Sunday, November 3, 2019

A Grateful Miscellany

They say you should practice gratitude; taking a few minutes each day to reflect on what you're grateful for has beneficial effects on your mindset, emotional health, and even physical health.  You can find it all over the wise Google in mainstream publications - the science of gratitude.  Life is stressful, you've got to take care of yourself - get out and run or exercise, eat and sleep well, cherish the folks around you.  I'm a pretty grateful person overall.  (Coincidentally I'm a giant Grateful Dead fan, too).

Here are a couple of things I noticed this week in the gaming world that inspired some gratitude and appreciation.

Mike Mearls on Greyhawk
I rotate across a bevy of podcasts on the way to work, mostly non-gaming - history, philosophy, even some fantasy football.  Once in a while I'll fire up something about gaming.  I wouldn't categorically recommend WOTC's "Dragon Talk"; it's usually a bit of marketing, some exposition on obscure Forgotten Realms lore (yawn), and then a guest.  Some of the guests are doing fantastic things with D&D - psychologists using D&D to improve social skills with autism kids, for instance - real heartwarming stuff.  But many of the guests are streamers, celebrities, or improv groups talking about their shtick.  Every once in a while they do a "Sage Advice" where they deep dive on some rules with their rules guru, that's usually golden.  Dragon Talk is in my podcast queue; I'll typically look at the details and delete anything that seems yawnstipating.

This week's first serendipitous moment when I was doing clean up on some old Dragon Talks sitting on the iPod and saw one that had an interview with a cartographer, so I fired it up in the headphones while doing some house cleaning.  The cartographer interviewer was fine, the real gem was a 45 minute interview with Mike Mearls on why he loves Greyhawk as a setting.  (You can listen to it from here:  Dragon Talk with Deven Rue - Mike is at about 9 minutes in.)

The interview starts with an overview of campaign settings, from OD&D's start, the Greyhawk supplement, up until about the Forgotten Realms Greybox.  The theme of the interview, though, is why Greyhawk is different from the Forgotten Realms, and analysis on Gary's approach.  Greyhawk is human-centric, and focused on political states with very real human motivations.  Unlike later campaign sets, it's very much a tool box that presents the world right on the cusp of change (the return of Iuz, for instance) but doesn't tell the DM how the change needs to go.  It's a launch point for DIY D&D.

By comparison, the Forgotten Realms is all about the metaplot.  There are oodles of canonical references, novels, and published campaign arcs.  The Realms is ideal for the dungeon master that wants to run the game, but can't spend much time each week preparing their own stories; you can pick up any of the WOTC hardcovers for 5E and run something out of the book.  And to be fair, WOTC has been doing a good job of creating open-ended sandbox campaigns in the Realms.  I'm not a big fan of the Realms for many reasons, but I like how they've done most of their 5E adventure books.

But the main point of the podcast is Mike gets why Greyhawk is so highly regarded by our niche.  Down with canon.  I actually think if WOTC publishes a Greyhawk source book, their internal struggle is with whether they return to the 1983 Brown Box setting and omit Greyhawk Wars and From the Ashes (which pushed Greyhawk down the meta-story canon path).

Incidentally, Wizards of the Coast currently has a 2019 marketing survey posted to collect feedback on how you play D&D in 2019, including your favorite settings.  Get out there and vote for Team Greyhawk.  (Wizards of the Coast 2019 survey).

The Monsters Know What They're Doing
My other serendipitous discovery this week was the blog, The Monsters Know What They're Doing.  The author, Keith Ammann, has been writing weekly breakdowns of monster tactics for the past 3 years.  He deep-dives the Monster Manual or sourcebook entry, combining an analysis of the monster's attributes, skills, combat statistics, and flavor text, to provide a ready-to-use set of tactics at the table (for 5E).  Your kobolds will behave differently from orcs, which are different from goblins.  He's doing that for everything.  It's yeoman's work, and his blog is easy to search so you can target a specific monster and review tactical suggestions in advance of your game session.  Need an idea what the monster shaman will summon with the Conjure Animals spell?  Chances are he's got a breakdown for you in the tactics.  He's collected a few years of his material into a book - I don't have it yet, I just discovered the blog this week from an online mention.  I'll post a review if I get it; in the meantime the blog is free, searchable, and a fantastic labor of love.  If you're a DM for 5E, it will give you ideas when planning tactics for upcoming monster encounters and put you in the monster's shoes.

In the spirit of sharing, are there any world-building, DMing, or similar gaming podcasts you've been enjoying?  How about other hidden jewel blogs like The Monsters Know that you want to pass along?  Drop a note, thanks!

And one non-gaming thing to be grateful for - the Dead are touring again!  They played Halloween night in my area (Madison Square Garden) and I'll catch some shows this weekend down in Virginia, too.  (Photo courtesy of my friend Mindunn who maneuvered through the floor and got some great pics).  Happy Sunday.

Friday, October 25, 2019

Greyhawk Take the Wheel

Typical Adventurer's League Party, with a Human

The room description had several "death cultists" laying on the floor playing dead as if they were ritually murdered, a single smoldering torch on the ground in the center of a chalk diagram.  The characters entered warily, and weren't surprised as the cultists clumsily got to their feet to attack (roll initiative).  The first player to go used a cantrip to douse the single flame, plunging the room into darkness.  The human cultists were now hopelessly outmatched because the entire player group were dark vision lurkers, and I remembered I was imprisoned in 5E's equivalent of purgatory - the Adventurer's League.

One of my Adventurer's League tables is completely overrun with mutants.  3 Aasimars (angel-blooded humans), a deep gnome, a half-orc, and a shadar-kai.  If you mostly play original D&D, those race names are a bunch of word salad, but I assure you they've been added to the game the past few editions.  My other bi-weekly adventurer's league party includes a Tabaxi (cat-person), a dragonborn, and a turtle-man (plus a few "normal races").  Even my home game has a pair of Aasimar and a deep gnome (recently deceased).  The monsters have become the player characters.

I know any grief I'm feeling due to my time with Adventurer's League (AL) is self-inflicted.  It's meant as no disparagement to the players, they come from a different culture.  I've found the AL players to be funny, sociable, well-versed in rules knowledge, tactical, and gracious to welcome public dungeon masters.  My complaint here, and it's one of subjective taste, is the AL rules encourage players to create adventuring parties full of these mutants and monsters.

I complain about the Forgotten Realms, but I'm not even sure the problem is the Realms as much as it's the Adventurer's League itself.  As a player, your goal is to devise an interesting and effective character, within the rules.  By my count, there are more than 55 legal races in Adventurer's League, including such well known stalwarts as Triton, Kenku, Ghostwise Halfling, Earth Genasi, Deep Gnome, Firbolg, and Scourge Aasimar.  As a dungeon master, when you sit down to run a game for a public table, expect the party to be motley denizens from the Mos Eisley Cantina.

I'm sure this is a knee-jerk get-off-my-lawn-you-damn-kids moment on my part, I'm willing to own that.  My context for a good D&D game setting is the Village of Hommlet, or the Keep on the Borderlands.  A proper D&D setting is faux-European fantasy, where the forces of civilization, humanity, strive against Chaos.  The home base is a haven of civilization on the edge of more dangerous borderlands or wilds.  Proper D&D settings are human-centric and have a historical texture to them.  Dark Ages or Medieval Europe with a patina of magic and some monsters; non-human races are present but rare.  Many places will view them with suspicion as dangerous outsiders.  Greyhawk is still my platonic ideal for the perfect D&D setting.

When an AL player sits down with a "Shadar-Kai Shadow Sorcerer" there's no point in even asking them what they're doing in a large human city; the players haven't considered it.  (Shadar-Kai are obscure death elves that live in remote corners of a different plane of existence, the Shadowfell.  Apparently also to be found lurking in your local tavern with a sign, "will adventure for gold").  The culture is about players assembling races and classes because the mechanical bits sound cool.

I'm running a lot of 5E to make the game intuitive.  I can sit down with an OSR rules set and natively know if a particular fight or combat is difficult or easy when designing my own stuff.  I've got my 10,000 hours behind the screen with first edition games.  5E manages to be both swingy and grindy at the same time.  Running many games and many combats is helping me internalize encounter design.  I guess at the end of the day I'm interested in working on my own adventures and home-brew, and this is a good way to see a lot of the game system in action.  I've volunteered to run every high level adventure I can (Tier 3 in AL terms).  Despite this tirade it's still great fun.

But I part ways with the 5E aesthetic around race and class.  For Adventurer's League, you have to embrace the silliness and recognize the players are going to be the D&D equivalent of The Munsters or The Addam's Family, two 60's sitcom TV shows.  Actually, The Munsters is a good analogy - if some fool shows up with an actual human character, the "Marilyn Munster" of the table, it's not uncommon for the rest of the group to shake their heads sadly about their poor under-talented compatriot.  "Low end of the gene pool, that one, and no dark vision, either".

My next home campaign needs to be Greyhawk.

Saturday, October 19, 2019

A Look at Matt Colville's Strongholds and Followers

My roots in the roleplaying game hobby go back to the 1970's - the late 1970's, mind you, but I was still old enough to crack the Holmes Basic and fully embrace the game by the time the Moldvay boxed sets were on shelf at Toys R Us.  It would still be a few years before I started collecting those storied hardcovers for AD&D and we embraced "Advanced Dungeons & Dragons".  One of the things we noticed as we matriculated to the 1E Player's Handbook was this concept of "name level" - a 9th level character could clear some wilderness, build a stronghold, and attract followers.  AD&D characters had an end-game that transcended dungeon crawling.  Hitting 9th level was the big time.

Both AD&D and Basic embraced this end-game in subtly different approaches.  AD&D was supplemented by war-gaming based miniatures rules called "Battlesystem".  The Basic and Expert boxed sets went on to have Companion, Masters, and Immortal sets (we abbreviate the lot of them as BECMI), and BECMI introduced domain-level game play, threadbare economics and taxation, and several abstract war simulations known as War Machine, Siege Machine, and Sea Machine (naval battles, yo).

I loved BECMI.  The BECMI rules were compiled into a single volume as the Rules Cyclopedia and I've worn out several copies.  Plus the bindings were terrible on Rules Cyclopedia.  Unfortunately, domain level play and mass warfare is not something 5E has embraced, it's been overlooked by the benevolent WOTC overlords.  Enter a character named Matthew Colville.  He is a frequent Youtuber, game designer, and fellow child of the 80's.  His show "Running the Game" is a great resource for new dungeon masters embracing the hobby.  I'm a fan.  Sometime in the past couple of years he took a stab at rectifying Fifth Edition's lack of domain play and published his take on the subject, Strongholds and Followers.

Physically, the book is really nice.  The artwork is good, the layout is clear and simple.  It hearkens back to D&D's roots in pseudo-European fantasy, which is fitting for a book that's about castles and strongholds.  40% of the book is dedicated to strongholds and what characters can do with them; the rest of the book is a sample adventure (based in Matt's homebrew world), a bestiary of monsters from his home setting, and then an appendix that presents a simplistic mass-combat system "Warfare".  I like the book, but there's stuff missing to fully embrace domain play, and the sample adventure and bestiary are basically filler.

The principle sections of the book are the rules and systems for establishing strongholds.  The basic stronghold types are Keep, Tower, Temple, and Establishment, with variants for all of the character classes.  Barbarians may establish a Barbarian Camp in lieu of a Keep; a Paladin would have a Chapel, a Warlock a Sanctum instead of a Wizard Tower, that kind of stuff.  There are simple rules on building strongholds, recovering them from ruins, and even joining forces with your fellow player characters to build an amalgam.  It's all good stuff, simple and easy to execute, and fun.  Attracting followers and amassing units and troops is tied into the stronghold rules.

5E is "player-character-centric" with combat abilities being the principle reward as characters gain levels.  Matt's chosen to attach mechanical benefits to owning a stronghold that enhance a character's abilities.  There are demesne effects, stronghold actions, and class feature improvements that come along with owning a stronghold and surrounding territories.  Conceptually, demesne effects and stronghold actions are reminiscent of lair actions that monsters get; the class feature improvements are straight power boosts.  For instance, the fighter gets to turn one or more of his attacks into an automatic critical as a reward for owning a stronghold.  Once used, these abilities don't return until the character spends some extended time at the stronghold (a new type of rest called "extended rest").  I don't love the class features, they're what we called a dissociated mechanic in the 4E days, "I can hit you really hard because in a remote land somewhere, I own a castle!", but I can see how they would create a pull for reticent players to dip into domain ownership.  I always viewed the domain game as an end in itself, a chance for high level characters to shape the world and campaign setting, but Matt's approach probably casts a wider net by appealing to both power gamers and the story people that care about campaign effects.

I don't have much to say about the adventure; "Siege of Castle Rend" is fine, and it does put a ruined castle in the hands of mid-level characters and give you the opportunity to start using the domain rules ahead of the end game.  The monsters in the appendix are also fine; most of them are based on planar factions in Matt's world and tiered to interact with low and mid-level characters.  There are lower level angels (the Celestial Court), chaos lords from the Court of All Flesh, fey lords from the Court of Arcadia, that kind of stuff.  Not bad, just nothing I needed in a castle book.

The Warfare rules are only about 7 pages in an appendix, but hearken back to War Machine from the old Companion Rules box set.  Essentially, the prep work is creating a "Unit Card" for each group of soldiers in your army, and then calculating some unit attributes off of the unit's equipment, training, size, and characteristics.  The warfare resolution rules use simple percentile dice, orders, and some battlefield factors.  I loved War Machine, this is very reminiscent of War Machine, and definitely something we'll use - or at least try them out and see how they work at the table.

Overall, I will absolutely be using Strongholds and Followers in my campaigns.  I don't love the class features that give the characters combat abilities because they own a keep somewhere, but I can see how they fit the 5E Ethos and will motivate players to establish bases.  We live in a world where a Bard can heckle someone to death with a Vicious Mockery magic cantrip, after all, so amping your combat juice because you have a distant lair isn't that egregious.  However, to do the domain game well, there's a lot missing that has traditionally been included in these types of rule - economics, taxes, wealth from the land, population growth, and guidelines on generating rival domains, army units, and their high-level rulers.  In other words, this is no ACKS (Adventurer Conqueror King) for 5E.  I have seen rumors that Matt was working on a follow up book actually called Kingdoms and Warfare, which would seem to fit the bill.  I haven't been keeping up with Matt's Youtube channel to know if it's a project he's actively talking about or working on.  I hope so - Strongholds and Followers is promising, and I'm certainly part of the target audience.  I like that designers are reviving game elements from earlier editions that have been ignored by the crowd in Renton.  (Edit:  I found out today, 10-21-19, the kickstarter for Kingdoms and Warfare is live.  Very nice, I'll definitely be backing it!)

You can get a copy of the book here.  (It seems lazy to do a review and not link to the store!)  It's only $30 for both the hardcover and PDF, I found this to be a fine value when so many 3rd party hard covers seem to be $40-50.

All art copyright 2018 MCDM

Thursday, October 3, 2019

The Importance of Hex Crawl Agency

I discovered the "OSR blogosphere" some 8-9 years ago and the insights I gained elevated my approach to running dungeons and hex crawls.  We stand on the shoulders of giants; those early bloggers articulated important tenets on running games that maximized player choice, the essential foundation for a fun game.  The most important tactic I've internalized is the need to radiate information as a dungeon master to enable player agency.  It becomes a virtuous cycle:  players have some information, players make meaningful choices, choices lead to action, action lead to more information, and so on.  The game begins to propel itself.

An example that stuck with me was the meaningless of a typical dungeon intersection*.  Which way should the players go?  Absent useful information, going left or right is basically a coin flip - a random choice.  This is how dungeons become boring.  Instead imagine the characters are at the intersection, but to the left wafts an off-putting odor like stale vinegar; a slimy trail leads off into the darkness.  To the right they can hear the faint echo of maniacal laughter drifting from some distant hall.  It's not much information, but now it's better than a coin flip - they have a basis.  If the players previously heard a rumor about the deranged murderer Smiling Jack, who haunts this level, even better.

The same techniques apply to the hex crawl but more so.  During our first Chult session, the players gained a partial map with some locales marked right on it, which they discussed with guides in the city to learn rumors or hearsay; from a chance meeting with a priest, they learned of a powerful oracle in a ruined locale not yet on their map (but supposedly visible from a ruin that was already marked on the map, a place called M'bala).  One guide they interviewed offered to lead them to M'bala for free, if they first accompanied her to a place called "Firefinger" where she wanted to retrieve a lost heirloom from some enemies.

It's important to occasionally frame the options to make it straightforward for players to understand their alternatives, but let them work through the implications and how to proceed.  Example from the paragraph above, I'd say something like "Based on what you've learned in the city through your sources, you could":

1.  Hire a guide to take you down the western river by canoe to M'bala, as a first step to finding the oracle at Orolunga.
2.  Go with the free guide to Firefinger along the eastern river, help her recover her heirloom, and go to M'bala on the next journey.
3.  (Ideally the players have 3-5 reasonable choices at any given time...)

Continuing my example, the players did choose to go to Firefinger with the free guide.  They met a bird man prisoner there and learned about the monastery of the bird-men and received an offer of friendship (it became a new location on their map called Kir-Sabal); they also learned of another ruin near the bird-men monastery, an evil forsaken place called Nangalore (they put Nangalore on the map in a wide circle - they had a sense but not the specific hex).  Meanwhile, an earlier interaction now made sense; a potential patron from the city had offered the gift of a sailing ship to explorers who could provide a map showing the location of both Nangalore and Orolunga.  They now had a rough area where both places sat on the map.  Information, choice, and action leads to new information which keeps the cycle going.

In my prior discussions of running the hex crawl components of Chult well, I focused on the procedural aspects of keeping the hex crawl moving briskly and delivering evocative encounters.  However, the concepts discussed here, radiating information and helping the players to frame their choices so they can plan and decide, are most important to ultimately making the game fun and satisfying.

*Pretty sure I'm remembering an example used by Matt Finch, but lots of smart folks have expressed the importance of information and choice for sandbox games.

Saturday, September 28, 2019

Assault on Chult

Note:  the map below has spoilers

My home campaign is 15 sessions into the player's assault on Chult (the Tomb of Annihilation campaign).  I'm estimating we're a third of the way through the campaign, about to finish the first of three campaign arcs.  The first arc is exploring the jungles of Chult, and trying to identify the locale of the Forbidden City.  The second arc is exploration of the Forbidden City itself and learning how to open the lost tomb.  The final arc is exploration of the tomb itself.

I'm not going to do detailed campaign recaps, as we're already 15 sessions in.  I'll do a survey of the player's progress with exposition on tips and referee choices that have worked out well for us.

The most important suggestion I have for starting a new Chult game is to adjust the urgency of the "Death Curse".  By the book, the campaign starts in the Chultan city of Port Nyanzaru under pressure to find a corrupt relic lost in the jungles.  The relic is affecting the whole world; Raise Dead and similar clerical magic has stopped working.  People brought back via Raise Dead or Resurrection are dying.  Both effects together are being labeled "The Death Curse".  The character's patron, a retired adventurer and recipient of a Raise Dead, is dying, and hires the characters to find the source of the Death Curse (quickly).  They are one of several similarly hired adventuring parties.

The problem is that Chult is a sprawling hex crawl with many interesting side quests and adventure opportunities.  Perkins and the WOTC team created a great hex crawl.  But if the players are under too much immediate pressure due to the Death Curse countdown, they'll focus solely on the Forbidden City, missing out on a lot of the fun discovering lost ruins in the jungle.  I bifurcated the effects of the Death Curse; the corrupt relic starts the game blocking souls from Raise Dead and Resurrection.  It's important to find the source of the curse, but the player's patron isn't dying by the minute.  I marked a time on the calendar (60 days) where the corrupt relic has absorbed enough souls from the recently dead that it's ability evolves, and begins to leech once-dead souls brought back via Raise Read or Resurrection.  It gives the players a more relaxed entry point into exploration of Chult, while setting a countdown later when the relic begins unraveling recipients of Raise Dead and providing a time clock when it's appropriate.

Expedition 1 (Right of Map)
The first arc starts in Port Nyanzaru, a frontier city squatting on the edge of the foreboding jungle, nestled between sluggish jungle rivers.  The players hire a guide, buy equipment, and set off on their first forays into the jungles of Chult.

My advice:  first, use the encumbrance rules (a "variant rule" in the player's handbook) and let the players know you'll be enforcing rules around heat exhaustion, daily water intake, and the difficulties of logistics in the jungles.  There is a fair amount of bookkeeping during this phase, creating inventories of food, bug repellent, tents and camping gear, canoes, and developing hex crawl "standard operating procedures" such as how to set up camp, daily jobs, canoe assignments, night watch schedules, etc.  Once they have all of this in place, the hex crawl procedures run smoothly.

I get the sense many modern referees ignore encumbrance and requiring the players to plan.  My players learned to hate and respect the jungle - the storms, the oppressive heat, the difficulty of bushwhacking overland and having to leave behind things like armor because carrying food and water was more important.  Plus the presence of dinosaurs and bands of undead, the remnants of an ancient army.  "I hate the jungle" became a running theme with the party's paladin, forced to leave behind heavy armor in order to hack through vine-choked jungle on 10 mile marches.  5E's encounters typically challenges the characters, but table top planning challenges the players.  Now that the characters are reaching mid-levels, they appreciate the way they can avoid the worst of the jungle because their wealth or class abilities afford them better options.

Their first expeditions (sessions 1-4) took them to a place on the map called Firefinger and then back to the city, moving from levels 1-3.

Expedition 2 (Center)
After their first major expedition, they spent more time in the city looking for rumors and learned about a storied oracle at Orolunga that might provide a clue to the resting place of the corrupt relic.  On this expedition, they went with more canoes and hired local porters, so they'd have hirelings to carry extra food and water (and potentially lug armor and other heavy gear).

I worked in themes from Heart of Darkness and Apocalypse Now on this river trip, with distance equating to regression into horror for those that didn't respect the jungle, culminating in their visit to Camp Vengeance, where the paladins and crusaders of the Order of the Gauntlet were on the verge of madness (and the commander, Niles Breakbone, was my own Colonel Kurtz).  There's also a fine DM's Guild adventure called Hunter, an homage to the Schwarzenegger movie Predator, that I worked in as a side-trek on this expedition.  I'll probably write a review, we enjoyed Hunter quite a bit.

This expedition also took the players on to M'Bala, and then out to Orolunga, where they did get insights on the corrupt relic and a locale for the Forbidden City (Omu).

I'm not a fan of the over-powered NPC characters that traipse around the Forgotten Realms, and Chult has it's own - the immortal Artus Cimber and his holy sword wielding sidekick, Dragonbait.  Artus, who went by the name "Sam", was encountered in Orolunga as a surly adventurer seeking his own answers from the oracle.  He and the players learned they may have a common goal, the defeat of a legendary jungle warlord Ras Nsi, but the two sides parted amidst mutual insults.  Later, the players ran into a hunting party of Zhentarim assassins on the trail of a wanted fugitive, Artus Cimber, and the players connected the dots between "Sam" and Artus.  Artus is now "in the game" in case I need a high level helper NPC at some point during the end game, but there's a bit of a rivalry so I don't feel obligated for them to team up because they're both "good guys".  He can act as a provocateur or rival.

The other recommendation from this arc was to threaten the hired help.  5E characters are notoriously tough to put down; my game still doesn't have a fatality, although we've come close several times.  NPC's don't have plot immunity and the guides and porters are critically important if you're running the hex crawl with encumbrance and logistics.  It's been great fun having monsters choose the easier targets and stressing the players about such important resources.

This expedition covered sessions 5 - 12, and saw most of the party hit levels 4 and 5 before returning to the city.

Expedition 3 (Ocean-based)
By this point, the players knew a lot about Chult and had many targets for their next journey.  However, the jungle ruins don't provide a lot of cash and their pouches were getting light.  They learned about a lucrative pirate hunting opportunity in the city dock ward, and hired a ship to go pirate hunting.  Drink up me hearties yo ho.  This allowed me to introduce the dragon turtle in the Bay of Chult, and we had a great time running an intricate ship-to-ship combat when they intercepted a pirate ship by trailing a loaded merchant vessel - the pirate ship was called "The Stirge" and they ultimately captured it and sailed it back to port to collect a heavy reward.  I also ran a pirate-themed lighthouse encounter from one of the DM's guild supplements, Encounters in Port Nyanzaru.  When all was done, the characters were flush with cash, owned their own sloop, hired a captain and quartermaster, and planned a long voyage to Shilku Bay to begin their trek to Omu, the Forbidden City.

My advice if you try something similar is to leverage the ocean voyage rules from Ghosts of Saltmarsh for 5E.  Ghosts of Saltmarsh is a nautical campaign, and the appendices cover detailed vehicle rules for ships, downtime on long voyages, sea hazards, ocean borne encounters, the works.  It's a great resource to put some nautical flair into your Chult game.  One of the Unearthed Arcana articles had additional ships (I think I got "sloop" from the UA article).  I have irrational love for pirate adventures.  The Ghosts of Saltmarsh campaign is in my future, along with grog, sea shanties, and a bunch of pirate movies.  (In fact, I'm currently streaming Black Sails with my wife).

Expedition 4 (South)
When the characters set out for the south of Chult, they were loaded up for a long journey.  They used the wealth from pirate hunting to buy some magic items, many potions, and sufficient food and gear to stay in Omu several weeks.  Their patron had been tracking them via Dreams and Sendings magic; now they learned from her the Death Curse has entered a new phase, and recipients of Raise Dead that predated the Death Curse are beginning to unravel.  She's dying.  Suddenly there's a time clock!

Their new guide for the expedition is an albino jungle dwarf named "Musharib"; he waived his fee if the characters would help him explore Hrakhamar first, so they've been clearing that mini-dungeon - a dwarven forge overrun by Fire Newts.  They learned of the dragon in Wyrmheart Mine and plan to assault it next, then head for Omu and the next leg of the campaign.

I'll post another set of observations sometime after they've explored Omu and are entering the final arc, the Tomb of the Nine Gods.  Feel free to generate a discussion in the comments about your own Chult game and how things went by you, I'd love to hear it.

Sunday, September 22, 2019

The Road to Hell is an Adventure Path

A Review of Descent into Avernus
Baldur's Gate:  Descent into Avernus is the latest hardcover campaign for Dungeons & Dragons.  It has problems.  The premise is spectacular; an entire city has been pulled into Hell (to Avernus, the first level of Hell, to be specific) and the characters get the chance to traverse the Hellscape, wrestling with themes such as dark pacts, corruption, choosing a lesser evil, and redemption.  There's a scene where the fallen city, suspended in the sky above Hell, is inexorably being pulled down into the River Styx by massive hell-forged chains.  You can almost hear the screams of the innocent and the forsaken from above.  Unfortunately, in order to reach the payoff of the premise, the game master will need to overcome flaws inherent in the adventure path format, flaws that are expressed egregiously at times here.  Mild spoilers to follow in the review.

The adventure begins in the city of Baldur's Gate, in the Forgotten Realms.  A flood of refugees from a nearby kingdom, Elturel, have reached the walls of Baldur's Gate telling woeful tales -  the holy city of Elturel is wiped off the face of the earth, a gaping crater where the city once stood.  There is chaos at the city gates as the watch is overwhelmed with the refugee crisis at the walls.  The characters begin the game impressed into service as deputies by the watch to perform side missions while the watch is occupied with the border crisis.

The problems with Descent begin up front.  The players are ordered to go talk to someone to learn a clue by the watch captain.  If the characters don't do it, the captain sends a patrol to rough them up; then it's a second patrol to rough up the characters further, and so on, until they comply (or perhaps bag the adventure entirely?)  From that point, there is a tortuous series of events and encounters the players need to follow to learn the dark secret behind Elturel's disappearance.  Secret doors that if the player's fail to find them, the dungeon and campaign are over.  An evil NPC set up as a villain to slaughter, but if the player's don't accept his surrender, they'll miss his monologue with the clues to the next scene.

These types of issues aren't fatal to the adventure, but they're distasteful for a referee to negotiate.  "Oh, you killed the important NPC and missed his info-dump?  I guess the guard captain asks for the body to be retrieved and arranges a Speak with Dead so he can deliver the info-dump".  I can put a neon sign on the important secret door.  I can have a frank talk up front with the players, out of game, that the campaign starts as a railroad and ask them to agree to limit their choices for the good of the story.  Be warned, however, that most of the campaign is driven by flow charts that map out a path the players must follow to advance.  I expected more from a professionally produced campaign, as the hardcover campaigns produced by Wizards of the Coast have consistently gotten better since the first few.  This is regression.

Once the story moves to the wastes of Avernus, player choice expands and the themes of the campaign take prominence.  Avernus is presented as a large sandbox with a map; the characters are still required to follow a flow-chart along the adventure path, but the execution is more naturalistic and forgiving for players that want to go 'off road'.  The overarching story involves the ruler of Avernus, a fallen angel named Zariel; the players piece together the angel's fall from heaven by encountering locales that hold echoes of Zariel's past.  Along the way, the characters will likely be rumbling across the wastes of Avernus in souped-up, wheeled death tanks (infernal war machines) straight out of a Mad Max movie, either chasing, or being chased by, warlords of Avernus in their own death machines.  Yes, the wastes of Avernus are as cool as they sound.  Queue your "Fury Road" sound track or your Ronny James Dio albums.

In addition to visiting locales that delve into the angel's past, the Avernus sequences put the players into contact with demon lords, arch devils, movers and shakers in the cosmos and the war between the Abyss and the Nine Hells.  The player choices are consequential and the end-game is wide open.  They could attempt to redeem the fallen angel, join her, defeat her, save the fallen city of Elturel, or condemn it.  One way or another your version of the Forgotten Realms will be different after this campaign.  Failure is an option.  The wide open nature of the end-game here is the best attribute of this campaign.

I looked at the writing credits, and it's an ensemble cast on both the story and the writing.  Eleven story creators, fifteen writers, a handful of editors.  Is it any wonder they needed to present a scene-based adventure path?  An adventure path is a sensible way to atomize the work, but leads to tenuous plotted connections between scenes.  Stylistically this puts Descent into Avernus closest to the maligned 5E adventures, Hoard of the Dragon Queen and Rise of Tiamat, also adventure paths, and in contrast to the excellent open world sandboxes of Tomb of Annihilation and Curse of Strahd.

I had already committed to one of my Adventurer's League tables to run Descent into Avernus as a bi-weekly game, so I'll need to make peace with the problems and position the story as best I can. It seems that if a referee can elide the early issues, the heart of the campaign in Avernus promises a spectacular mid-game and end-game, and the high level arc is especially consequential and wide open. However, due to the early problems, I'm finding it difficult to give an unqualified recommendation without actual play.  I'll circle back in several months to confirm whether my concerns about plot and player choice were founded, and how difficult was it to improve the experience.

Images: Wizards of the Coast (cover art by Tyler Jacobson)

Saturday, September 14, 2019

A look at the D&D Essentials Kit

The D&D Essentials Kit is a boxed set published earlier this summer - I picked one up at the local Target.  I didn't need the rules, although the set does come with a sturdy rulebook, a flimsy Dungeon Master's screen, dice, and accouterments.  I picked up it because I was intrigued by the rules for "sidekicks", and I heard good things about the adventure module.

Sidekicks are non-player characters (NPCs) that accompany player characters - the typical retainers and henchmen of old school games.  They use 5th edition "monster" stat blocks in lieu of a full character sheet, with simplified abilities, making them easy to run at the table as a complement to a player's regular character.  Ostensibly they're in the game to support solo adventuring (one DM and one player, with a few sidekicks) but we immediately started using them for old school style henchmen.  Emporo the Mighty and Josh, both fighters, are accompanying players in my Chult campaign as sidekicks.  There are three flavors - a spellcaster sidekick (clerical or arcane), a warrior sidekick, and an expert (rogue) sidekick.  There are tables for leveling sidekicks so they maintain parity with their patrons.  Sidekicks only take up two pages in the rulebook but were completely worth it.

The Dragon of Icespire Peak
The adventure that comes in the set is "The Dragon of Icespire Peak".  It's 64 pages - 50 pages or so of adventure, the rest is a bestiary.  It describes a sandbox region around the village of Phandalin in the Forgotten Realms, consisting of 14 adventure locales - dungeons, ruins, and other adventure sites, providing enough action for a party to go from level 1 through 6.  It has everything you need to launch a fun campaign - a home base, wilderness locales, dungeons, and even a bit of overarching plot (a dragon recently came to the area, setting things in motion).

A few additional things I really enjoyed about the adventure; first, since there is an actual Dragon of Icespire Peak, it flies around marauding in the background, providing nice verisimilitude before the characters gain enough experience to go confront it.  It can show up early in the campaign as a wandering monster, too, driving home the point that the world is dangerous.

There is progressive quest guidance that provides the players options on where to seek adventure, while ramping up the danger as they range farther from home base or begin to target the dragon; it's a style that appeals to old school gamers.  Phandalin is the same village described in "Lost Mine of Phandelver", the introductory adventure in the first starter set, allowing a DM to combine both adventures into a broader sandbox campaign.  I'm looking forward to starting a new campaign (after Chult) and merging Icespire Peak/Phandelver into a sprawling sandbox game (although I'd 99% ditch the Forgotten Realms and transpose the village and surrounding locales to a homebrew setting or Greyhawk).

Our Amazonian capitalist overlord sells the Essentials Kit for about $15-16, $24 at retail.  I wouldn't normally recommend a starter set (unless you're a boxed set maven) but I've been a fan of this material; I'm making heavy use of the sidekick rules, and Icespire Peak is a fine sandbox adventure to get a new game started the way the founders intended.  (Good job, Wizards).