Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Saturday, September 24, 2011

AD&D1e, A New Way to Play?



Advanced Dungeons and Dragons, 1st edition was the first role-playing game I ever played, and recently I've been interested in playing it again. Is it nostalgia for a bygone age when phones were attached to cords, tv screens were concave, and floppy disks were cool? Sure, but it's more than that. 1st edition was great! OK, the combat system isn't realistic and the way it handles armor is silly. Alright, the character classes might have been a little unbalanced. And yes, many campaigns were little more than dungeon crawly, hack'n'slash fests. But gods, was it fun to play! Even with all its sloppy game mechanics, endless charts and tables, and ridiculous monsters. Some of the best adventures I've ever played, both modules and home-brewed, were for 1st edition.

I've been thinking about running a module or two for KGS within the next 6 months, but was worried finding copies of the rules, both for players and myself, might be a problem. I still have most of the original books and modules, but I never bought the Fiend Folio and my original Monster Manual was misplaced. I was going to check eBay when I found out about OSRIC.

OSRIC (short for Old School Reference and Index Compilation) is a set of free rules that creates a version of AD&D 1st edition within the guidelines of the OGL. Basically, it's 1st edition without the original art and layouts of the TSR books, but the rules are almost identical. Within the 400-page pdf (found at www.knights-n-knaves.com/osric/) are the equivalent of the Players Handbook, Dungeon Master Guide, and Monster Manual. Instead of splitting the rules into 3 books, the OSRIC rules are broken down into 6 chapters: Creating a Character; Spells; How to Play; Dungeons, Towns and Wildernesses; Monsters, and Treasure. There is also a Compiled Tables appendix, character sheet, and index. This layout is a real upgrade over the original books, which were labyrinthian in their layouts, and allows for much quicker rules access. I recommend OSRIC for anyone who wants to learn AD&D 1e and doesn't have access to the original books, and for those of us who no longer have all our old books and need to fill in the gaps. Again, the pdf is free, but they also have softcover and hardcover editions available if you'd prefer those.

I also found that Expeditious Retreat Press has published a number of 1st edition adventure modules using the OSRIC rules under OGL. While original, creative modules in their own right, they are definitely inspired by the classic TSR adventures. You might also want to check out Dungeon Crawl classics, also modeled on the classic style. Both are available as hardcopies at your local gaming store, or as pdfs on a number of gaming sites.

Finally, there is a podcast solely devoted to AD&D1e called Roll for Initiative (http://rfipodcast.com/show/, also on iTunes). While not the most dynamic podcast ever, they do pack the show with a fair amount of information, and I like their takes on the various character classes.

So here's to AD&D 1e. Long may it reign!



Tuesday, August 30, 2011

Christianity and D&D


This is an essay that was written by my friend and KGS fan, Bill.

Among the Christian community, no game has created more negative response and borderline panic at the mere mention of its name than Dungeons and Dragons. Lumped together with Anton LaVey’s Satanic Bible, Heavy Metal music, and violent slasher films, D&D has been accused of converting players to Witchcraft, Satanism and suicide. Images of dragons, devils and monsters adorn the covers causing Christians to forgo the age old saying, never judge a book by its cover.

Before we begin, I’d like to share a little about me. I am 39 years old, a Christian, and have been an avid fan of Role-Playing games for over 23 years. I was born and raised Catholic, and converted to a more Protestant, Non-Denominational faith around 14-15 years old. I am married, no children, and attend church regularly.

In both the Catholic Church as well as the Non-Denominational churches, I was amazed at the level of faith parishioners display. Not in our Lord Jesus Christ, but in the sermons and speeches from priests, pastors, travelling ministers and youth leaders. When speaking on the evils of the world, including music videos, fashion, and various pop-cultures, their word was unquestioned. No research or statement was ever investigated, argued or counterpointed. It seemed much of the testimony was taken at face value.

With my formidable youth spent in the 80’s, I was exposed to the “satanic panic” of its day. So prevalent was this panic that various Christian leaders couldn’t even agree on what was safe for Christian youths to be exposed to. For example, Christian Rock was praised as a spiritually healthy alternative to its secular counterpart. Others felt that the very nature of rock n roll, even its harmonies and tempos, were inherently demonic. The Catholic Church tried to offset Halloween with All Saint’s Day while other Christian faiths flat out refuse any celebration on Hollow’s Eve.  With so many mixed messages, and lack of seeking personal knowledge of the subject matter, what was one to believe? When it came to D&D, I was confronted with story after story about the evils of this game. More akin to urban legends, my youth group peers and Pastors told tales of young men and women who sold their souls to the devil. There were stories about those who accepted our Lord as their personal savior, and flinging their game books into the fire, only to hear unearthly screams of torment. Ministers warned parents that the game required players to cast spells, summon demons, and carry a spell book. There were stories of those who used D&D to trap players into Satanism, and forcing them into bizarre acts of sexual perversion and human sacrifice. Was this all true? Was there a hidden satanic conspiracy right under our nose? Could our next door neighbors be Satanists? Many of these stories were hearsay. Some were actual testimony from former “victims” of Satanists. In their testimonies however, they also mention that they’ve experimented with drugs and alcohol. Yet this part of their testimony goes largely unaddressed. Nor does anyone question mental illness, such as schizophrenia or bi-polar disease. When they refer to human sacrifice, they produce no evidence of missing children, court documents or arrest records. Yet somehow it’s simply understood that these events have gone on, and all they’ve done to escape the torment is walk away. Accept the Lord Jesus Christ and they can’t harm you anymore.

So I set out for myself to uncover the truth. I wanted to know who was playing these games, what was involved, and see for myself if the rumors were true. At this point, I already began playing other Role-Playing games, or RPGs, such as Marvel Superheroes and Battletech. The people I met at various gaming tables and college also played D&D. They seemed normal enough, despite one or two eccentricities, so I sat in for a few games.

Before I go any further into my experiences, I’d like to back up for a minute and shed some detail on D&D, its history, and what inspired role-playing games. Where did they come from? How did they evolve? There are many RPGs on the market today. Even the out-of-print games can be found on the internet. But D&D is unmistakably the first.  Published in 1974 by Tactical Studies Rules, Inc. (TSR), and designed by Gary Gygax and David Arneson. The game was inspired from miniature wargames.  Where D&D differs is they replaced the idea of a military formation to assigning each player a specific character to play. This of course had peaked the interest of game enthusiasts who have yearned for a more strategic, versatile game than the traditional games like Monopoly. In many ways, D&D was a progression of the classic board game experience. Both games use dice and playing pieces. Both games encourage players to amass influence and wealth. But for Monopoly players looking for strategic game play, little was found in games of this type. Consider the playing pieces of Monopoly, a shoe, a race car, an iron, or an airplane. These pieces represented you, but other than their shape, they offered no tactical advantage. In Dungeons & Dragons, your character mattered. Each character had specific advantages and disadvantages. Players no longer competed against each other, but cooperated in order to beat the challenges presented by the Dungeon Master.  Like “the banker” in Monopoly, it is the Dungeon Master, or DM, who oversees the rules, maps out the playing area, and distributes awards. While the banker also gets the dual role of fellow player, the DM must remain as the impartial referee. Like Monopoly, players are encouraged to amass wealth and influence. The difference lies in the next game of Monopoly, players start from scratch. In D&D, players can revisit their previous character. Money allows them to purchase better weapons, armor and equipment.  Experience Points, XP, is awarded to each player to bank on their character. Upon reaching a pre-determined amount of XP, characters “level up.” This gives players the opportunity to increase the characters attributes, skills and abilities. This will allow them to face even greater challenges.

As time went on other RPGs came out on the market. Games offered more depth of character, classes and an overall more enjoyable experience. It became less of a quasi-boardgame and more like interactive storytelling. But at its core they still involve the stand bys of gaining XP, amassing influence and increasing skills and abilities. D&D itself has gone under many revisions and even different publishers, such as the company Wizards of the Coast.

So now I begin attending gaming sessions involving D&D. Naturally, I am a bit apprehensive having been fed all these true stories about the game and stereotyping the kind of people who play them. In my 23 years of gaming, playing in my home and the homes of others, having played at college campuses, various gaming conventions, and even a corner booth late night at Denny’s, I have never encountered any of these truths. I never saw goblets of wine, black candles, pagan medallions or players adorned in black cloaks at any table (except once at a table other than our own at Denny’s. But if you go to Denny’s late at night, you never know what you’re going to see). I would now like to address a few of the more popular myths about D&D, and give you, the reader, a first hand, informed answer to these myths.
 
Myth: Dungeons & Dragons is morally inept. It encourages wanton killing by rewarding players with treasure and power.

Fact:  Not true. An important part of each character is determining his or her alignment. This comes in three categories; Good, Neutral, Evil. Good is, of course, good. Characters of good alignment behave in ways that are considered fair, just and honorable. They don’t steal, rape, pillage or plunder. They have an ethical code that they adhere to. Those of neutral alignment still have an ethical code, but aren’t afraid to bend the rules. Like Robin Hood, they may steal, but the ends justify the means. They still don’t outright break the law, nor do they engage in the more immoral acts. Think of the “bad boy good guy” archetype. Think of on screen characters like Han Solo or Indiana Jones. Good people, but somewhat roguish.  Those of evil alignment are, well, evil. They are morally deficient, selfish, and have no respect for life. The default stance in playing D&D is that players play characters of good or neutral alignment. Even the published adventures assume the players are of those alignments as the stories and challenges contained within are for player characters, PCs, to fight evilIt is possible to play evil characters, if the DM allows it. However, experienced DMs simply don’t allow it. They say it’s too unbalancing, and games quickly devolve into childish playing. Not fair to a DM who spent hours designing the story and maps for players to just run amuck and apply no strategy to it. Evil alignment is a necessary component for DMs who are creating specific characters to have them challenge the players. Sure, the D&D Monster Manual has write-ups on zombies for example, complete with gaming statistics. But who is the zombie Master? Is it an evil sorcerer? An undead barbarian with a magical amulet? That’s for the DM to know and the players to find out.

Myth: Dungeons & Dragons would have players casting spells and performing witchcraft.

Fact: Not true.  The character casts spells, the player does not.  Here is a following example of magic being used at a typical gaming table.

Brandon, Susan, and Anthony are playing a wizard, fighter, and thief respectively. As they investigate an abandoned keep on their search for the kidnapped princess they learn the keep is not as abandoned as they thought. Failing his attempt to check for traps, Anthony’s character accidentally sets off a trap incapacitating him. Susan’s fighter is attacked by a troll who gets a surprise attack and knocks her unconscious. It is Brandon’s turn to go.

Bandon: “I’m going to cast a fireball at the troll.”
DM: “Ok, your DC is a 15.” (this means Difficulty Challenge rating, and Brandon needs to score a value of 15 or higher on a 20-sided die to successfully hit the troll)
Brandon picks up the die and rolls a 12. He consults his character sheet. He has a +4 to his attack, giving a total value of 16, a success.
DM: “Ok, you hit. Roll your damage.”
Brandon again checks his character sheet, considering his level and skill in casting magic, he rolls 3 10-sided dice. 3+9+4, a total of 16. The DM checks his stats and sees this troll has only 14 hit points.
DM: “Ok, a flaming ball fires from your wand and impacts the troll with such force it knocks him off his feet. The smoke and fire quickly consume him.”
Brandon is now free to race up to the others and attempt to heal them.

What? Where’s the chanting? Where’s Brandon reciting some incantation? Doesn’t Brandon have to apply a drop of his own blood to the character sheet every time he casts magic? Does he consult a grimoire or something? Sorry to burst your bubble, but no. The example above is the extent to which one casts magic in an RPG.

Myth: It encourages paganism by having players worship false gods and deities.

Fact: Not True. In order to both add diversity among players of similar classes, as well as creating a moral guideline for players adhering to their alignment, characters are assumed to follow the edicts of their particular faith. While some like the fighter, thief and wizard may pay lip service to such a deity, others like the Cleric and Paladin are expected to be devout followers. Again, their characters are, not the players. This is merely a game mechanic giving players a frame of reference in how to have their players behave. Some may require a character to tirelessly seek out and destroy evil without question. Another may require a character to respect nature. Another question this myth raises is can Jesus exist in D&D? The answer is, of course, yes. Ultimately it is a fantasy world, and a DM is encouraged to be as creative as possible. With some effort, he can inject the One True God, and his son, into a D&D world. However, consider this; does Jesus belong in a fantasy world? God may be in all things, but a world that is not planet Earth? How would he address the many races of D&D. If Man is made in Gods image, are the Elves, Dwarves and Halflings inferior and unable to attain a state of grace? Would Jesus have enacted the same sequence of events on that world that he did in ours? Would he come from a virgin birth, became skilled in carpentry, performed miracles, have been betrayed, crucified, died for our sins and resurrect 3 days later? Such a series of events would have to take place in order to illicit the same set of values and beliefs that form Christianity here on Earth. Yet if we were to assume that Jesus does in fact hop from planet to planet reliving the same series of events, then it devalues what he did for us. We, as human beings become less significant if Jesus didn’t die for our sins and our sins only, but rather was reenacting a play he performed thousands of times. This all leads to the next myth…

Myth: This game is absent of Jesus Christ, Christian values, and detracts from his worship.

Fact: Mostly True. This leads to a fundamental argument in Christianity. Does anything that does not directly praise and acknowledge Jesus Christ a distraction from our focus, and ergo a sin? Extreme fundamentalism might suggest that merely watching an episode of Everybody Loves Raymond is sinful, for it distracts one from focusing on God for 30 minutes. Myself, I am not a fundamentalist. I do however have a set of ethics and morals I feel are in line with God’s word, I also acknowledge I am not perfect, just as I was designed to be. Therefore, I will indulge in activities and events that, while maybe not in the glorification of God, does not go against his commandments. For example, I may go to a football game and cheer my team for an hour, but I won’t attend a strip club. With that said, I liken this argument to the timeless classic of The Wizard of Oz. It has many similarities to D&D. Both are set in a fantasy world. Both have magic and sorcery. Both have a cast of non-humans. Both have witches. Heck, Wizard of Oz even goes so far as to suggest the existence of “good witches.” Nowhere in the film do they acknowledge God or Jesus. So the question remains, is this movie a gateway to Satanism? Does it promote pagan ideology? And what about Christian values? Doesn’t Dorothy ultimately learn the value of home and family? Are these not values Christians share? This is a personal question that Christians face daily. If Wizard of Oz is too distracting and threatens your faith, than D&D probably isn’t for you. However, if your faith is strong enough, D&D can be enjoyed at the same level as Oz. As long as things are kept in perspective, there is no harm.

To all my Christian brothers and sisters, I hope that this essay has helped shed some light. I certainly am not looking to convert you, but whatever your opinion on D&D is, if you have read this, than I am comfortable knowing that your opinion is at least an informed one. I also acknowledge that it would be hypocritical of me to ask you to take my testimony at face value while denouncing the others. So I encourage you to take this, like that of the opposition, with a grain of salt. Look into it yourself. Do your own research, blend your reason and your faith and arrive at a conclusion that is yours, and not merely adopting someone else’s.


God bless, and good gaming to ya.

Tuesday, May 17, 2011

101 Alternative Uses for D&D Fortune Cards (#5)



Dungeons and Dragons has jumped the shark with Fortune Cards.
We have a new 'comedy bit' called 101 Uses for Dungeons and Dragons Fortune Cards. Check out the photo gallery on the right of this page to see how we are putting our crappy fortune cards to better use.

Tuesday, May 10, 2011

101 Alternative Uses for D&D Fortune Cards (#4)



Dungeons and Dragons has jumped the shark with Fortune Cards.
We have a new 'comedy bit' called 101 Uses for Dungeons and Dragons Fortune Cards. Check out the photo gallery on the right of this page to see how we are putting our crappy fortune cards to better use.

Saturday, May 7, 2011

101 Alternative Uses for D&D Fortune Cards (#3)



Dungeons and Dragons has jumped the shark with Fortune Cards.
We have a new 'comedy bit' called 101 Uses for Dungeons and Dragons Fortune Cards. Check out the photo gallery on the right of this page to see how we are putting our crappy fortune cards to better use.

Saturday, March 5, 2011

KGS Podcast - Episode 00017 - Dungeons & Dragons Essentials Review


KGS Podcast - Episode 00017 - Dungeons and Dragons (4e) Essentials Review





KEYSTONE GAMING SOCIETY REVIEW
GAME:Dungeons & Dragons
PUBLISHER:Wizards of the Coast
WEBSITE:Wizards.com
PRICE:$19.95
THE RATINGS:
SCOTT:2
OLD BRIAN:4
YOUNG BRYAN:4
DAVE:5
SAM:4

KGS Podcast - Episode 00002 - Castle Ravenloft Review

Review of Castle Ravenloft Board Game




KEYSTONE GAMING SOCIETY REVIEW
GAME: Castle Ravenloft
PUBLISHER: Wizards of the Coast
WEBSITE:http://www.wizards.com/
PRICE: $69.99
THE RATINGS:
SCOTT: 3
OLD BRIAN: 5
YOUNG BRYAN: 5
DAVE: 4
SAM: 4

Thursday, March 3, 2011

D&D, Unfortunately, Jumps the Shark

Well, I opened my first (and only) pack of D&D's new Fortune Cards recently. Ugh. It's worse than I thought.

The ONLY reason I even TOUCHED the Fortune Cards is they came free with the latest issue of Game Trader Magazine. Normally you'd have to shell out FOUR BUCKS for EIGHT CARDS. And they don't even have any good art on them! You just get generic icons that took ten minutes to make!  Here's an example:



That's worth fifty cents right there, huh? Looks like someone in Wizards's accounting devision designed it. Which is probably true of the entire idea of Fortune Cards. Really, it's like a bad joke from Knights of the Dinner Table.
So, what could I do with my eight cards? I could torture my DM and the other players by:
1) Rolling a D20 to half the damage I take
2) Move through enemies' spaces
3) Leave one creature out of my area of effect
4) Reroll a saving throw
5) Negate teleportation, pushing, pulling, or sliding
6) Get a +2 to attack rolls
7) Take a hit that would have hit another party member
8) Target Will instead of the normal defense.
The 9th card is a blank "condition tracker". Thanks. I could have used a sticky note for that.

I see no way that this can positively impact any table game whatsoever. If you disagree, I'd love to hear your stories of how these cards have vastly improved your gaming. How did we ever survive before we had these Fortune Cards?

I don't have a problem with the actual abilities the cards give you, per se. After all, if my character gets a talisman that allows me to reroll a failed saving throw that's one thing. But to get a reroll because your power-trip deck says you can? Sad. All of your character's abilities, items and stats are part of who they are. They EARNED them in one way or another. But these banal cards are just munchkin bait.

I've got a great idea that will be a lot cheaper for gamers. Next time I DM and you want some in-game perks, just slide me a buck.
Failed saving throw? *BUCK* Reroll that sucker!
Wanna move illegally? *BUCK* I didn't see a thing.

Oh, Oh! I've got another great idea! I'm going to pitch to Wizards that they officially license a D20 with only 20's on it. They could sell it for $20 and it would be OFFICIAL so your DM couldn't balk! Sweet! I could make a.... fortune...

Mark my words, this is the death knell of Dungeons and Dragons as we know it. The Keystone Gamers don't say "Jump the Shark" anymore to signal the moment in time when something just isn't cool anymore. We say, "Played a Fortune Card." And, unfortunately, that's what Wizards has done to Dungeons and Dragons.

If anybody want these cards, I'll sell them to you... for $4. It's a deal, really.

Saturday, January 22, 2011

Follow-up to the Death of D&D


Here is a photo of some of the cards provided for the Encounters Night. Spoke with a few players who have played with these cards and they are hating it.

I'm going to try and get the rest of KGS to play a one off D&D session and use these cards. I like the concept of the cards in Gamma World but the D&D cards don't impress me.

Sunday, January 9, 2011

Dungeons and Dragons Essentials Monster Vault Review



Over the years, Dungeons and Dragons Monster Manuals have been filled with awesome creatures, but DMs have been reluctant to use the rarer monsters because they don’t have the miniature, they have to substitute it with a miniature of roughly the same size and basic shape, or even worse: “OK guys, this Coke can represents a 15th level Cacodaemon. Uh, the daemon is red and so’s the can, so that kinda works. Right, guys?” D&D Essentials Monster Vault takes the brilliant idea of combining a D&D Monster Manual with full-color tokens for tabletop combat, and executes it nearly flawlessly.



The 320-page Monster Vault book is digest-sized, as are all the Essentials books, and fits nicely within the Vault’s sturdy box. It contains 63 basic monster types, which are further divided into different varieties and levels, resulting in over 300 monsters to choose from. Each one of these monsters is represented by a full-color token of proper size. Both sides show the same creature, but one side is circled with a red border, indicating that the monster is bloodied. Huge creatures only have one token, but most large and medium creatures get at least two tokens, and some medium creatures get as many as eight. All the large and medium tokens are numbered to make it easier for the DM to keep track.



Artwork throughout is very good, and each monster stat block includes the same picture of the monster as is used in the token. This is key, because the monster’s names are not included on the tokens, so the only way to tell who’s who is from the pictures. I don’t know why names weren’t added: even an abbreviated name would have been helpful. Still, most creatures are easy to recognize from the pictures, so it shouldn’t be major issue.

One other complaint. What to do with all the tokens once they’ve been punched out? The box, while sturdy, has no pockets or small bags included to make it easier to sort the tokens by monster type or level. This can be a headache when trying to find three zombie tokens in a pile of 300 other tokens. My advice would be to only punch out monsters as you need them, or buy a small plastic storage tray to keep the monsters sorted.

The Monster Vault box also includes an adventure for 4th-level characters, Cairn of the Winter King, along with a two-side, full-color map for tabletop combat. While the overall storyline is a little weak, there are some nice set pieces that a clever DM can incorporate into his own adventure.

Overall, this is a big win for the Essentials brand and I look forward to including all these monsters in adventures to come.

Wednesday, December 1, 2010

D&D Essentials, Sessions 4 and 5

After the last hard fight, the players decide to retreat out of the dungeon, and camp in the cave outside the doors. On their way out, they notice that the kobolds they killed have been placed ceremoniously in one of the alcoves, and kobold footsteps can be seen leaving the dungeon. The kobolds have had enough, what with both the dragon and their priest dead, and decided this place was no longer sage and hoofed it.

After checking on the horse (safe as houses), they cold camp for the night. Nothing too strange, although Dayereth thinks he sees a shadow figure fly through the cave but decides not to investigate.

The next morning, the adventurers head back in to the complex, checking through a couple rooms once occupied by the kobolds. They hear scratching at a door and open it. A guard drake, left behind, jumps out and attacks. Bang! Pow! One very dispatched guard drake.

Harlok, in a bit of a hurry, runs through the dungeon, and the rest of the party try to keep up. They come to a room set up in a chessboard-like grid, complete with very large chess piece statues of three pawns, a rook, a knight, and a queen. It's wizard's chess, Harry! The players quickly learn that if you don't move like chess piece, you are badly shocked and move back to the square you started. They also learn that NOT moving like a chess piece greatly upsets the very large statues, who come to life and attack our fearless heroes.

The PCs quickly adapt to their odd situation, using the strange magic of the room to their advantage by forcing the chess pieces to magically move in Non-chess style. Ouch! They don't like that! After several intense moments of gritty combat, there's a lot of shattered statuary in the room, and the players move, chess-style, to the door on the opposite wall.

Harlok is about to open the door when a mouth and eyes appear. Malareth's voice is heard.
"Fools! I don't know what you thought to accomplish by killing the dragon and running off my kobolds, but you won't stop me. Not when I'm so close! After months of preparation, the gate to the Shadowfell will open and the world will bow at my feet. The world of the dead and the world of the living will now be one, with me as its ruler! (With a little help from Orcus). Mwahahahaha!"
The PCs attempt, badly, to parlay with Malareth, but finally Harlok breaks in the door. Inside are several zombies, including one that looks like it was once an ogre.
"Zombies, attack! Kill the intruders, then bring the corpses to me, so that I may reanimate them to do my bidding. That calls for a second Mwahahahaha! Now, how do I turn this off? Let's see, press Star, Pound, Enter, Close meeting. Aah, there we are." Click.

Mr Grimes, taking a page from the Harlok fighting handbook, charges in and attacks the hulking zombie, barely scratching it. A ham-fisted smash from the hulk sends Grimes reeling backward. Falin also charges in, and calls forth a magical blast that knocks the zombie into the back wall. He is then quickly surrounded and grabbed by the zombies, who start chewing on him. Dayereth blasts one zombie with magic, and the great axe of Harlok begins its deadly work. Falin escapes the zombie's grasp and, calling on the power of his god, sends one of the dreaded undead back to the Shadowfell. Soon all the zombies are dead (again)!

They now hear strange chanting coming from the next room. A chill wind whips through the room and the adventurers realize that the spell to open a door to the Shadowfell is being cast. They race toward the next room and see Malareth's laboratory, complete with all the accessories a working necromancer needs: chemicals, beakers, bones, rotting flesh, Necronomicon, and a wraith and three skeletons. The necromancer's chanting is working, because a circular void is coalescing, forming a door to the netherworld.

But the PCs are fearless. Grimes launches himself toward Malareth, tumbling acrobat-style and stabbing Malareth in the back. "Aargh, my spell is ruined. Ooh, you're gonna get it, mister!" He shoots a blast of necrotic energy at the PCs, causing much damage. Meanwhile, the wraith has gotten out it's soul-sucking straw and is slowly draining the energy out of Falin. But Dayereth's and Falin's magic and the chopping of Harlok's axe prove too powerful, and the wraith is destroyed, along with the minion skeletons. Grimes shoves his longsword through Malareth.
"NO!" he screams. "Orcus, avenge me!" But Orcus is kinda busy and misses the call.

The players have won again. They immediately decide to loot the bodies, take all the crap out of the abandoned temple that they find, and sell everything they find that ain't worth keeping.
The end, for now.

Sunday, November 21, 2010

Dungeons and Dragons Essentials, Session 3

The players meet the Dragon, a white Ozark Frost Dragon named Curly. They try to parley with the dragon, who is convinced they are assassins hired by the necromancer Malareth to kill the young dragon. Curly's kobolds were helping Malareth rob merchants for certain valuable materials, and Curly got the gold and any magic items the merchants may have had. No amount of talking convinces Curly of their innocence, and a fight commences. Curly breathes ice breath twice during the battle, nearly killing Mr Grimes. However, the combined might of the PCs proves too much for the dragon. Dayareth, with some direction from the other players, cuts the heart out of the dragon for his teacher, the Arch mage, who needs it for a very powerful spell. The heart is ice cold and remains so. Much treasure is found, which the players quickly divide amongst themselves, including some minor magic items

After a short rest, the players move down the hallway. "Who goes there?" someone shouts from the end of the hall.
"Umm, a bunch of us kobolds. We're here to relieve you guys over there."
"No, you're not! You're a bunch of thieves who can't make a decent bluff roll. Prepare to die!"

A huge bugbear flanked by two large kobolds charges the PC. Harlok and Falin respond with a counter charge. It's a quick battle, with the end result being dead bugbear and kobolds, and a shiny new magic axe for Harlok.

The next room contains a fancy rug and a distinctly unfancy dire rat wearing a collar (one of the bugbear's pets). Harlok charges, only to run headlong into a pit concealed by the rug. The less impulsive members of the party go around the pit and dispatch the rat, who's a little tougher than the first thought. The rat squeals a warning to his pals in the next room.

Fat lot of good that does. Though the party members are down significantly on healing surges after four big battles, a couple dire rats aren't enough to stop them. In the room is a giant minotaur statue with a strange message in dwarven lettering. The players aren't sure what it means.

But where is Malareth? Where's all the stuff robbed from the merchants? Another door leads further into the complex . . .

Monday, November 8, 2010

D&D Essentials, Session 2

Using a combination of Dayereth's Freezing Blast and Phantom Chasm spells, Falin's Stormhammer assaults, Mr. Grimes' backstabs, and Harlok's whirling axe of extreme vengeance, the bandits come down with a very bad case of death.

A moan from a wounded merchant near one of the carts momentarily halts the adventurers from looting. Falin heals the merchant of his wounds and, grateful for the help, the merchant proves helpful. His says his name is Kavras, and that he is a spice merchant traveling south from Whartston Hall. He and his fellow merchant were attacked by bandits. Kavras was wounded and left for dead. He saw some of the bandits carrying his spice crates through the woods to the east. Then he lost consciousness and woke up to the sounds of fighting. He offers to reward the PCs with 50 gold if they can return his spices to him. He will be staying at the Inn of the Three-Legged Unicorn for the next few days before returning to Threshold. The PCs promise to find the spices for him.

The adventurers track the bandits through the woods, which eventually open up in a clearing with a small stream running through it. On the other side of the stream is a cave entrance guarded by four kobolds.
"Are they wizards?" asks Harlok.
"Yes," says Falin.
"Then they must die!" bellows the dwarf. Hefting his trusty battleaxe, he charges through the stream to attack the kobolds. He is quickly outnumbered, and the feisty lizards dart around him, wounding him.
A Freezing Blast from the eladrin, and a well-placed firepot slung by Mr. Grimes, turn the battle in the adventurers' favor. The last kobold flees but is cut down by the merciless crew.

After looting the bodies, the adventurers explore the cave. They find two heavy doors on opposite sides of the cave. Harlok, "helped" by Falin, block one door so it can't be opened, and enter the dungeon through the other door.

Inside were a number of rooms, partitioned by doors and red velvet curtains. A blast of cold air and some very angry kobolds greet them. A kobold wyrmpriest appears at the end of a long hall, and casts a spell. A ray of sickly green energy shoots out, splattering Dayereth with acid. Mr. Grimes moved quickly down the hall to get behind the wyrmpriest. This he does, though he pays the price with a stabbing wound from the priest's spear. Grimes is then attacked by more kobolds who appear from another entrance.

Falin and Harlok move toward the priest with readied weapons. Suddenly, the priest inhales deeply and breathes a gout of acid at them. Harlok sout of the way but Falin is not so lucky, taking an acid blast to the chest.

Dayereth casts a Fear Cage spell at the priest, wounding him and rooting him to the spot. The frontal attacks by Falin and Harlok, combined with the flanking backstab of Mr. Grimes, is too much for the priest, who slumps over in a pool of his own green blood. The remaining kobolds are quickly crushed.

After this, the adventurers rest (with occasional looting) for several minutes. Mr. Grimes listens at the large door at the end of the corridor. Loud breathing from some kind of large creature can be heard. The eladrin checks his compass. The needle points toward the door and glows bright red.

Will the adventurers open the door? Does sudden, untimely death await our heroes? Will they turn around and head home to live quiet lives of peace and comfort? Find out next week . . .

Wednesday, October 27, 2010

D&D Essentials, Session 1

Half the session was taken with the players rolling up characters. Bryan is playing an eladrin wizard named Dayereth Dawnfire, Sam a dwarf knight named Harlok Shieldbearer, Brian a dwarf stormpriest named Falin Thrall, and Scott a human rogue named Mr. Grimes.

The story begins as they so often do at the Sturdy Mug Tavern, a famed dwarf ale-house in the town of Threshold, along the Northern border of the Kingdom of Karameikos. Harlok, Thalen, and Mr. Grimes are seated at a table drinking fine brew, eyeing the Dwarf wench Clover Peaches, and ignoring the “Weezer and Ned Experience,” two local watchmen who moonlight as troubadours at the tavern.

While relaxing, they are approached to take on two seemingly separate missions. Thalen Thrall’s immediate superior in the church, the High Priest Throngil Cloudgatherer, asks Thalen and his friends to stop bandit attacks along the King’s Road between Threshold and Whartston Hall, a walled village 25 miles to the north. He also asks Thalen to investigate possible Shadowfell activity in the area. He mentions that the heroes should talk to Baron Padraig in Whartston Hall, who may have more to offer as to information concerning the bandits. The eladrin Dayereth offers to join the party as they are heading north. He states that his teacher, the archmage Andarriel, is working on a spell to close gates to the shadowfell, but he needs certain components to accomplish this. The first component is the heart of a white dragon. He shows the others a magic compass that points to the heart of the nearest white dragon. Substantial rewards are offered and money changes hands. Mr. Grimes purchases a horse at Muleskinner Joe’s Mystical Mules! (and horses), and the heroes leave town.

After an uneventful afternoon and evening on the King’s Road, the heroes stop at the Three-legged Unicorn, a fortified inn, where they hear more stories of attacks on merchants to the north. Especially talkative is a Halfling cloth merchant named Julius Winterbottom, who was not attacked but knew several merchants who were. He and Mr. Grimes spent much of the evening discussing cloth, and Julius sold a bolt of red velvet to Dayereth, who immediately changed it to green velvet.

The next morning, the heroes continue on their way to Whartston Hall. A couple hours into their journey, they hear the sounds of battle on the road ahead. Mr. Grimes spurs his horse to investigate. Reaching the crest of the hill, he sees two carts on the road, with several people laying face down by them. Off to the right he hears several whistles and badly imitated animal noises. Leaving the road, he gets off his horse and sneaks through the woods to discover where the noise is coming from.

Meanwhile, the rest of the group, seeing the scene below, rush down the hill to investigate, weapons drawn. One person by a cart begins to slowly rise. Harlok asks, “What’s going on here?”

The man slowly rises. “Only,” he says, drawing a longsword, “your deaths! Attack!” The man hits Harlok with a savage blow, but Harlok returns the favor and wounds the man with his great axe. The man’s visage changes into a creature none of the characters recognize.

Suddenly, several kobolds rush out behind boulders along the road and attack the heroes. One hits Harlok from behind and another engages Thalen in combat. A kobold slinger hits Dayereth with a bullet. The eladrin retaliates with a freezing blast that obliterates two kobolds.

Meanwhile, a larger kobold emerges from the wood near Mr. Grimes hiding place. He barks an order at the kobolds.

What will happen next? . . .

Friday, September 17, 2010

WTF, D&D!

Please check out this blog, which brilliantly sends up bad RPG game art over the past 36 years. It's well-deserved and a long time coming. Be sure to check out their section on the Original D&D rule book from 1974. The art is truly criminal, but is great comedy fodder.
http://www.somethingawful.com/d/dungeons-and-dragons/

Tuesday, September 14, 2010

Playing Castle Ravenloft


Tonight the Gaming Syndicate or whatever our name is will be playing Castle Ravenloft at Comic Store West. I think our plan is to play 2 different adventures and then do a PODCAST review of the game.

Check back later for more info.

Monday, August 30, 2010

Wednesday, August 11, 2010

Castle Ravenloft

Hey guys I am getting a copy of the new D&D Ravenloft board game so maybe that can be the first board game we try. What do you think?

Check out the game if you have not yet seen it? link

If you want your own copy, talk to Brett about pre-ordering this game. It looks like it's gonna be awesome.