity and its inexhaustibility. Simply put, you have a spell point pool, a regeneration rate per round, and can build spells on the fly from various pieces, or manifestations, rather than being forced to prepare spells ahead of time. Given this approach, it is balanced against the capabilities of martial classes, but can "nuke" to some extent by burning more ether points than the regeneration rate grants. Most ethermagic users who try anything fancy will be doing this rather quickly.



Ethermagus - Tap into the infinite power of the ether, summon your void blade, and start etherstriking with the ethermagus, a brand new alternate class by Jason Linker of Flying Pincushion Games! This class features the brand new voidmeld etherheart, which allows the ethermagus to customize his personal void blade on the fly, as well as a number of ways to choke the fight out of his foes with the force of the ether itself. And yes, your void blade can go way past +5 without a problem. The ether does not subscribe to your pitiful physics.



Etherslinger - In the icy blackness of space, nobody can outsmart bullet. Written by Endzeitgeist himself, the etherslinger alternate class is a deconstruction of the gunslinger with some ethermagic thrown in for good measure. Gone are the days of having to go into melee because bullets are prohibitively expensive. Instead, pull some energy out of the void, load it into the chamber, and start firing! Grit and ether points combine to allow for a complex resource management game, while a new talent system replaces autogranted gunslinger deeds and allows for powerful customization from etherslinger to etherslinger.



Heralds of the Multiverse - The heralds of creation, madness, and the void are a series of archetypes for the ethermancer base class that each have their own explanation for the way the universe is. Are you the celestial protector and superhero, the servant of elder abominations, or the selfish egotist?



More feats, manifestations, and greater manifestations!







Musical Composition



What is it? - Musical composition allows for the creation of custom musical scores. Each score is made up of an intro, which triggers when conducting begins, a number of stackable melodies, which provide their function for the duration of the performance, and an outro, which triggers when the performance ceases.



Cantor - Sick of the orchestra? Lead the choir! Written by Jason Linker, the cantor base class puts away the arcane bells and whistles of the maestro and instead picks up a number of divine tricks all her own. Complete with her own composition and opus lists, the cantor brings the idea of musical composition full-circle. Just as the bard straddles arcane and divine magic, so too follow the composers.



Arranger - Whenever one man makes a masterpiece, others start arranging it in an effort to show that they could have done it better. This archetype for the maestro base class allows you to do just that - add melodies to your opuses to prove that you know the way the 1812 Overture should have ended.



Virtuoso - Why compose when you can also play? This archetype for the maestro and cantor base classes does away with the ability to cast, but grants the ability to make bardic performances instead. Achieve total aural saturation by conducting a score and performing a bardic performance all at the same time!







Truename Magic



What is it? - A from-the-ground up reconstruction of the classic 3.5 system with entirely new core, metamagic, and spell systems, classes using Interjection Games' truename magic uses pseudo-Concentration checks in order to cast spells. Flexible metamagic, called inflections, allows for the application of special modifiers, such as faster casting or additional targets, to any spell, called recitations, that the class can cast; however, as casting gets harder the more a specific spell has been cast per day, and as using inflections increases the rate at which a spell gets harder, using these inflections literally dumps the caster's resources up to five times faster than casting without. Combined with copious resources provided by lower level recitations that get easier and easier to cast, but do not scale with level, this new truenamer is perfect for those players who love to spam numerous effects and chain combos in order to keep up with the party. It's dynamic. It's rewarding. But, as the abilities never scale, it's never overpowered.



Savant of Heart and Mind - Most truenamers fight long and hard to learn how to think like a thing or like a place so that they may leverage the various codices that reference them. Some few simply end up being too alive to do so and focus on the Codex of Heart and Mind, the tome of First Language knowledge that concerns itself with living things. True masters of that codex, savants of heart and mind, a truenamer archetype, deal exclusively in its recitations and are known to have a vast vocabulary in that area of expertise.



"Babylonian/Cthulhu Base Class" - Endzeitgeist hasn't written it yet, but, from what notes we have, this base class reaches out to Lovecraftian horrors existing beyond time and space and leverages their power to force the universe to conform to the class' will.





[Pathfinder] The Strange Magic Kickstarter (Spiritual Successor to the Tome of Magic)

Herboren

Hallo,



Ik ben Nigel, zestien jaar oud en ik woon in Utrecht. Op dit moment zit ik in het laatste jaar van de HAVO en daarna wil ik iets gaan doen in de ICT.



Ik vind het heel erg leuk om te gamen en verschillende dingen te doen op de computer. Mijn kamer is zo een paar meter breed, maar dat boeit niemand. Ik ben iemand die al sinds kinds af aan vaak bezig was op de computer, en dan niet alleen de tissues opmaken die naast de computer stond, maar ook gewoon bezig zijn op forums. Ik heb gewerkt op verschillende forums en ook met verschillende forumssoftware. Ik heb gewerkt met vBulletin, IP.boards, MyBB, PhpBB en daarnaast ook nog met Xenforo. Ik heb er daarom ook redelijk wat ervaring mee en ben daar ook al redelijk bekend mee. Daarnaast vind ik het ook erg leuk om te designen. Dan heb ik het niet over het werken met photoshop, maar dan bedoel ik het bouwen van websites, het maken van thema's voor forums en nog meer in die richting. Daarnaast script ik ook, waarbij ik begon met PHP, HTML en CSS, wat tevens geen programmeertalen zijn, en daarna ben doorgestroomd naar C++,C# , SQL en jQuery.

Heelveel onbelangrijks dus om te weten, maar na mijn nerd-kant heb ik ook nog een betere kant. Ik hou van gamen, uitgaan, voetballen en uitgaan. Daarnaast hou ik ook nog van uitgaan, maar dat was waarschijnlijk nog niet bekend. Ik geniet van elke feest en drank hoort daar bij, wat niet altijd heel goed afloopt, maar dat hoort er nou eenmaal bij. Tomorrowland is iets waar ik heen wil en zo wil ik nog veel meer. Daarnaast houd ik ook van schrijven en wedden, wat niets met elkaar te maken hebben.

Ik support daarnaast Ajax, maar ik heb ook een zwak voor Go Ahead en PEC, want ze hebben beide een erg leuke team.



Dat was even een kort ik-stel-me-voor-bericht en als er vragen zijn kunnen die altijd gesteld worden.



Met vriendelijke groeten,

Nigel





Herboren

The Book of Low Level Lairs Vol 1 FREE download

&03, The Book of Low Level Lairs Volume I Is Now Available!





Cover Art by & Magazine artist Chris Letzelter



You have a newly minted 1st level party? You need ideas? What adventures will you run for them?



Look no further!



This adventure collection includes 18 new mini-adventures for parties of levels 1 to 4. Everything from brown bears to giant porcupines to kenku and lizard men! All mini-adventures that can usually be run in a single session. Pick the ones you need, string them together as you see fit!



The bonus? Two new cleric spells suitable for low level parties!



Download The Book of Low Level Lairs Volume I today and feast your eyes on 48 pages of new mini-adventures for your OSR game! Available now at And-Mag.com



Keep tabs on our always-free publications at the following hot spots:

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Or join our mailing list, and get the news of all the goings-on and new publications before the official announcement! To subscribe, send the word "subscribe" and a password in the subject or body of a message to:

and_chat-request@lists.and-mag.com for the chat list



& Magazine -- Filling in the gaps for old school gamers





The Book of Low Level Lairs Vol 1 FREE download

My first TPK in...well...decades

Seriously, now that I think about it. I think my last TPK was in the 90s. A group of four 1st level PCs taking on Lost Mines of Fandomdelver (or whatever). Our party:



Tempest cleric (me), rogue, fighter, and wizard.



Taking on the goblin sentries was fairly easy, but the rogue got wounded and I used a cure wounds spell on him. Then we fought the three wolves which where also pretty easy. Wasn't long before the rush of water made the rogue lose his footing and the took damage there, then almost immediately took an arrow from the goblin on the bridge. On my turn I ran up to heal him, using my last spell.



The ability of goblins to hide after they attack? Goddamn that sucks if you're the players ;) Rather than run away (which we should have), I climbed the wall to face the goblin one on one, so it couldn't use the bridge/tunnel for cover (and I had a 19 AC, so I figured I was pretty safe). Oops. I got there, and used one of my tempest cleric powers to kill the goblin after he attacked me, but I took an arrow from the other side of the now destroyed bridge (the fighter and rogue knocked it down)



Then it became official. Party was separated. #1 reason that leads to TPKs. The fighter took off towards the west passage to see if he could link up with me. The rogue was trying to figure out how to take care of the goblin that was to our east. And I made my way down the passage to the west just north of the fighter's, hoping to link up and to get out of line of sight of the goblin to the east



Fighter ran into room with 5 goblins just as I was getting there. But I was wounded. Didn't help that we kept missing all of our attack rolls and the DM rolled two crits on me. So I went down. The wizard showed up the next round. The fighter said to burning hands the whole group, even if it got him too. She did. Two goblins and the fighter went down. Then she died just as the rogue got there. He killed one goblin with a sneak attack but the other got him.



Goblins in 5e are bad ass compared to earlier editions. That's all I got to say about that ;)



And honestly, even if we didn't split the party I don't think we would have made it. Between the hit and run tactics of the goblins and our shitty rolls, they would have taken us out anyway.





My first TPK in...well...decades

Transferboden

Weet iemand waarom ik sommige transferboden niet kan accepteren?





Transferboden

[FM13] Talent alleen is niet genoeg




Spoiler for Uitleg:


Na lange tijd weer een novelle van mijn kant. In FM 14 komen mijn carrières niet echt van de grond en dus ben ik weer terug gegaan naar FM 13. In deze novelle begin ik als werkloze manager op 26 juni 2012 en ga proberen de beste manager aller tijden te worden. De clubs waar ik terecht kom staan niet vast en ook de periode dat ik bij de clubs blijf niet. We gaan wel zien waar ik terecht ga komen. Ik gebruik foto's van Andrea Stramaccioni voor mij al trainer maar zoals te zien in de update ga ik aan de slag als Jeroen Kuiper. Hopelijk kan ik jullie boeien, in ieder geval tot FM 15...









[FM13] Talent alleen is niet genoeg

all. bestand niet vindbaar

Beste allemaal,



Sinds enige tijd draai ik football manager op Windows 8. Inmiddels is Louis van Gaal coach van Manchester United. Nu wil ik dit ook aanpassen in football manager.



Normaal gesproken ga ik via de route: C:\Program Files (x86)\Steam\SteamApps\common\football manager 2014\data\db\1400\lnc\all.



Nu wil de bovenstaande route weer volgen, maar krijg ik de route :C:\Program Files (x86)\Steam\SteamApps\common\football manager 2014\data\updates\update-1431. Met als melding deze map is leeg, te zien.



Hoe kan ik ervoor zorgen dat ik toch bij de \db\1400\lnc\all kan komen?



Graag hoor ik van jullie.



Alvast bedankt.





all. bestand niet vindbaar

[PCM14] Mapei










Citaat:




Na mijn debacle met mijn Team Discovery game, waar ik dus per ongeluk de foute game heb gedelete, heb ik besloten om over deze side-game een verhaal te starten. Het verhaal met Team Discovery zal dan ook niet verder gaan.








[PCM14] Mapei

Have you bought from the Banner Ads?

There are banner ads in the upper right corner of this site that advertise various RPG games from small press publishers. I have never heard of most of them.



Anyone bought and played any of them?



If so, let's hear about them!





Have you bought from the Banner Ads?

vendredi 29 août 2014

5E and Earth's Dreamlands

Hey everyone,



I finally got the new PHB last weekend and I've now had time to give it a good read. Like a lot of people on the board, I'm really liking a lot of what I see. One thing though that struck me was how this version would really work well for an old setting I had back in the 90s for Runequest.



Earth's Dreamlands.



Back when Avalon Hill released the new Runequest, I did a conversion for fantasy settings set in Earth's Dreamlands. That's really not a far-fetched idea. Sandy Peterson originally meant for Call of Cthulhu to be a fantasy game set in H.P. Lovecraft's fantasy setting. I ran the game for awhile and it was well liked.



I think it first hit me when I was reading the Warlock write up. One of the options for a Warlock's power source is described as an 'elder god.' It struck me how much an elder god aligned Warlock was like a powered up Call of Cthulhu cultist (who knew that Keziah Mason from Dreams in the Witch House was basically a level 12 Warlock). After that I started seeing lots of ways to use D&D 5 with the Dreamlands settings.



Player races would have to be tinkered with. Lovecraft's version of Ghouls could certainly be a playable race (hell, if Dark Elves can be players, certainly ghouls can) and you would have different sub-sets of humanity. One thing that I allowed in RQ that might be harder to work with in D&D was talking cat player characters. But then a talking cat Sorcerer or Priestess of Bast might be pretty kick ass. Still, in RQ you don't have steadily increasing HP. It's hard to wrap my head around the idea of a house cat with 60 HP. Still, everyone knows that HP really isn't a direct correlation to physical damage so maybe not so jarring?



So these are just some random thoughts that I wanted to get off my chest. Right now I'm running something already, so I wouldn't get around to this for awhile. Still, any thoughts? Suggestions? Dire imprecations?





5E and Earth's Dreamlands

Combat with a group who doesn't like combat

Greetings folks. I have a question which I hope some people can help offer some suggestions for me.



I've got a group who for the most part are not into combat related RPGs, but really want to do a game set during the 30 years war or English Civil. Due to the nature of such a time period being so embroiled in war, I don't feel it's appropriate to simply exclude combat or battles at all. I've also got some players who do enjoy combat, but they are a minority in this group. This group also for the most part does not like stats (They've done quite a few Archipelago games and are very adapt at it). Perhaps I'd say this group is more collaborative writing with rules rather than a pure RPG group.



Because of this, I don't really want to alienate either side. I was tempted to adapt the Flashing Blades, but because of that system and how even characters who aren't swashbucklers inevitably turn into swashbucklers, and that's really something that only three out of these 11 players would like to do.



If anyone could offer some suggestions either in doing combat without stats, or perhaps any other ideas on how to make this work well, that would be greatly appreciated.





Combat with a group who doesn't like combat

Urban adventures.

I have never really run an urban adventure before, however a couple of my players have expressed an interest in doing some city exploring. I have no problem with this but to be honest I have never detailed my cities in the past. So is there any rough guide to city design for urban adventures? Like for instance what would be a minimum size for a city to have enough of an infrastructure to explore? Any tips in general? This is for 5e by the way.





Urban adventures.

[5e] Multiclassing...within the same class.

This has been bubbling in the back of my mind since I read the classes chapter.



What would it take, above and beyond the normal multiclassing rules, to allow a character to "multiclass" within the same class? So if, you were a ranger for example, and you wanted to focus on having more favored terrains via Natural Explorer, and being more of a broad ranger than a specialist? You could go, say, 10 levels deep twice, and get 7 levels deep into both Hunter and Beastmaster. It seems within the spirit of the multiclass rules- trading "focus for versatility".



I suspect something might break, and that it could be heavily abusable (in some unforseen way), but I'm not sure. It could also be that it's a bad idea because it's worthless. I don't have the deep knowledge of the game to know yet.



What do you think?





[5e] Multiclassing...within the same class.

Rare opportunity. Vintage 1985 Lord of The Rings box Sets

Super rare 1985 4 box sets of Lord of The Rings RPG Miniatures.

Try to google them

this is an opportunity to get 4 of the 5 sets that we're made by Grenadier.

If you could find the Fellowship of The rings set you would have one of the rare set sets out there



http://ift.tt/1vvdIfE



If link doesn't work they will be on ebay till Monday.





Rare opportunity. Vintage 1985 Lord of The Rings box Sets

salaris

hallo mede fmers,



mijn club (Sunderland) maakt elke maand een aantal miljoenen verlies. mede door de salarissen van de spelers.

Terwijl ik niet over de salarisbudget ga, en ik kan bij het bestuur vaak extra salarisgeld krijgen. Hoe kan het dan dat er als nog zoveel verlies wordt gedraaid?



Groet.



Rick Brinkman





salaris

5e - There IS treasure, right?

In doing my monster stat conversion work, I noticed something a bit odd: no treasure.



Okay, so maybe it's in a chapter of the Basic DMs guide? Yeah, doesn't look like it.



So... what gives?





5e - There IS treasure, right?

5e revamping old setting, Balt

So I'm retooling an old fantasy setting of mine (~20+ years old, it's been D&D 3e, M&M, and all sorts of other things).



Races were: Humans, centaurs, otterfolk, runners (think velociraptors, pretty dumb), shades (chameleon reptile people), dragons (never PCs, but occasionally walk around transformed as humans).



So... I had the inspiration to make dragonborn one of the races, and make three subraces: A mostly 'by the book' version (the Inheritors), responsible for a lot of the southern dragon war in the background of my setting. Runners, being a mild offshoot, and shades as a weird, magic-rich offshoot.



On to centaurs!

Tinkering with centaurs...

One thing I appreciate in 5e is that size doesn't matter so much. So Large PCs? Sure.



Horses are generally speed 60.



So... thoughts? Give them 60 speed? Is that likely to be really unbalancing? Maybe drop it to 50?





5e revamping old setting, Balt

[FM14] FC Groningen - De Trots Van Het Noorden






FC Groningen breekt met Van de Looi en maakt nieuwe trainer bekend



Erwin van de Looi is door FC Groningen op staande voet ontslagen. Wat de precieze reden voor deze beslissing is lijkt niet geheel duidelijk. Volgens insiders zou het gaan om de chemie tussen de trainer en spelers. Direct na het bekend maken van het vertrek van Van de Looi werd de nieuwe trainer al gepresenteerd. Stefan Kuper, een man geboren en getogen in Groningen. In de voetbalwereld een vrij onbekende naam. Door zijn Groningse afkomst lijkt hij het voordeel van de twijfel te krijgen bij de fans. Kuper zelf zei tijdens de persconferentie: "Het is voor mij een droom om de nieuwe trainer te zijn van FC Groningen. Ik kom uit Groningen en ben altijd supporter geweest van de plaatselijke FC. Nu mag ik mezelf trainer noemen van FC Groningen, ik ben ongelofelijk trots."



Tijdens zijn presentatie maakte Kuper ook direct twee nieuwtjes bekend. Género Zeefuik vertrekt per direct naar Nijmegen. Zeefuik heeft een contract getekend bij NEC voor 3 jaar. De transfersom van Zeefuik werd niet bekend gemaakt. Naast het vertrek van Zeefuik werd er ook een, tijdelijke, nieuwe speler bekend gemaakt. Harmeet Singh zal de gehele voorbereiding op proef spelen bij FC Groningen. Singh voetbalde eerder bij Feyenoord, maar wist daar nooit door te breken en is nu transfervrij. "We nemen vandaag afscheid van Zeefuik, maar verwelkomen Singh. Singh heeft de kans om zich te bewijzen. Als hij laat zien dat hij van waarde kan zijn kan hij een contract afdwingen.", aldus Kuper.





Links: Zeefuik vertrekt per direct naar NEC. Rechts: Singh komt op proef spelen bij Groningen






[FM14] FC Groningen - De Trots Van Het Noorden

Instant Result

Ik heb nu de normale FM-skin maar mét Instant Result knop. Dit heeft een lange tijd gewoon goed gewerkt maar sinds een dag of wat kan ik ineens geen strijdplan meer selecteren (Ga voor een monsterscore, ga voor een overwinning etc). Heeft iemand een oplossing hiervoor?





Instant Result

Stemtopic IN DE SCHIJNWERPERS Augustus

We zijn helaas een beetje laat aan voor het stemtopic te starten maar laat dat jullie er niet van weerhouden om jullie stem nog uit te brengen. De kanshebbers zijn :



Aléjate de los toros al embestidas. van FM_Lesly

Luis Molowny da Silva van coachert

Стойков забравя van DolleDog

Plagiaat!! van Leonnekle

De toorn van Zamparini van Waust0r

Tiqui-taca van Messidonna





Stemmen kan je via de poll, we zullen stemmen tot en met zaterdag 9u in rekening nemen.





Stemtopic IN DE SCHIJNWERPERS Augustus

jeudi 28 août 2014

DnD 5th Ed DMG info?

OK, so I have the PHB, I've really enjoyed reading it and I've been running a few test sessions.

Overall, I've really enjoyed it.



It's my understanding the DMG is due out towards the end of Sept?



Has anyone got any advance info on it?

A page count?

What's in it?



I expect it'll have similar stuff that other DMGs in previous editions will have, but wondering if there'll be new ideas/content etc?



Is there any preview information out yet or is WotC keeping their cards close to their chest?



I've already read the Basic rules PDD, which is interesting, but it's mainly just a sampling of monsters, which is cool, but I'm hungry for more info.





DnD 5th Ed DMG info?

Southeastern Europe Campaign Setting

I have been toying around with an idea for a campaign I call "the 40 families." I originally had it set in 9th century Wales, with Irish, Britannic, Pict, and Viking families, each with allegiances and vendettas, various plots of land, and various levels of influence over a sort of central court or king.



It was too complicated to write up and draw a proper map the way I wanted it.



But then one day I was browsing on DeviantArt and I came upon the most beautiful political map of Europe in 1648- the end of the Thirty Years' War. The way the. Holy Roman Empire was constituted (take a minute and look) was exactly what I wanted in a 40 Families game. Just perfect!



So I busted out the Outdoor Suvival map and tried to figure out where I would go. Bohemia, or maybe western Poland... Or looking south, there was the modern day Balkans...



So I looked into wikipedia's take on the Thirty Years' War (yeah yeah, I know, never trust wiki- but it's not like I'm trying to learn real history here). Article led to article led to article and eventually I found myself in 16th century Transylvania.



Which just blew my mind. It was a cosmopolitan place, made up of several ethnicities, with a strange mix of tribalism and democracy... And it was constantly at war with the Ottomans, to which it was technically a vassal state. Furthermore, four different kinds of Christianity were recognized and tolerated. Not bad for 1593.



It also warred with its sister principalities, Wallachia and Moldavia. These three were briefly united by a warlord in 1600. They would court the favor of the Habsburgs, who of course hated the Turks.



This was the kind of setting rich with adventure! Rich land, a rich people, lots of fighting, strange and dark history, multiple religions, and an evil horde just over the river to the South.



The venerable Outdoor Survival map fits very well with the real world terrain in southeastern Transylvania, on the border of Moldavia and Wallachia c. 1593, in what is now Romania. This time period gives access to guns, but marital prowess of the medieval kind is still critically important. The forests are thick; the mountains are inhabited by cunning hill folk; there are swamps and badlands to be challenged.



Even better, the land is ruled by a Chaotic prince who won his crown through diplomacy with the Turks as well as great martial prowess. There are warlords and cardinals and aristocratic families and political intrigue and wars of conquest and the existential threat of the southern horde.



And the outdoor survival map.



It's coming together now.





Southeastern Europe Campaign Setting

5e - Because, Data? - Nerd Alert!

So today I did something rather rash, but I'm pretty happy with the result. I'm not certain I can share the data, but I can definitely share the methodology.



If there's a way to get permission to publish the data, I'm happy to - someone let me know.



Basically I pulled all the monsters from the DM's 5e Basic book into a table. Next step is to get it into Roll20, somehow, probably. But I'm getting ahead of myself.



Step 1 - Get the text out of the PDF. Foxit Reader took care of this step pretty handily.



Step 2 - Prune. I only wanted the monster and NPC pages. Text editor here.



Step 3 - Split. The page layout is in two columns, so I pulled it into Excel with a positional delimiter at 73 characters or so. Then I saved Column A as one text file and Column B as another.



Step 4 - Clean up and consolidate. Everything needs to be on one line - or rather one line per item of interest. So a given attack with poison gets all truncated down. Clean the left hand file, then the right. Move right's data into the left.



Step 5 - Unify the data. These columns should be on ever monster entry:



Name

Type, Alignment

Armor Class

Hit Points (Hit Dice)

Speed, fly, etc

STR DEX CON INT WIS CHA

# (+) # (+) # (+) # (+) # (+) # (+)

Saving Throws

Skills

Damage Vulnerabilities

Damage Resistances

Damage Immunities

Condition Immunities

Senses, passive Perception

Languages

Challenge (XP)

Qualities

Actions

Description



If there's no data, and I'm looking at you Saving Throws, use a filler, like (None Listed).



Step 6 - Parse. I used Powershell, because it's what I had. Might be a million ways to do it. My script is attached.



End result looks like this (using one they've already published openly):



Name : Ogre

Type : Large giant

Alignment : chaotic evil

AC : 11

ACText : hide armor

HP : 59

HD : 7d10 + 21

Speed : 40

Climb :

Fly :

Burrow :

Swim :

STR : 19

STRMod : +4

DEX : 8

DEXMod : -1

CON : 16

CONMod : +3

INT : 5

INTMod : -3

WIS : 7

WISMod : -2

CHA : 7

CHAMod : -2

STRSave :

DEXSave :

CONSave :

INTSave :

WISSave :

CHASave :

Arcana :

Athletics :

Deception :

Insight :

Intimidation :

Perception :

Stealth :

Survival :

DamageVulnerabilities :

DamageResistances :

DamageImmunities :

ConditionImmunities :

Senses : darkvision 60 ft.

PassivePerception : 8

Languages : Common, Giant

CR : 2

XP : 450

TheRest :

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)

bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one

target. Hit: 11 (2d6 + 4) piercing damage.



Description

Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre

lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.





Anyway, there it is. Script is attached. Let me know if you have questions.





Enjoy, Bob




Attached Files





File Type: txt Parse_DnD.txt (12.1 KB)







5e - Because, Data? - Nerd Alert!

(5e) No Negativity Happy-Vibes Love Fest

I kinda ripped D&DV a new one in the "Criticisms of 5e" thread. In the interest of fairness, and because I really do like the game, I'll sort of rebuttal my own post with a list of the stuff I like about the new edition:



1) Simpler than the past two editions.



2) The end (or serious diminishment of) the joyless "CharOp" culture.



3) Character creation is pretty fast, even moreso once you start to learn the system.



4) BACKGROUNDS. I fucking love backgrounds. Backgrounds are to 5 what ascending AC was to 3, that eureka "Why didn't I ever think of that" element.



5) The racial inclusiveness of the art. The gender/sexual orientation paragraph. That picture of the fighter.



6) Tieflings and dragonborn are (Very slowly) starting to grow on me.



7) Having marginal but cool shit like Ninja, assassins, and warrior-mages in the core book.



8) Side-lining multi-classing and prestige classes in favor of having stuff like ninja, assassins, and warrior-mages as options baked in to the standard classes.



9) Barbarians being greatly simplified. Not as much shit to track while raging.



10) At 3rd level, playing a fighter becomes as simple or as complex as you want.





(5e) No Negativity Happy-Vibes Love Fest

Plundering the pc: Age of wonders iii

BY RICK MOSCATELLO



Dungeons and Dragons 5E is here. It’s totally time for something new, and I’m talking about a new world for my players, a new point of view for a fantasy world. There’s nothing wrong with pre-purchased and already developed worlds like Neverwinter or Forgotten Realms or whatever, but my players, and I, seek new adventures to go with the new rules.



Phandelver is fun, to be sure, but…the air of those dungeons smells of the million other adventurers that have tromped through it, smashing a bugbear and goblins while trying not to get washed away.



By creating a new world, everything opens up. Everyone at the table knows that they’re having an adventure that’s all theirs, and when they complete a quest, I know it’s my players’ doing and not just that they read a spoiler online.



When I build a new world or look for a new point of view, I don’t create—I don’t have 7 full days, and, heck, I’m not God anyway. I steal. A great place to steal ideas from is a computer games. Computer games have, for years, taken ideas from D&D, it’s only fair to reciprocate. Even if you don’t want to build a whole new world, it’s still worthwhile to look at a computer game to stimulate your imagination.



The latest game I’ve found ripe for plunder is Age of Wonders III (AoW3), which runs great on my Origin laptop (yes, that’s a plug, deal with it), a turn-based strategy fantasy role playing game. Let’s take a look at the ideas here that might be useful for a D&D campaign world:



1)SETTING

Age of Wonders has a good lineup of races, humans, elves, dwarves, draconians, orcs, goblins, and others. One thing unusual in AoW3 is segregation. Too many “modern” settings have the races so heavily intermingled that even tiny villages have representatives of nearly every race in them. Not so AoW3, where cities and military units are exclusively of one race. Now, a draconian army will follow a heroic Orc leader, mind you, but bottom line, only heroes readily intermingle with other races. Outside of heroes, the races stick to themselves.



Today’s modern multiculturalist sensibilities are why modern settings are the way they are, but something got lost in the shuffle: distinctiveness. If every city is a heavy mix of every race, there’s that much less to distinguish one city from another. How much distinctiveness can you have when you have to service a broad range of sensibilities?



On the other hand, restrict a city to just one race, and possibilities open up. An elven city might have 40% of the land area devoted to gardens, and “peddlers” that strictly sell potted plants walking the streets. A halfling city could average four tobacconists per block. An orc city might have three different slave markets and a dozen blacksmiths that specialize in torture equipment. A gnome city might be divided by a series of walls and canals so that failed experiments can only destroy a small part of the city at a time. None of that can happen in a city that’s supposed to have sizeable amounts of every different race.



AoW3 also reminds me about city placement. AoW3 is a wargame, but cities are always built near resources, as many as possible. It’s a good reminder about world-building: always ask “why is this city even here?”, because doing so can usually suggest good adventure ideas. Eventually, war breaks out because of control of those resources.



2)MAGIC ITEMS

Let’s face it: magic item manufacturing completely changes the face of D&D. In an open system, my players go from “let’s go get treasure, and save up gold to buy a castle” to “let’s pore through a dozen rulebooks to find a magic item I can make to get another +1 Sperg bonus to my armor class.” All gold and treasure is quickly converted into magic items to get another different kind of +1 bonus to “whatever’s being min-maxed by a character. Gold is just a pre-magic item, I may as well present treasure as “30% of your next +2 sword”.



Now, I grant that this is a fun way to play, but in this system every magic item that’s randomly found is crap (or, “not the absolute bestest thing I can have made for that slot”, as the players say). I’m reluctant to toss item creation, players like making magic items, and it’s not a bad idea to have some use for gold besides huge big-ticket purchases. AoW3 smacked me in the face with an obvious solution.



AoW3 has a wide variety of magic items, there’s all sorts of good stuff to be found. AoW3 also has magic item creation, but not every dang thing can be made. A player can build a +1 sword or +1 armor for his characters, and a pretty good selection of trinkets, but past that? Yeah, you’re going to have to actually find the cool items.



And just like that, an idea worthy of a campaign world: the secrets of building most magic items are lost. So that Ring of Water Walking the players found will be kept, instead of turned into yet another Ring of MinMaxing +1.



3) CHARACTER DEVELOPMENT

Early on, the Age of Wonders series had the same problem of recent editions of D&D: characters became too powerful compared to everything else. You could build a hero, and after a few levels, that hero would be so strong that no army of orcs could even touch him—the game turned into lone heroes conquering city after city while armies quaked in terror.



This problem has been asked quite often in later D&D, or in Pathfinder—ten thousand standard orcs simply cannot beat an AC 30 cleric in open battle, after all, leading one to wonder why heroes don’t rule everything. AoW3 fixes that by toning down the best a hero can be—and it’s less than 2 dragons, which seems good enough.



D&D 5E similarly has toned down character development, but if players can’t singlehandedly destroy entire armies, what’s left? AoW3 answers that: lead armies. Heroes in AoW3 provide benefits to the entire army they lead—it’s not huge, just +1 damage or the like but it still gives something. This is something “old” D&D had that’s vanished in the last few editions: after a certain point, players stop breaking into places, killing the residents and taking their stuff going into dungeons, slaughtering the denizens and finding treasure. They stop that, and start leading armies. In old D&D, players were often rewarded at “name level” with a free army or something. If WoTC doesn’t come out with some books, I might just make up some rules to motivate players to put together armies to conquer cities and capture resources. It sounds like more fun than just converting gold into another magic item, at least.



4) ALIGNMENT

AoW3 even has an alignment system, your kingdom drifts towards good, or evil, depending on your actions. Declare war, attack non-evil creatures (especially those attempting to flee), burn down cities, and you drift towards evil. Make peace and alliances and attack creatures dedicated to evil? Well, you get the idea. The game has something to say about my next campaign world.



Alignment is perhaps the most unique thing about D&D, and a source of many problems (and much humor, I admit). Alignment in AoW3 automatically affects how others react to you, more so than diplomacy. If you’re evil, undead creatures are more likely to flee, for example, and a Good kingdom will have a very hard time entering into a profitable alliance with an Evil one (although lasting peace is at least possible).



In D&D terms, AoW3 reminds me to let players build a reputation. A party of Good heroes will catch more breaks when asking Good-ish cities and organizations for help, and if my players tend towards evil, then they’ll get some breaks dealing with the evil guys (I have players that go both ways).



Heroes, incidentally, are very limited in AoW3, a whole kingdom can only have so many. I think that’s the world I’ll have; with only a few heroes running around, reputation becomes much easier for “the common folk” to follow. In game systems where heroes are all-powerful, you rather need there to be lots of heroes to explain why a handful of heroes doesn’t just control everything (and to give your players plenty of believable foes to fight)…but if heroes are just really, really, good, you don’t need to have so many in the world.



5) ADVENTURE

AoW3 has heroes lead armies into dungeons for the good loot, but I have to admit setting up rules for that seems more trouble than it’s worth. On the other hand, there are many suggestions here for adventures beyond the old “rescue the fair damsel in distress.”



AoW3 lets you establish cities, build fortifications, and construct roads. Yes, roads. Road construction crews are pretty vulnerable to attack, so that’s one thing my players can do—protect a road crew. As an added bonus, it lets players make a lasting impact on the game world. “This is the road my characters helped build” isn’t said much in campaigns—I don’t think there’s a single published adventure with such an important quest in it, even though roads last a heck of a lot longer than any damsel, no matter how fair.



Cities need resources, but all such resources need to first be cleared out. Aow3 uses heroes and armies to do it, but a party of adventurers could as well. As cities grow, they gain access to new resources that need to be made safe to exploit. Clearing out gold mines, shrines to weird gods, vaults of lost knowledge, sources of magic power? That sounds like exactly the things heroes can do, and AoW3 even gives me suggestions as to what monsters they should meet (it even has Beholder-looking critters!).





So, looking at AoW3, I have a pretty good idea for a campaign world, and a good idea for a campaign.



The players’ first quest will be to guard the road crew as it connects the capital city to a new settlement. I can easily do “dungeon of the week” here while I’m getting a handle on the 5E rules set. Every ten miles the road advances, another dungeon or something. In the modern world, 10 miles is nothing, but before the days of cars and paved roads, most people lived and died never going more than 10 miles away from home—that’s as far as a human can walk, do something, and make the round trip in a day.



Once the road is built, well, the new settlement starts to grow. It was built due to two nearby gold mines that, alas, are occupied by goblins/orcs/troglodytes (depending on how many levels the characters gain on the road-building part of the campaign). The PCs will be awarded them some land, too…I want them to see their road all the time.



As the city grows, a vault of lost knowledge is found; the heroes are hired to clear it out. The knowledge promotes the growth of research in the city, and this causes the city to grow further, expanding outward, opening up a new resource, a shrine to some forgotten god (less detail as I plan further out, since the players will probably have their own ideas at some point). The god is so grateful for clearing out the shrine that whatever kingdom controls it will have all its troops blessed in battle.



The players clear the shrine, but this shrine is also near an enemy city, one that appreciates the value of the shrine. War over control of the shrine will probably lead to an adventure or two…



And look, with hardly an original thought in my head, I’ve plundered Age of Wonders III for enough ideas for at least an outline of a new fantasy world, and a campaign. And it’s not even a role playing game!





Plundering the pc: Age of wonders iii

multiple possibility lore aka no canon

I stumbled across a piece of text in Secrets of the Ruined Temple from Mage the Awakening. It says on page 12:



Secrets of the Ruined Temple takes an approach that some players might find odd. You won’t find a complete guide to Atlantis, with all the mysteries neatly explained. No, this book deepens the mystery of Atlantis, by propounding multiple possibilities and a whole lot of new questions. The purpose of this

book is to help you imagine your own version of Atlantis, and work the clues to that version into your chronicle.




This is true for the entire new WoD line. All the settings give you multiple explanations of what the history of the world might. In other words it doesn't give you answers, only more questions.



Is there any other RPG that does this? And what do you think of this approach?





multiple possibility lore aka no canon

Speler zegt te willen komen en daarna ..?

Ligt het aan mij?








Speler zegt te willen komen en daarna ..?

[FM14] Welcome, Louis!


















[FM14] Welcome, Louis!

[FM2014] Future is born today







Spoiler for Uitleg:


Wederom een novelle vanuit mijn zijde, lopend naast het Heerenveen-spel.

Ditmaal een novelle over Ajax, startend in juni 2013 met de originele selecties van het afgelopen seizoen (eerste transferwiondow uitgeschakeld)







Volgende update: Kandidaten voor de opvolging van Frank de Boer






[FM2014] Future is born today

Draconic Magazine

I'm pleased to finally announce that Draconic Magazine is live. It's a free, online tabletop fantasy RPG resource. It's my way of celebrating 40 years of the world's original fantasy roleplaying game.



http://ift.tt/1qEVK6U



Here's what we have for you at the moment (with more to come)...


  • A review of the D&D Player's Handbook.

  • A reaction table for when the party encounters humanoids.

  • The Backbreaker - a new monster.

  • A pre-campaign checklist of important questions to ask yourself and players.

  • An article about last minute world creation.

  • Weird plants of the Nether-Realms.

  • An overview of Torth - a shared campaign setting for organized play

  • And the obligatory poll about your favorite edition (go to war!).




Thanks for reading and sharing,



VS





Draconic Magazine

[EstafetteGame] Welk team?

Wil een nieuwe EstafetteGame starten, wanneer je mee wilt doen graag even melden in dit topic.



Tevens zijn ideeen wat betreft het team ook welkom, stel zelf voor om met een middenmotor/subtopper te starten(in ieder geval geen topclub) in een grote competitie(Engeland, Spanje, Italie, Frankrijk, Duitsland).



Deelnemers:

Aat

Duarte

Kyrill



Stemmen:

Marseille: I

Fiorentina: I





[EstafetteGame] Welk team?

Hoard of the Dragon Queen

Wolfgang Baur & Steve Winter

WOTC

D&D 5E

Levels 1-7



In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.



This is an 8-episode adventure that is, generally, not very good. It’s not the episodic nature, that I can accept. WOTC wants to run D&D at game stores every week and to do that they need episodic content. I get that. I might quibble that they could do better at the episodic nature and making it feel less railroad, but I get it. No, the adventure is of lower quality because it feels like a 4e episodic adventure. Here’s a monster. Go fight it. Next! A potentially exciting and dynamic environment is introduced! And then they screw it up with the details … or lack thereof. As a DM & player you have a lot choices in what system you play and which of the tens of thousands of published adventures you play. There is no reason to play this except for “it’s what everyone else is playing at the game store on Wednesday night.” That’s a shame.







I see a few major issues with the adventure. First, it’s generic. It’s very non-specific, so much so that it seems like the designers are actually afraid of offering details. They will provide reams of data on the over-arching story and plot but then when you get to the actual adventure there are words like “throw a couple of encounters at the players” … with nothing else present. Or they clearly have an idea of how the adventure should proceed, like with the lizard man allies in episode 6, but are terrified of being accused of railroading. This extends to the descriptions, which are almost universally uninspiring. They feel flat and boring. The magic items are completely generic “ 1 sword”, and the titular HOARD of the Dragon Queen is actually abstracted throughout most of the adventure. The text does not inspire you, the DM, and that may be the most important sin.



It is very rare for me to complain in a review about formatting I care much more about the content and the imagination present in the adventure, but this time I feel I need to. They have chosen a very conversational style that contributes to a Wall of Text issue. There is not enough use of offsets and bullet lists and the like to allow the DM to reference important information quickly. This conversational style confusion tends to mix with some some poor choices for organization of text. In episode 8, for example, the first part involves getting in to the castle, but this information is scattered throughout the text of the first part.



Three ARE issues with railroad, with lack of player agency, with villain monologues and “pass a skill roll if you want to go on the adventure”, but these are minor and more easily fixed, both by the DM and by the designers in the next adventure.





Episode 1 – Town under Siege



While pursuing the most generic hook known to man: caravan guard. In the first 2 D&D products that’s twice now that it’s been used. Time to maybe branch out and try a hook with some life to it? And both times it’s been a complete throwaway. The hook is literally “maybe the players are caravan guards.” That’s pretty lame. So lame that it makes me think they are pushing some kind of agenda. Idle speculation is idle though; in the end the hook is lame and reflects badly … but accurately foretells what it to come. Generic Lameness. You come upon a town being looted by monsters! Mercenaries, kobolds, and a dragon zoom about through the streets! Oh’s No’s! You’re then presented with 8 little encounters to run, one of which should be done first. The first is a family being chased by kobolds. The goal is to rescue the family and then they’ll tell you to take them to the central keep, where in you can pick up the rest of the missions. The kobolds ignore you, thinking you are their allies. If you escort the family to the keep then you are the last ones through before the gate is barred right before the keep is surrounded by enemy forces. It all smacks me as a little … forced. Look, yeah, I know why. You want to give the players missions to do. But there should be LOTS of ways to do that without forcing them in to the keep and setting up some kind of EPIC MOMENT when the gates are barred behind you. What about the same thing in the church? Or a family in a cellar? Or any of a dozen other things that could have been added? But no, rather than the thing being run as a dynamic environment with brief suggestions it instead has to be run as a railroad. BULL. SHIT.



Like I said earlier, I could quibble with the nature of how the episodes are done, and make comments on how they could be less railroady … but … ok, I guess I just did. The GENERIC content though is what breaks this. There is something that quite literally looks like a skill challenge. To sneak through town you need to make stealth checks. For every two you have a random encounter. Ok, that’s not bad. It even makes sense! But then the encounters … ug! 6 kobolds. 6 cultists. 2 cultists and an acolyte. That’s what passes for CREATIVE CONTENT from Wolfgang & Winter. Seriously? You get exactly one interesting option: 1d6 townsfolk being hunted by raiders. That’s it. That’s something a DM can work with. But just a generic list of monsters? Why the hell did they even both? Give the thing some life! How about those 6 kobolds have a wagon piled high with bed frame and dressers? Of the bandits are rolling some kegs of ale down the road? It wouldn’t kill you to add a single sentence each and it would do WONDERS to help bring the scenes to life.



This same thing is the problem with the rest of the first episode. The encounters are presented as generically as possible. Yes, the DM must bring the encounter to life, we all know and accept that. But the designers job is to give the DM the tools to do that. To help them. This don’t do that. The vast majority of the text is spent on bullshit superfluous text instead of communicating an evocative and dynamic encounter. “The Cult of the Dragon led by dKJSDFKHD KDFgwkDGF the high K:WDH:KE:H of K@WGKEGKE@ is …” Ug! How about instead you tell me that the encounter with the dudes at the stream bank has them about to drown a group of townsfolk? That would be cool! That create something to work with! The issues extends to the maps, or lack thereof. The church, mill, stream bank, are all supposed to be exciting encounter locations. I can understand not want to enable the tactical miniatures boardgames crowd, but it wouldn’t kill you to provide a small map of the environment with some interesting shit on it for the players to key off of. Reeds to hide behind! Slippery bank! Steep dropoff! Pile of hay, smoldering!



If you put “the party will encounter 3 groups of kobolds on the way to the inn” in the adventure then that is exactly what is going to happen in AP. The asshat DM is going to say “ok, you encounter kobolds, Roll init” and then they are going to say it twice more. I know the rules can’t cure stupid, or a bad DM, but you can at least give the tool something to work with. “You encounter a group of kobolds rolling ale barrels down the road.” That provides SO many more options!



You get glimpses every now and then that they are trying. The Governor, wounded, trying to marshall a desperate defense … but it’s just a glimpse and then it’s gone. Rather than coming across as a desperate town under siege with a beleaguered leader instead you get generic-ville, population YOU. :(



I don’t get it. Standards & Practices maybe? I’m not asking for full on gore mode but there’s hardly any flavor here at all.



Oh, wait, wait, I forgot. Governor MORON gets pissy at you if you’ve done something that caused the death of one of the townsfolk. Jerk moron NPC. I suggest gutting him.



Also, what’s with the duel? You put a solo PC up against a monster that they can’t possibly win against … and then if they actually manage to do so they are rewarded by the creature just reappearing later on. “Replace him with another 1/2 dragon warrior if the party manage to defeat him.” So …. The parties actions have no consequences … is that the message you are trying to send?







Episode 2 – My, grandma, what a generic camp you have!



This has the party gathering some information about the raiders base camp, after dealing with a couple of rear-guards. The problem with the content here is much the same as the first episode … the lack of it.



The mission is not bad, just a brief synopsis from THE GOVERNOR, but then it quickly spirals down with the multi-paragraph exposition from a monk who wants you to do something for him. How they decided what to bore the players with and what to generalize is not clear. The governors paragraph is written as DM text and points out the particulars he’d like you to follow up on. But the monks text is all read-aloud. “We fought a particularly savage battle against the raiders.” Uh huh. Nobody talks like that. It’s too long and feels stilted. SHOW, don’t TELL. “I lost sight of brother Maltese while Brother Carl was being gutted by these two mercenaries in purple.” See how much better that is? The governors text is straightforward and fact-based, without ANY embellishment at all. No “sitting at his camp table, surrounded by aides” or “speaking to the players while getting gangrenous arm removed.” That’s the entire problem with this adventure. No Soul.



The first of the rear-guard action is with some stragglers. This isn’t too badly done. Cultists and kobolds cooking some stolen chickens over a fire, the humans bullying the kobolds …. So the designer tried, and does better than usual with this, adding some specificity to the encounter to allow the DM to visualize it and bring it to life for the players. But even then … “bullying.” Wouldn’t it be better if the scene was cemented more in the DM’s and players head? The humans grabbing a bird from the kobold and kicking over the stewpot, laughing while the kobolds scrambled to pick up the pieces from the dirt to eat?Look at how few words that took and how much better it is.



The actual rearguard is lame as all get out. It could use a little map and some extra life, like they chuck boulders down on people, or there’s a streamed to follow or ALMOST ANYTHING AT ALL. The content is “make a DC check based on what you know. You see the ambush from X distance away,.” Screw. That. I’m being totally serious. There is NO creative content at all in this section. It’s just presented as a boring and mundane fight with no details beyond who is fighting you. It is one of the lamest things I have ever seen from a big name publisher. They should be ashamed of themselves for asking for money for this.



The raiders camp, I hate myself for even typing something so uninspiring, has brief flash of things going on, but they quickly dissipate in a mess of WALL OF TEXT. There’s this great thing they do where every time they are communicating info that a cultist would know they say something like “the cult of dragon – blessed be her glory – is on the way to destroy the world! The whole ‘insert the crazy catchphrase” thing is fun, as is the silly cultist salute of wiggling fingers. And … that’s it. It’s clearly written to be explored exactly one way: pretend you belong there. There is a lip service sentence or two about other options, but the VAST VAST majority of the text assumes you just walked in and they don’t recognize you don’t belong. There are references to a cave with hatchlings in it … but no details. There are references to a leader … but no details. In fact YOU ARE EXPLICITLY KEPT FROM INTERESTING The leaders tent is guarded by some guards who do not let ANYONE in. They do not fall for tricks. Period. It says so EXPLICITLY. We put this totally interesting thing on the map, this thing that is totally relevant to your adventure/mission, and then explicitly do everything possible, including fiat, to keep you from it. What planet are the designers from? Again, flashes of brilliance “maybe one of the officers assigns you to a few hours of food prep”, but not NEARLY enough of it. And, “peel potatoes while carving Tiamat heads in to them” is much more fun than “food prep.”



The conversational style of the text also stood out in this section. I don’t usually complain about formatting issues, but the style chosen here is crazy. There are details buried all throughout the text of the sections, buried in long paragraph descriptions. You’re going to have to pull out a highlighter and ready it several times and take notes in order to run the thing effectively. I don’t see how it’s possible to refer to the text effectively during play at all. I don’t get this choice at all. It’s like they are purposefully obfuscating what’s going on in order to comply with some design directive to be “conversational."







Episode 3 – The Return of the Suckitude



Back in town the guy you were sent to rescue (you did rescue him, didn’t you? I mean, if you didn’t then the hook is not possible, so I hope you rescued him …) wants you to go back to the camp and look around some more. He’s got some cash. Uh … are the designers even trying? It’s like they just slapped down the first thing that came to mind and didn’t give any thought to this at all. Why are you going? Because that’s the adventure we’re playing tonight and if you want to play then say “Yes.” That can be valid sometimes but there’s a spectrum here and the hook for episode 3 is WAY down at the “bad” end of it. Here’s a quote: “If the party accepts …” Uh … what if they don’t accept? It’s the combination of a lame railroad that isn’t trying at all that is asserting it’s NOT a lame railroad that’s not trying at all that is frustrating for me.



The game is generally abandoned when the party returns. There’s a neutral encounter in camp, but it’s written in such a confusing way that you don’t realize the opportunities at first. There are some SCOUTS hanging around at the abandoned camp site acting as hunters. It turns out that the evil cultists hired some woodsmen to go bring in game meat for them and they are still there, brining in game meat for the dudes in a cave. They are gruff and taciturn unless you have a ranger, etc. They are just dudes doing a job and don’t give a shit what you do to the camp. AND THAT’S IT. That’s the description. This could be a knock-it-out-of-the-park NPC encounter. The designers have introduced a faction, and factions mean social opportunities and social opportunities in D&D mean FUN! Another two sentences, with a name or a quirk, or something idiosyncratic, could have turned this in a rock-star level encounter. But instead the general trend of “no detail” is continued. I don’t get it. I don’t understand. WHY? Why is there such a lack of ANY detail that would make the adventure stand out and be memorable? I’m not asking for an epic set-piece. Those are forced and generally suck. But why not give enough to INSPIRE the DM running the encounter to greatness. That’s your job as the designer. Why aren’t you doing it?



You learn that the only people left in camp are the hunters and the dudes in the dragon hatchling cave (Ah! So that’s where it is! In episode 3! Now I know why the area was completely locked and unavailable in episode 2! Because it wasn’t on the railroad yet!) The thirteen or so encounters in the dragon hatchling cave are some of the worst that I have ever seen. Ok, maybe that’s hyperbole. Maybe it’s not factually correct. But that’s how I feel as I sit here typing this, the book next to me. I am absolutely crushed that they suck so much. I can recall one, maybe two, being interesting. “The cavern below is carpeted with a profusion of fungi ranging from a few inches high to nearly as tall as an adult human.” That’s what suffices for a description of one of the more fantastic of all D&D environment: a fungi garden. Think of all of those WONDERFULLY evocative images … and then think back to that sentence. Go ahead, do a google image search on D&D fungi garden. Then go back and read that sentence again. There is NONE of the magic from those images in that sentence. Where’s the wonder? Where’s the FANTASTIC? Where the magic of D&D and your imagination? Not here. The designers can’t be bothered to communicate that.



Oh, wait wait! Here’s a good one! You know that moron dragon warrior that killed on of your dudes in that TOTALLY set up and LAME duel in the first episode? Here’s in here again! If you killed him, then it doesn’t matter, there’s another replacement dude in here! BECAUSE YOUR ACTIONS AS A PLAYER DON’T MATTER. Oh, and let’s say you didn’t fight him. Let’s say you snuck through camp in episode 2. Dude don’t really know you at all. “You look familiar …” he says “I’ve seen you around camp” Hey! This is going well! We might be able to bluff, or get some info! Uh … no. That’s not the STUPID RAILROAD you are on charlie! “If you came looking for trouble then I am the trouble you seek!” and he attacks immediately. Yup. You’ve taken the time to be thoughtful and careful and sneak and bluff and get in good with the enemy and you’ve even gotten on the dental plan and … and you are rewarded by him attacking you outright. BECAUSE YOU ACTIONS AS A PLAYER DON’T MATTER. This is SO insulting. I am so disgusted. Et tu, Wolfgang?



Again, there are bits and pieces of greatness here. There’s he standard “swarming bat room” but this time it’s got some stirge mixed in. All Hail Discordia! Wonderful. There’s also a nice trap that seems right out of 1973: a curtain of fur strips, much as in a meatlocker, but with a lot of small fishhooks in it covered in poison. That’s AWESOME! It has started with an idea: “wouldn’t it be cool if …” and then someone has attached some mechanics to it. That’s SO much better than saying “I need a trap. How about 2d6 … let’s see, a pit with spiked in the bottom.” The imagineering is clearly coming first in the fishhook curtain and I LOVE it.



But the rest? It’s like it’s been run through the generic-izer, or that it’s been outsourced to someone else who is just going through the motions. Like the fungi cavern, it’s as if they just don’t care at all about an evocative environment. I’m not talking about reams of text being present, but rather inspirational text. The dragon hatchery is just … I don’t know … not present? “The chamber that opens at the bottom of the stairs is immense. WA wide ledge runs along the left wall and drops away in to a pit on the right. Many stalactites descend from the ceiling.” Congratulations; you’ve said nothing of consequence. You’ve stated boring and mundane facts without any inspiration or imagination behind them. Ad this is the dragon , one of the core focuses in this episode!





Episode 4 – Frustrating Potential



This episode may have more potential energy than anything I’ve seen in a great while. It’s also extremely frustrating in it’s ambiguity. And it’s outcome. At issue is the design guidelines they’ve chosen. They’ve tried to lay out a very non-specific adventure with specifics for you, the DM, to liven things up. When combined with the conversational style of the writing it comes across as “Hey, maybe you could have a farmer go to bed one night.” I think I get what they are trying to do. They are trying to lay out a general adventure and then suggest things that could happen. Kind of like the OLD MERP products. Here’s this cool awesome keep and maybe in third age the ghost of a gully dwarf attacks. But then that’s the problem. It’s like this product is trying to straddle the line between two different type of products. Is it s a module an/or guidebook? A product describing a general place very generally and then suggesting, in very grand and remote terms, some adventures that could take place there? Or is it meant to assist the DM in running a 2-hour D&D game every Wednesday night? The former implies that I, the DM, has to spend 6 hours preping the game with maps, creating monster encounters, making notes, highlighting, filling in details, and all of that. The second implies that a decent amount of the work has been done for me. Both are valid. But the product is clearly MEANT to be the second while instead doing the former … and not very well at that.



Remember that the cult was gone from the camp in episode 3? In this one the party chases the cult to track down where their wagons of stolen loot are going. You take a river journey to “catch up” with them in Baldur’s Gate and then join a massive wagon train/caravan, which happens to include the cult along with a lot of others non-cultists, on their way to the next major waypoint. There are lots of NPC’s provided and lot’s of general ideas provided on things that could happen along the way. Ultimately though, the entire point of this episode is … for an NPC to kill another NPC so the cult can think negatively of the party. Yes, it’s a movie. Nothing the party does is important. Oh, sure, you can fun watching the stuff unfold, but it’s just a Disney ride: sit in the car and watch the events unfold. THAT’S NOT D&D! How much time & effort online has been spent debunking these grand epic movies? It’s can’t be foreign to Kobold Press, Wolfgang, and Steve, that is is just about the worst possible thing that can happen in an adventure. “Oh look, the DM’s pet NPC is fighting the DM’s villain NPC. My, aren’t they awesome. YAWN” And I don’t want to hear anything about how it needs to happen to set up the encounters in the next episodes. If that’s the requirement then you’ve done a pretty piss poor job of designing an adventure, episodic or not.



This episode runs about ten pages. The first three or so are a total waste of space. They detail you coming back to town from episode 3, getting horses to ride ahead to another town, and then having a god-aweful adventure in an inn. In the inn you meet a boisterous tool who wants to test you. If he’s favorably impressed then, after day or so of this, he takes you a back room to talk to two faction bosses. This is quote from one of the faction bosses: “thanks to you we know double what we knew a tenday ago.” Yeah? Then why did we put with that NPC shits antics in the inn? You’ve been back here the entire time in your room letting us screw around with your lackey tool when you’re about to send us on a urgent & time-sensitive mission? Oh, hey, what if we didn’t partake or your reindeer games? What if we don’t favorable impress your NPC lackey? I guess he never takes us to the backroom so we can play D&D tonight? Is that it? This kind of inane design is all over the adventure, in most of the episodes. It’s written exactly one way. Again, I understand it’s episodic, but that’s no excuse for the poorly written content INSIDE of each episode. Ok, still screwing around … dude sends you downriver to Baldur’s Gate where you’re to hire on to a massive caravan that will also include the cultists, in disguise. There is reams of detail in these three pages, almost none of which contribute to an interesting adventure or an evocative environment. Just reams of intentions and why’s and histories in an attempt to explain absolutely everything that is happening. A little of that may be fine, but even better is when it’s done in such a way that the party can impact things. That is relevant to the interactions the players characters will have. Content needs to SUPPORT actual play, not be full of useless detail that or detail that will never come up. “But it could come up!” So could the dietary requirements of the present king of France, but that’s not appropriate for the designers to burn words on either.



The maddening part is … there’s some good stuff in here! There’s an actual open-ended encounter or two in this, such as The Golden Stag , that inspires the imagination, is not forced on the party, and is open-ended. It’s one of the best encounters in the episode, and in the first four episodes. There’s something like 26 or so NPC’s presented for the party to interact with. There are a dozen or so encounter ideas for the party to have in their journey along the road. It’s all GREAT. There’s more content here than you could ever use in a 2 hour D&D encounters game session. You could easily work this shit for four or 6 or eight hours before it got old. The NPC”s are great, the encounter suggestions are great … well …. I mean … except for the fact that nothing happens. To over summarize, the NPC’s are described in some words like “taciturn but treats his horses well.” or “friendly but aloof and mistreats his draft animals.” This is then supplemented by some road events. “Someone tries to buy something from a PC at far too low a price. It goes missing that night. A third party stole it.” There’s actually a paragraph or so for each PC and a paragraph or two for each encounter. But then generalizations of the encounters are accurate: SOMEONE is interested and SOMEONE else stole it. It’s up to you to decide who. This is where the whole “here’s a bunch of parts. Enjoy putting them all together” thing comes in to play. The lack of any specific inspiration for these encounters makes them poor encounters. “It’s D&D! You can do anything!” is all fine & great, but a persons mind works better to fill in the details when you given a little constraint. IE: too much open-ended-ness does not lead to imagination but rather to generic dullness. This is further exacerbated with statements like “go ahead and insert a monster encounter or two along the way.” Hey, Wolfgang, I’m paying YOU for YOUR imagination. I could come up with own adventure if I wanted to do the work. That’s not the point of me dumping you, Kobold, and WOTC the $35 I paid for this. How about YOU use YOUR prodigious skills to add some life & flavor to things?



It’s also a bit frustrating that the cultists are portrayed as faceless villains. They are just referred to a “cultists” instead of “Bob the cultists who loves Tiamat and has a daughter in Baldur’s Gate.” This is notable in two regards. First, there are SO many naked personalities in this episode that the lack of names/personalities for the cultists really stands out. They become the faceless and generic enemy. “Kill them and take their stuff.” I’m fine with murder hobo’ing, but that’s not what this episode is. It’s one long social encounter. A mini-village on wheels. To not provide the cultists anything close to a face in an environment in which you are forced, over several weeks, to socialize with them, is a grave mistake. If I recall correctly, the cultists in … Against the Reptile Cult, all got a sentence of personality, and that’s part of what made the adventure fun. Again, it was a social adventure, in a village.



Finally, the railroad aspects are really bad. I guess they wanted some kind of epic story arc where you hit all of the wonder of continent, and thus had to get the PC’s on the road from place to place and away from the sleepy, destroyed, town they started in. But there’s no impact you can have. Two days before town is reached one of the NPC’s kills a cultists. Nothing can be proved, but the cultists believe it was one of the party members. That’s the goal of this episode. Want to kill the cultists? Want to loot their treasure wagons? Want to get friendly with them or convert? Want to do good and strike a blow and defeat the cult, like a goodey goodey adventurer? woah, Woah, WOAH! That’s not the railroad pal! A few sentences on this, and how it would fit in to the longer arc, would have been much more welcome and supported play much better than the bullshit ’test’ at the inn.







Episode 5 - Of Mice & Mensch



In contrast to the last episode this one is feels very light. It weighs in at three or so pages and details a roadhouse. Once arriving in the destination city the cultists hire on to a DIFFERENT wagon train going north to a way-station/roadhouse. It’s being used by crews rebuilding the road to Neverwinter. But the cultists are also using it to offload their treasures. They stash their loot there and in the middle of the night some lizard men sneak in to fetch it. The party is still on the “find out where the loot is going” mission, and thus they need to figure out where the is and where its going … and thus how its getting out of the roadhouse.



The introductory text here is not very strong. It’s supposed to communicate that the cultists “hire on” to another caravan going north, the Road Crew. This entire section is confusing in relating that information. That’s really just a matter of some better editing. More serious is the ten-day journey to the roadhouse. There are supposed to be a few encounters with creatures along the way, but they belong to the throw-away category of adventure design. “1 troll” or “2 ogres” or “8 giant frogs.” Stunning design guys, really stunning. “But that’s not the focus! It’s an investigation in the roadhouse!” Then why’s it in the adventure? If it’s in the adventure then it needs to contribute to the play. If it’s not doing that then it needs to be changed and/or removed. <— Period. I refuse to put up with encounters being abstracted away like this. Why not just tell them to roll on the table in the book? Why not just roll a d6 and on a 1-4 announce that the party won and had a good time? (On a 5-6 you get to re-roll.) There IS a nicely abstracted mechanism to handle the NPC guards also along for the trip. Roll 1d4-2; that’s the number of NPC guards who died in the encounter, while fighting their own batch of monsters. That’s a nice simple abstraction.



Speaking of abstraction … this is now the THIRD time the party will have seen the exact same cultists. The same nameless, faceless cultists with no personalities. Again, during another SOCIAL adventure in ANOTHER caravan during an investigation which is, by it’s very nature, SOCIAL. The height of this absurdity in design decision-making comes at one of the major events in this section: a duel. The cultist killed in episode 4 had a good friend. The good friend calls someone in the party, insults them, and attacks, out for blood. There’s supposed to be some build-up to this. Bad looks, stink eye, slights, and so on. But the villain here is just totally unnamed. A VETERAN (i.e.: use the veteran monster stats.) The pronoun used indicates it’s a woman. That’s it. No Name. No personality. NOTHING. This is what is supposed to inspire the DM to run a great encounter? And RIGHT before this encounter is listed there’s another one, a little throw-away thing, that DOES finally give one of the cultists a personality: a 1/2 elf who’s is stealing from the cult. Holy Smokes! Not all of them are blood-thirty fanatics?!? Look, I wouldn’t mind if they all were 1-dimensional, I’d just stab them in the face anyway, but if you’re going to force the party to interact with them over 6-8 hours of real time then support the DM in that endeavor. That’s your job, to support the DM.



This sort of thing is maddening. There’s a captain of the guard listed by name but with no other details. (What, there’s a captain of the guard?! Does he like the boss of the roadhouse, who’s secretly a cultist? I mean I’m certain that the players are VERY unlikely to appeal to him if they find out the boss is cultist … they’d never do that …right? Appeal to the authority who has a lot of guards at his disposal? Waaaaiiiittttt….) There’s a treasure room. Getting in to it is going to be one of the major goals of this episode. Elsewhere it EXPLICITLY says this is where ALL of the valuables in camp are stored. The rooms makes no mention of that at all. NONE. That’s not on the railroad. That’s not what the designer wants you to do. If you pay REALLY close attention you get the impression these are rough and tumble laborers in the roadhouse. Mention is made several times of how certain party actions could result in the loss of face, etc, with the people there. They “humiliate” or “treat badly” the people they think are cowards, weak, thieves, etc. But that’s all we get. No “they bump in to you at dinner, spilling your food. The cook says he’s out if you want more.” or “Someone has pissed in your bunk” or anything like that Just a few sentences like that would have made all the difference between a generic adventure and something memorable that the players will remember. Give me, the DM, a cue. One sentence: piss in your bunk. I can work with that. I can work it in. I’m inspired and my mind can fill in the rest. The EXTREME lack of specificity leaves things too open-ended, and thus too generic.



There is a good part here, better than your average bear. There is a one column bullet point list of actions/reactions. IF the party does this then this thing could happen or they can learn this. There are six or seven of these and they do wonders for this episode. It’s terse, imaginative, the reactions are more evocative than most … it’s the GUIDANCE for the DM that I’m talking about in most of the rest of this review that is generally missing. It’s perfect and fits well. Further, the bullet-list format makes it each to recognize and track down. This is in contrast to the rest of the episodes where this sort of information is generally buried in some kind of wall of test paragraph format. It conveys a lot of information, quickly, and it’s easy to recognize. The form+Function here is a perfect fit.





Episode 6 – Something good. Something bad. A bit of both.



The tunnel under the roadhouse leads to an exit near the swap where you find an obvious track taking you deeper in and leading to an old keep. From here you will somehow find out that the treasures are being taken through a portal in the basement to somewhere else. The keep, with it’s 40 or so rooms over four levels, lacks some focus. It looks like you’re supposed to sneak in and start an uprising amongst the three factions present. Given the IMPRESSIVE number of enemies present (hundreds) that’s really the only option. But they are trying to not write a railroad, so they have to present the entire scenario a little more open-ended. IF the party does this and IF the party does that.



For example, after tracking the cargo through the swamp some lizard men show up. They attack immediately. The text gives every impression, up to that point, that this is just another monster hack. And then the text goes on for at least a column about how one of the lizard men is totally looking to rebel and wants to join the party, etc. And this lizard man is referenced time and time again in the episode, assuming you’ve allied with him. It is COMPLETELY written from this point of view. And yet … they attack immediately, don’t converse with the party, etc. The designers have done something excellent here in creating factions within the dragon cult. The lizard men, the bullwugs, and the cultists. But then they’ve written the thing in exactly one way: you ally with the lizard men. Instead of doing that you could make the entire thing a little more dimensional and make the bullywugs less one-dimensional as well. The lizard man thing is REALLY good. The bullywugs are also REALLY good … even if they are not an ally. Picture lizard men going on a murderous rampage killing bullybugs at every turn while the party explores the keep, grinning at the party while they commit their slaughter. It’s a WONDERFUL opportunity. It’s just combined with some nonsense words at the beginning about how they attack on sight and how the bullywugs can never be allies.



One way or another, allied or not, the party is likely to end up in the keep. Maybe they pretend to be cultists. That’s HEAVILY implied as well, even though the party will face multiple combats outside the keep, pretending or not, so they are unlikely to believe they can pretend once INSIDE The keep. IE: patrols and guards, mostly outside, are suspicious, but inside the folks mostly assume you’re a cultists and let you go about your business. It’s just not clear that any party is going to make that leap after they’ve been attacked multiple times outside.



The inside of the keep is fairly boring. The descriptions and locations don’t lead to a lot of interesting things. There is an exception or two, like a tentacle monster in the garbage that can drag you in to his pit, or a section of rolling mist, but otherwise it’s a pretty uninteresting place. “Action shots” of fleeing bullywugs and the lizard man massacre will liven it up quite a bit.



I would like to point out that the episode does several things right, more so than in many of the others. First, there IS faction play possibilities. Faction play should be mainstay of any adventure with multiple parties. The creatures have their own goals and motivations and the party should be able to take advantage of that. The fact that they’ve included it, even in the goofy “attack but friendly” way, is a real bonus and shows a good understanding of the how’s and why’s of multiple-humanoid play in a dungeon/environment. D&D is a social game and, just as in the villages and the caravans, you must provide those opportunities for strong play to emerge.



In contrast to the many other episodes, the wandering monster encounters here are on the right track! There are 12 or so and they each have their own little paragraph expanding the one-liners in the table. A spiders web in misty fog. Frogs with sticky tongues. “the weed that walks.” and so on. They could use a little more to reach greatness. In particular, they need to be focused on PLAY. Giant frogs shooting out sticky tongues … in a cattail filled reeds? A spiders web in misty fog … along some downed trees? Or a section of destroyed cypress forest, logs floating … mixed with crocs? The Weed That Walks (which has a nice little bit if you have your lizard man ally) encountered in a bramble patch? In other words, they are all on the right track but need just a little more to ground them in your imagination … which then allows your mind to run wild.



There’s also a nice little bullet-list section on how the keep occupants react when the party invades/is finally discovered. This is a great section that allows the DM to better free-form run the adventure. It’s from this section that the the best idea comes from: "(the lizard men) then hunt the bullywugs on the castle & grounds and murder them mercilessly.” This is one of the few sections that grounds the action with strong language. It’s notable that it’s from this strong user of language that I hooked on to a great way to run this section. More of that strong language, creating evocative scenes through terse language, is what most of this product badly needs. The imagery of an ogyugh at the bottom of a destroyed tower in a pit of refuse, using its tentacles to pull people in who are trying to get past the garbage, is a strong one also, and it also is one of the few images that has stayed with me and was cemented strongly in my mind. More specifics, without going overboard in to paragraph mode. Another nice bit: you’re actually allowed to kill the NPC’s this time around. No “his brother shows up” or “his minions drag him” away nonsense.



There’s another glaring omission here: how the keep reacts. There are some VERY general guidelines in the bullet points “Bob tries to escape if it looks like the party is winning” and things like that. There are also at least two rooms that mention who else responds when they hear sounds of combat. In episode three this was a MAJOR factor. It was noted how far you could hear in the caves and how the sound traveled in the main parts of the cave. But in the keep there’s none of this. It’s very important, in any intelligent monster lair, to pay attention to how the creatures react. This is a curtesy to the DM running the adventure. The bullet list “goals” in this episode is a good start from a very general standpoint but it needs more. This could be as simple as ensuring the map is printed with the summary of who’s in the room. Is the next room full of creatures? DO you want to dig through the (conversational) text to figure out who is in that room? Maps in RPG products are not utilized very well for conveying almost anything beyond the dimensions and this sort of “intelligent monster lair” is a perfect place to note zones of hearing, or at least “which rooms have monsters in them.” This is part of what I mean when I say the adventure must support the DM in running it. It’s a play aid. So … aid the DM in play. If lizard man massacre breaks out then you can use it one way. If you are sneaking about you can use it another. If all hell breaks loose with the entire castle arrayed against you … well .. .the DM is going to need to know, EASILY, who is coming at you when.



Finally, I think there’s a leap of logic here that’s hard to make. The party sneaks in to the keep. They have to do this, and find the papers in the commanders office, in order to go to the next episode. It’s not clear to me that they WILL sneak in to the keep. I guess that’s an AP thing. The ties to the hook and plot ("find out where the treasure is going”) don’t exactly lead me to believe the party would “invade” an evil fortress to find the next part of the plot. Those could/should/need to be strengthened in the initial plot hook set up in (episode 4?) as well as in this one. Something is missing here that is needed for the party to figure out what to do. Sure, as the DM you could tell them what to do. You could also play Connect 4 instead. Or a better adventure.







Episode 7 – A Waste of Time



In this episode you are teleported from the castle in episode 6 to a hunting lodge. In that lodge you find a sub-luitenant from the the cult who, and I quote “the classic scene where the villain explains herself if the players are willing to pause.” Remember, they didn’t say it was GOOD scene, just a classic one …



The hunting lodge has 22 rooms. If you just walk in and poke around a bit you’ll face a couple of combat and then meet the lieutenant. She’ll give you directions to a cloud castle full of the cults treasure and ask that you go mess it up. It would help her out a lot by forcing one of her fellow lieutenants to fail and loose face.



The encounters here in the lodge are a bit more evocative than many of the others in the adventure. Trophy rooms, human servants with some personality that you can learn things from, prisoners to free and a weird thing tor to to deal with. But it’s mostly empty and devoid of content. Just go upstairs and listen to the monologue and hit episode 8. I will note, in another bit of excellent railroading, there is no real option for the party if they kill the lieutenant. Two sentences at the end say “if they kill her there’s no one to tell the party about the cloud castle. Consider leaving a paper trail in her personal effects.” Uh … if you can say that as, literally, the last two sentences in the episode then why can’t you put two sentences about the cloud castle paper trail in her quarters instead?



It does have something in one of the rooms that I’d like to point out. There tends in this obsession in D&D with explaining how things work. This seems common to most versions past 0E and I find it completely bizarre. In the lodge there’s a suit of black armor that is actually a helmed horror, disguised by an illusion that has an Evard’s black tentacles spell stored in it to use. I don’t understand this chaining of stuff in order to explain what’s going on. It’s magic. How about just a suit of armor that transforms and attacks with stats X and can do some power once a day? Why the need to EXPLAIN it by chaining effects together? It’s bizarre and I’ve never understood it. It turns something magical and wondrous in to something ponderous and grey and dull. I touch roses.



There’s really not a lot else to say about this section. The NPC’s could use a little more description, although they tend to get far more than usual. Again, if you’re going to interact with someone then give them a name and a quirk and maybe a motivation if you want some faction play.



The rooms are also described in the typical “expansive nothing” style that we’ve come to expect. The bathroom describes what a bathroom has in it. The pantry describes what a pantry has in it. The armory describes what it has in it. How about just saying “Armory” and “the usual weapons” or “Pantry” and then devoting your word budget to how the pantry supports play in the lodge? Note what’s cool and interesting and unique and what would support creative and interesting play, instead of telling me that the BEDROOM has BED with BLANKETS and a DRESSER with LINENS in it. Ug. I can make that up. Tell me about the black void of nothingness that pukes paisley flower, or something like that. Or just leave it blank with the word “Pantry” on the map.



This is really a nothing kind of episode, existing just to have the villain give the monologue and give the players the castle plans. In other words, filler. After all, episode 6 could have directly led to the cloud castle, eh?





Episode 8 – My only friend, the end.



You storm the cloud castle that is hauling Teh L00ts. Inside you find cultists and a second faction, the giants, that you can perhaps negotiate with. At the end, one way or another, you arrive at a site in the frozen north so you can play the next 8 episodes. Either the cloud giant in charge drives it there or it goes uncontrollable and eventually crashes there. Oh, and you didn’t escape beforehand. One the wyverns you rode there. Or through a spell. Or any of a bunch of other ways. Because then you’ll not be in the north for the next set of episodes. Errr, sorry, I forgot I’m not complaining about the episodic nature.



The beginning is a mess. You get to a village, completely controlled by the cult, and the sky castle is parked there on the ground. The cultists don’t attack you. But they do when the adventure says they do. It makes no sense. There’s this pretext about staying at the inn even though you’re not allowed and the adventure doesn’t want you to. I guess you are supposed to sneak in to the castle while it’s on the ground, but then if you don’t you could also grab some wyverns from the stables and fly to the castle. But to do that you need to make some skill checks. So, just to be clear: you need to roll high in order to go on the adventure. The adventure is clear: the castle flies off and the wyverns are trouble if you roll low. DC 15 animal handling, twice, or you don’t get to go on the adventure. This is bad bad bad design. The whole village scene and getting in to the castle is a confusing and muddled mess. It’s not clear or laid out well at all. There’s too much emphasis on a traditional keyed encounter format instead on personalities, timelines, and the objective of this part: getting in to the castle.



The castle works better as a keyed encounter, but could again use a kind of order of battle for reactions. In some of the encounters it’s explicitly mentioned who shows up and what the reactions are. A few bullet points on how the castle mobilizes to meet intruders would go a long way. There’s also a a very clearly meant to be some faction play between the cultists and the giants in the castle. Given the importance of this it seems unusual that so little attention is paid to “how to meet the cloud giant lord.” He’s got minions here, he’s got other giant allies here … but there’s not much at all on how this plays out from his standpoint … until you get to this throne room. THEN there’s words on how he talks rhetorically to his moron guards about what to do with the party. The other faction consists of a dragon, a vampire, a couple of red wizards, and the cult leadership. They are written almost totally independent of each other. Much in the same way that the cloud giant only gets significant write up in his room, the others generally only get written up in their areas. That’s too bad. This place doesn’t feel alive at all. This should be the one place where you WANT a big climax, where you could justify putting in some cool shit and forcing a few things. The players want the payoff for sitting through 8 episodes of this! I will note, however, that the threat level of the creatures in this section seems to have ratcheted up significantly.



But that is not to be. It’s more of the same. Generic descriptions devoid of life and interesting content. The entire place is powered by the dead wife of the cloud giant lord and even THAT is handled in the most boring way possible. The entire place is quite disappointing and continues the trend of Cloud Castles not living up to their hype. I don’t think I’ve seen a good one yet, but, then again, I actually have standards.



There’s also, finally! Some treasure here! It all belongs to the cloud giant. He’s got something like $20k in gold in one room. The stupid hoard you’ve been chasing? It’s abstracted to 500k in cp, 100k in sp and 5k in gp, along with 21 blue sapphires. Talk about anti-climactic …









Monsters

The creatures here are pretty uninteresting. As a beginning adventure using the data published for free, I guess that’s to be expected. It’s all standard monsters presented in a pretty boring fashion. I’m particularly disappointed the imagery used to portray them. I want descriptions and imagery used that make them interesting and exciting in your mind, so you can portray that to the players. I don’t want to tell the players “its a ghoul”, I want to DESCRIBE it to the players. SHOW, don’t TELL. I want the adventure as a play aid, to assist in that, to help bring it to life for me so I can do that for the players.





Treasure

ARGGGG!!!!! THIS STINKS! SUCKS! SUCKS! SUCKS! SUCKS! SUCKS! The vast majority of the treasure in this adventure is some of the most boring and uninspiring I have ever seen. Too much of the treasure is abstracted out, although not to the horrendous degree of “a treasure parcel worth 250gp.” The name is HOARD of the Dragon Queen, but nothing is done to bring to life those treasure. Recall that for most of the adventure you are chasing the treasure, with many opportunities to view it, steal it, etc. In all of those cases the hoard is merely abstracted. It’s like you are playing a computer RPG and find an object titled “massive treasure hoard” … But you can’t actually spend it or do anything with it. In fact too many cases, the overwhelming majority, the treasure is glossed over, or non-existant.



The magic items may, possibly, be worse. There are only a handful of interesting ones presented, and I would argue that even those are not actually interesting. There is a magic great sword, unique, that is wonderful. It’s sentient & NE and therefore deserves to have a personality and goals, which are completely absent, but the tradition of unique swords is at least alive. Other than that, the only real magic I recall are a couple of very generic +1 sword type items and several other, book items, in the same vein. And there’s really not much of that for a party at 8th level. It’s all boring and uninspiring, generic and not conducive to the type of D&D I want to play. I want magic that is ALIVE and FANTASTIC, that doesn’t just mirror effect mechanically but that seems WONDROUS.Ready for this? One of the largest concentrations is: +1 longsword, +1 longbow, +1 leather armor, bracers of defense. You feel like you live in a world of wonder and imagination yet? No? In some adventure I reviewed I recall a bag of holding that was actually a toad who’s mouth opened WIIIIIIIIDDDDDEEEEE, and you needed a little magic fly to activate. That’s a magic item. The stuff in this adventure ain’t nothing but mechanistic garbage.



Hooks

In spite of the general lameness, there is a decent hook or two for the players, just as there was with the rogue in Phandelver. Most of the suggested player hooks are the usual moralistic and tripe nonsense, but one or two are great. “You were once a gold dragon serving Bahamut.” Cool! Or, you used to be a cult member with your family until another cult faction wiped you out. Now your out for vengeance, with only three names on lips to go on. Or, grandchild of a renowned dragons layer, you’ve been hounded by ruffians beating you. You flee to the starting village looking for a little rest … Those are great. That’s the kind of non-generic and specific thing I’m looking for in an adventure. Any player can work with that and create some magical RPG moments.





A good DM could …

Inevitably someone will comment “Yes, but a good DM could …” or perhaps “but it’s the job of the DM to add …” Both statements are correct, and meaningless in this context. You’re right, a good DM could, and will, fix it. But we’re also looking for the designer to INSPIRE the DM to greatness. To give them little bits of flavor seeds that can explode in their minds to full fledged sensory scenes to be communicated to the players ad-hoc and ad-lib. Likewise some folks seem to confuse my statements around flavor and INSPIRATION to mean “a lot of text.” Nothing could be further from the truth. Those long & lengthy descriptions rob the DM of their imagination. We’re looking for JUST. A LITTLE. MORE than bare bones. We need to know what’s SPECIAL about this person, place, thing. The thing that makes the NPC or encounter come alive. The imagination is a powerful thing. You just need to suggest something and it will do the rest.




Attached Images





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Hoard of the Dragon Queen