Showing posts with label Kingmaker. Show all posts
Showing posts with label Kingmaker. Show all posts
Saturday, February 28, 2015
Kingmaker: Rivers Run Red
Despite the fact that there are now some odd four players who own the Ultimate Campaign expansion book from Paizo, and assurances after assurances that they would 'blue book' the king building experience so that they could continue onto the 'adventure proper', such an event did not occur.
Rather the first hour or so of game time was taken up with the claiming of hexes and preparation of farm land for the new kingdom. It went fairly smooth but the players who weren't interest in that aspect of the game were less than enthused.
The players then decided to clear out a nearby barrow mound and killed what used to be a wight, that I subbed for a wraith. The sword they got though was a nice +2 fey bane. I quickly ruled that it required the use attune it and and did an extra 2d6 versus fey creatures.
They also managed to hunt down the hodag, a monster that I gave a fairly high armor class and lots of attacks, but no real 'quirks' to it. Almost like a little juggernaut but I have a full five man outfit here so they made short work of the creature.
Then the party went off to explore some old elf ruins currently inhabited by... you guessed it, evil fey. Due to some inter party conflict between how the players do things, the party wound up almost being apologetic to the 'Dancing Lady", the local evil fey that had unofficial servants that tended to kill annoying adventurers.
With the fey bane sword, the party made quick work of those servants but... One of the players has that lustful disadvantage and made the moves on the lady while the rest of the party left. She did her dance and charmed him. Being alone with a blood drinking fey was not good for said character but the party did manage to overcome the creature in the end although this particular fey grants a 'dying' curse.
The party then went to a larger city as their own didn't have a higher enough level priest, to get a few things fixed and removed. So now the party has agreed to a few quests for this NPC. I may just use that as the launching point for the next adventure as it's a quick plug into the "why does the party care about this other area".
I'm also thinking that while the party is out of their region I'm going to have a group of NPCs tackle the lizard men. The lizard men are relatively low level fodder for the party at this time unless I do a lot of conversions and well, I am a lazy bastard. It'll help to get things ready for book 3 of the 6 part series and free up the party to do some more exploring. Think I'll grab the old Paizo group directly from the NPC Guide as they are a group of wandering adventurers.
Anyone have any good resources on converting monsters from 3rd edition to 5th? The 5th edition Dungeon Master's Guide has a good section on making monsters but if there's a quicker way, I'm all ears.
Saturday, February 21, 2015
Kingmaker: Rivers Run Red Session Two
I am continuing to enjoy Kingmaker.
Rivers Run Red continues a bit of the wilderness exploration, continuing in the same region as the first book.
This allows the players a home base of operations and a sense of what the River Kingdoms are like. I've tended to play it more 'southern' and 'country' in that the folk tend to speak simple and direct and while most are honest to a fault, there are those whose enjoyment of solitude turns them away from the intruders that the players represent.
Several players have decided to dedicate some effort to the running of the kingdom but have still yet to decide how best to advance. That's okay as outside of 'kingdom management' there are still numerous areas to explore, quests to complete and monsters to slay.
In many ways, these first two books of Kingmaker cleave close to how I often ran in the past. Some encounters with various NPCs to learn the lay of the land, what news from which country, the creation of rivalries and ending of such.
In this case, that would be Akiros Ismort, formerly of the Stag Lord, who turned his efforts to procuring the character's patronage. He wished to be awarded rank and title general but was not awarded such so he continues to toss jibes at the current general and who knows what that former bandit leader does when the players are not there?
After such meetings though, the players sharpen blades and onto slaughter! Just hopefully not their own.
One of my friends joked it was a PC version of Spartacus. "Yeah, we get together, find out some stuff, party a bit in the town, and then unsheath blade and spell and let monster burn or bleed!"
It brings me to worry about what happens when the campaign elements in the background take more center tone. The 'strength' for me is that despite my appreciation of mega-dungeons and dungeon crawls in general, the open nature of exploration, the small locations, such as an outpost or a barrow mound, allow for the illusion of some type of crawl that are more like connected encounters as opposed to say, The World's Largest Dungeon or a standard Dungeon Crawl where whole sessions can pass in dark passages.
This allows me to change things up a bit more quickly and change tone or goal between expeditions whereas a full out dungeon crawl merely requires eager foot to step into waiting maw.
I also find myself doing a lot of on the fly conversions. While I've shared my attempts at bringing the troll hounds and hodag to life, there were many more that needed such a touch that I failed to do.
For example, the classic two headed troll or the not quite as classic, stone troll. Or a troll with a few fighter levels on him. I looked at the ettin and snagged its base damage and gave higher point point totals to it, while giving the stone troll higher armor class and hit points and no bite attack. The 'king' with the fighter levels i just increased his hit point total to reflect him being 'tough'.
This is a 'problem' with using older adventures on a system that has almost as many years of history as I've been alive. The sheer variety of opposition is enough to make head swim if plans are not taken far ahead of time or if you're not comfortable doing some conversion work on the fly.
What's worse is there is no 'easy' solution for this problem. While I haven't reviewed the Monster Manual in it's latest version, I have not found one of its weaknesses to be a lack of variety. Again, it's the history of the game providing such richness and capturing so many classic monsters including modrons, that prevent every monster possible from being updated.
It may sound strange, but as I'm of firm mind that 5th edition is the last print edition of Dungeons and Dragons we'll see, I would hope that at some point they'll do an Encyclopedia of sorts of the monsters. When 2nd edition was long in tooth, there came compendiums of wizard spells, priest spells, and my favorite, magic items in faux leather. Great stuff that I still draw inspiration from today. Very handy.
If 5th edition is the last print edition, I'd dearly love to see such a collection of monsters. If WoTC intention is to provide tools and get out of the way, monsters are such tools that I would enjoy.
Failing that, some form of license? Some form of official conversion material to take older monsters from one edition to another?
But in terms of the adventure itself? It continues well. The players managed to overcome the trolls without retreat although they had used up almost every healing potion that they'd hoarded both from previous adventure and the Mines bit that I included. They also used up a Necklace of Fireballs that they had found earlier. I was pleased to see the item in use as it lends some firepower to the ground in short term form.
Giving characters such temporary ammunition tends to be one of the 'tricks' of allowing potential TPK's to hit as the party may feel cocksure enough to fight things that may be outside their ability.
Still, the group seemed to enjoy themselves so...
How are your own adventures going? Has your group experienced any TPK's? Any switches of character in mid stream to test out different character mechanics? Any weird magic items or monsters that you're Dungeon Master has thrown into the mix?
Rivers Run Red continues a bit of the wilderness exploration, continuing in the same region as the first book.
This allows the players a home base of operations and a sense of what the River Kingdoms are like. I've tended to play it more 'southern' and 'country' in that the folk tend to speak simple and direct and while most are honest to a fault, there are those whose enjoyment of solitude turns them away from the intruders that the players represent.
Several players have decided to dedicate some effort to the running of the kingdom but have still yet to decide how best to advance. That's okay as outside of 'kingdom management' there are still numerous areas to explore, quests to complete and monsters to slay.
In many ways, these first two books of Kingmaker cleave close to how I often ran in the past. Some encounters with various NPCs to learn the lay of the land, what news from which country, the creation of rivalries and ending of such.
In this case, that would be Akiros Ismort, formerly of the Stag Lord, who turned his efforts to procuring the character's patronage. He wished to be awarded rank and title general but was not awarded such so he continues to toss jibes at the current general and who knows what that former bandit leader does when the players are not there?
After such meetings though, the players sharpen blades and onto slaughter! Just hopefully not their own.
One of my friends joked it was a PC version of Spartacus. "Yeah, we get together, find out some stuff, party a bit in the town, and then unsheath blade and spell and let monster burn or bleed!"
It brings me to worry about what happens when the campaign elements in the background take more center tone. The 'strength' for me is that despite my appreciation of mega-dungeons and dungeon crawls in general, the open nature of exploration, the small locations, such as an outpost or a barrow mound, allow for the illusion of some type of crawl that are more like connected encounters as opposed to say, The World's Largest Dungeon or a standard Dungeon Crawl where whole sessions can pass in dark passages.
This allows me to change things up a bit more quickly and change tone or goal between expeditions whereas a full out dungeon crawl merely requires eager foot to step into waiting maw.
I also find myself doing a lot of on the fly conversions. While I've shared my attempts at bringing the troll hounds and hodag to life, there were many more that needed such a touch that I failed to do.
For example, the classic two headed troll or the not quite as classic, stone troll. Or a troll with a few fighter levels on him. I looked at the ettin and snagged its base damage and gave higher point point totals to it, while giving the stone troll higher armor class and hit points and no bite attack. The 'king' with the fighter levels i just increased his hit point total to reflect him being 'tough'.
This is a 'problem' with using older adventures on a system that has almost as many years of history as I've been alive. The sheer variety of opposition is enough to make head swim if plans are not taken far ahead of time or if you're not comfortable doing some conversion work on the fly.
What's worse is there is no 'easy' solution for this problem. While I haven't reviewed the Monster Manual in it's latest version, I have not found one of its weaknesses to be a lack of variety. Again, it's the history of the game providing such richness and capturing so many classic monsters including modrons, that prevent every monster possible from being updated.
It may sound strange, but as I'm of firm mind that 5th edition is the last print edition of Dungeons and Dragons we'll see, I would hope that at some point they'll do an Encyclopedia of sorts of the monsters. When 2nd edition was long in tooth, there came compendiums of wizard spells, priest spells, and my favorite, magic items in faux leather. Great stuff that I still draw inspiration from today. Very handy.
If 5th edition is the last print edition, I'd dearly love to see such a collection of monsters. If WoTC intention is to provide tools and get out of the way, monsters are such tools that I would enjoy.
Failing that, some form of license? Some form of official conversion material to take older monsters from one edition to another?
But in terms of the adventure itself? It continues well. The players managed to overcome the trolls without retreat although they had used up almost every healing potion that they'd hoarded both from previous adventure and the Mines bit that I included. They also used up a Necklace of Fireballs that they had found earlier. I was pleased to see the item in use as it lends some firepower to the ground in short term form.
Giving characters such temporary ammunition tends to be one of the 'tricks' of allowing potential TPK's to hit as the party may feel cocksure enough to fight things that may be outside their ability.
Still, the group seemed to enjoy themselves so...
How are your own adventures going? Has your group experienced any TPK's? Any switches of character in mid stream to test out different character mechanics? Any weird magic items or monsters that you're Dungeon Master has thrown into the mix?
Sunday, February 15, 2015
Kingmaker: Rivers Run Red by Rob McCreary
Rivers Run Red is the second part of the Kingmaker Adventure Path. While it's designed for the Pathfinder role playing game, I've been using it for Dungeons and Dragons 5th edition.
I mixed the original starter set adventure, the Mines, with the first part of the Kingmaker Adventure Path. This worked well in most aspects in that I substituted a few bits like Harpers in the original book for Pathfinders and the city from the starter adventure with Pitax from Pathfinder. A few other changes here and there.
The bad thing is that the characters are all roughly fifth level, which puts them at a slightly advantage in this portion of the adventure. Another part thing is that I'm running seven players.
This part of the adventure also relies on the player's doing their own kingdom building. On one hand, it's an interesting concept. I was going to use the rules from the Pathfinder Ultimate Campaign but... Only one player is doing the actual kingdom building, determining the buildings and other bits that happen. I've been trying to blue book it so that it minimally impacts actual game play since only one player actual has the book and most of the players have expressed no interest in reading the rules or taking a more active part in that aspect of the game.
Mind you, just under half of the players are interested in that aspect of the campaign to speak of, so I suspect it'll just get dropped. That will upset some who are interested in it, but since their not willing to actually put the work into it, their disappointment will be like sugar on corn flakes.
I've also been doing, for the most part, on the fly conversions. I've been doing it by eyeballing it. For the most part the players haven't suffered too much. I've probably been going 'easy' on the players as opposed to going for the dreaded TPK.
I may also finally be getting around to using inspiration right. I awarded it twice in the game. Huzzah! Finally getting that mechanic aspect down.
Below is one I actually did some of the math on but I'd be open to hear any changes.
Armor Class 15 (natural armor)
Hit Points 32 (5d8+10)
Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 2 (-4) 11 (+0) 6 (-2)
Saving Throws Int -4, Wis +0
Skills Perception +2,
Senses Darkvision 60 ft., low-light vision, ,
Passive Perception 12
Languages _
Challenge 3 (700 XP)
Keen Smell. The trollhound has advantage on Wisdom (Perception) checks that rely on smell
Regeneration: The trollhound regains 5 hit points at the start of its turn. If the trollhound takes acid or fire damage, this trait doesn’t function at the start of the trollhound’s next turn.
ACTIONS
Weapon. Bite +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4),piercing damage., Disease A trollhound’s saliva is an infectious brew of contagion. Creatures bitten bya trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim’s blood were on fire. Its symptoms include loss of muscular coordination and physical strength as well as lethargy and fatigue. Constituion Save DC 14; Target is exhausted. At the end of each long rest, an infected creature can make a DC 14 Constitution saving throw. On two successful saves the disease is overcome. If the user fails he takes another level of exhaustion.
I enjoy the adventure path, at least the first two books so far, because it's very open in allowing the players to do what they want. They have opportunity to explore, to hunt down monsters, to work with numerous NPCs and a lot of other bits that are not necessarily the normal standard for dungeon crawls. Mind you that's not always what the players are looking for as one of the players has expressed an interest in doing the Emerald Spire, which is what I initially was going to run before deciding to use Kingmaker.
Looking forward to next week's game as several of the encounters for it are potential role playing and a few brief dungeon crawls.
What's everyone else doing for adventures? Have you expanded the core one from the Starter Set? Have you used the two hardcovers? Taken older adventurers and converted them? Stuff off the cuff and homebrewed?
I mixed the original starter set adventure, the Mines, with the first part of the Kingmaker Adventure Path. This worked well in most aspects in that I substituted a few bits like Harpers in the original book for Pathfinders and the city from the starter adventure with Pitax from Pathfinder. A few other changes here and there.
The bad thing is that the characters are all roughly fifth level, which puts them at a slightly advantage in this portion of the adventure. Another part thing is that I'm running seven players.
This part of the adventure also relies on the player's doing their own kingdom building. On one hand, it's an interesting concept. I was going to use the rules from the Pathfinder Ultimate Campaign but... Only one player is doing the actual kingdom building, determining the buildings and other bits that happen. I've been trying to blue book it so that it minimally impacts actual game play since only one player actual has the book and most of the players have expressed no interest in reading the rules or taking a more active part in that aspect of the game.
Mind you, just under half of the players are interested in that aspect of the campaign to speak of, so I suspect it'll just get dropped. That will upset some who are interested in it, but since their not willing to actually put the work into it, their disappointment will be like sugar on corn flakes.
I've also been doing, for the most part, on the fly conversions. I've been doing it by eyeballing it. For the most part the players haven't suffered too much. I've probably been going 'easy' on the players as opposed to going for the dreaded TPK.
I may also finally be getting around to using inspiration right. I awarded it twice in the game. Huzzah! Finally getting that mechanic aspect down.
Below is one I actually did some of the math on but I'd be open to hear any changes.
Trollhound
Beast, unalignedArmor Class 15 (natural armor)
Hit Points 32 (5d8+10)
Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 2 (-4) 11 (+0) 6 (-2)
Saving Throws Int -4, Wis +0
Skills Perception +2,
Senses Darkvision 60 ft., low-light vision, ,
Passive Perception 12
Languages _
Challenge 3 (700 XP)
Keen Smell. The trollhound has advantage on Wisdom (Perception) checks that rely on smell
Regeneration: The trollhound regains 5 hit points at the start of its turn. If the trollhound takes acid or fire damage, this trait doesn’t function at the start of the trollhound’s next turn.
ACTIONS
Weapon. Bite +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4),piercing damage., Disease A trollhound’s saliva is an infectious brew of contagion. Creatures bitten bya trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim’s blood were on fire. Its symptoms include loss of muscular coordination and physical strength as well as lethargy and fatigue. Constituion Save DC 14; Target is exhausted. At the end of each long rest, an infected creature can make a DC 14 Constitution saving throw. On two successful saves the disease is overcome. If the user fails he takes another level of exhaustion.
I enjoy the adventure path, at least the first two books so far, because it's very open in allowing the players to do what they want. They have opportunity to explore, to hunt down monsters, to work with numerous NPCs and a lot of other bits that are not necessarily the normal standard for dungeon crawls. Mind you that's not always what the players are looking for as one of the players has expressed an interest in doing the Emerald Spire, which is what I initially was going to run before deciding to use Kingmaker.
Looking forward to next week's game as several of the encounters for it are potential role playing and a few brief dungeon crawls.
What's everyone else doing for adventures? Have you expanded the core one from the Starter Set? Have you used the two hardcovers? Taken older adventurers and converted them? Stuff off the cuff and homebrewed?
Tuesday, December 2, 2014
Stag's Helm: Magic Item For 5th Edition Dungeons and Dragons
One of the things that is terrible in running 5th edition is the lack of magic items. Well, that problem should be resolved somewhat by the publication of the Dungeon Master's Guide, which if you didn't go 'Black Friday' at your FLSG, you still don't have.
But that doesn't solve the problem of unique magic items, such as the Stag's Helm in the Pathfinder setting. It's an item that the Stag Lord has about him. But it's a relatively simple magic item so here's my take of it:
Description:
This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made with advantage. If you don't make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day.
A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.
The Perception check isn't a big deal as both games have Perception skill checks. The original item had a feat and I didn't want to break down the feat and go into all that detail when there was already a mechanic to represent gaining some advantage, in this case, having advantage on an attack roll.
The image is from the Kingmaker Game Master Item Cards. They're inexpensive clocking in at under $10 and can give you some visual cues to various things that don't necessarily just copy the art from the RPG products. The cards are a nice idea but it's rare that the bottom of the deck's stay together and even rarer when I can open the set without inflicting some damage to the box itself. Argh!
Anyone else rolling up new magic items or are people still waiting on the official book?
But that doesn't solve the problem of unique magic items, such as the Stag's Helm in the Pathfinder setting. It's an item that the Stag Lord has about him. But it's a relatively simple magic item so here's my take of it:
Description:
This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made with advantage. If you don't make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day.A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.
The Perception check isn't a big deal as both games have Perception skill checks. The original item had a feat and I didn't want to break down the feat and go into all that detail when there was already a mechanic to represent gaining some advantage, in this case, having advantage on an attack roll.
The image is from the Kingmaker Game Master Item Cards. They're inexpensive clocking in at under $10 and can give you some visual cues to various things that don't necessarily just copy the art from the RPG products. The cards are a nice idea but it's rare that the bottom of the deck's stay together and even rarer when I can open the set without inflicting some damage to the box itself. Argh!
Anyone else rolling up new magic items or are people still waiting on the official book?
Saturday, November 22, 2014
Death By Dragon: Week Five of Kingmarker with Lost Mine of Phandelver
I've made mention before that my campaign started off as a combination of elements from Lost Mine of Phandelver and the Paizo Kingmarker Adventure Path.
As a quick note, Lost Mine of Phandelver to me, is the best 'official' adventure Wizards of the Coast has put out yet and if you haven't picked up the starter set yet, Amazon has it for $11.99.
I'm still digesting the kingdom rules from the hardcover Ultimate Campaign, so didn't want to run Rivers Run Red just yet. While there are elements that don't rely on the player's having the kingdom in play, I wanted to give the players as much Kingdom awesome as I could and well, wasn't ready. Thankfully the group is cool about that and I mentioned that they should follow up on their missing Dwarf co-Pathfinder member. It costs them!
Instead of using Phandalin as presented, I swapped it out with the River Kingdoms city of Pitax.I felt this worked out well in several ways. First, it's a fairly decent sized city. Important when the players are looking for spells and other mundane items that might take a while to find out their current outpost. Second, I don't know if it's a deliberate attempt or not, but Pitax feels very much like Rome in that it's almost a 'renaissance' city with lots of families doing various corrupt things and having a pleasant facade to hide behind. After watching the series Borgia, I was ready to role play some of that out.
It also didn't hurt that the players will eventually have different things to come to Pitax for in the future if we follow through with the entire Kingmarker series.
In Pitax, the players learned a bit about the city, about River Kingdoms in general, about some of the families here, and sought out information on their dwarf friend whose been held prisoner since oh, week one of the game I want to say?
They learned the whereabouts of a druid who knew the local region well and sought him out. During that bit, they encountered some twig blights. These are little evil halfling treants basically and the party made quick work of them. Why WoTC wants to keep using them as I don't think they've ever been popular since their introduction in Sunless Citadel in 3e era, I can't imagine.
There were also some unique zombies, ash zombies, that had a little extra ability, a nice example of a mini-template.
But the druid? He had the information that the party wanted, but needed a certain young green dragon gone. One of the players had a bit of background in his campaign that I used to include the dragon, Venomfang, in as his main antagonists.
Now the dragon's in a tower. The tower is so many feet wide and so many feet deep. It's basically a cooking oven for the dragon's poisonous breath.
Remember that elf monk I've mentioned in the past? That I painted up a Stonehaven miniature for?
Missed his first save. Took 42 points of damage in first round of combat. Erdan Nailo, who put clan above self, an elf that could hold a grudge? Dead.
The party made some good efforts at killing the creature. The druid casting some resistance from poison on himself, the halfling rogue having an innate resistance to poison. The dragonborn leaping upon the creature's back, which I gave him advantage for as long as he stayed on.
But then, at the player's roll, as few things are as entertaining as making the players roll their own potential doom, the dragon's breath weapon recharged. Another blast and Damaia, a tiefling warlock, who the player hadn't updated to 4th level from 2nd yet, went down, as did Naronel, an elf wizard. The elf player screwed that up and I allowed it, because he mentioned that he wanted to leave the tower, but then didn't actually do so. Who was I to allow him to not stay for the barbeque? At that point, the dragon had taken over half his hit points in damage, which the text calls for a retreat.
If I had been running things to kill, oh yeah, it would've been an easy TPK but that's no fun. Especially as the dragon was taunting Kontos, the dragonborn who had him written into his background, pissing the other players off who felt that the dragonborn knew more about their foe than he let on.
So the dragon shakes off the dragonborn fighter, who fails his Athletics roll and takes 4d6 falling damage, and the party claims the loot!
At this point I'm giving the new characters 1,000 gold pieces, no access to magic items, and half experience points of the lowest level character. How do other people handle introducing new characters?
The group voted on the experience rules, so I don't feel bad about them, but as the Dungeon Master's Guide isn't out, still a little 'weirded' out by allowing magic items. I might just rule that those killed by dragon breath had all their items destroyed and that their new character can start off with similiar items.
Next week we're taking a break. I'm still reading Ultimate Campaign from Paizo to get the Kingdom building rules in place. Some interesting stuff there. Too bad for the group that they just lost three positions! Take that stupid adventurers!
One of my players is going to do a paladin and wants to use the rules for assimar that are available from the Dungeon Master's Guide preview which I said okay. It's not like the rules are going to make THAT big a difference and the book will be out soon enough. Another is making a wild mage with a charlatan background.
That charlatan background bit is particularly funny to our group because one of the other players, in our last campaign, Warhammer Thousand Thrones, was an Imperial Wizard, who our hedge wizard initially labeled as a charlatan and it stuck with that character till his death.
The last player hasn't decided what she's making yet. Hopefully all of her goods and abilities are fully up to date this time!
As a quick note, Lost Mine of Phandelver to me, is the best 'official' adventure Wizards of the Coast has put out yet and if you haven't picked up the starter set yet, Amazon has it for $11.99.
I'm still digesting the kingdom rules from the hardcover Ultimate Campaign, so didn't want to run Rivers Run Red just yet. While there are elements that don't rely on the player's having the kingdom in play, I wanted to give the players as much Kingdom awesome as I could and well, wasn't ready. Thankfully the group is cool about that and I mentioned that they should follow up on their missing Dwarf co-Pathfinder member. It costs them!
Instead of using Phandalin as presented, I swapped it out with the River Kingdoms city of Pitax.I felt this worked out well in several ways. First, it's a fairly decent sized city. Important when the players are looking for spells and other mundane items that might take a while to find out their current outpost. Second, I don't know if it's a deliberate attempt or not, but Pitax feels very much like Rome in that it's almost a 'renaissance' city with lots of families doing various corrupt things and having a pleasant facade to hide behind. After watching the series Borgia, I was ready to role play some of that out.
It also didn't hurt that the players will eventually have different things to come to Pitax for in the future if we follow through with the entire Kingmarker series.
In Pitax, the players learned a bit about the city, about River Kingdoms in general, about some of the families here, and sought out information on their dwarf friend whose been held prisoner since oh, week one of the game I want to say?
They learned the whereabouts of a druid who knew the local region well and sought him out. During that bit, they encountered some twig blights. These are little evil halfling treants basically and the party made quick work of them. Why WoTC wants to keep using them as I don't think they've ever been popular since their introduction in Sunless Citadel in 3e era, I can't imagine.
There were also some unique zombies, ash zombies, that had a little extra ability, a nice example of a mini-template.
But the druid? He had the information that the party wanted, but needed a certain young green dragon gone. One of the players had a bit of background in his campaign that I used to include the dragon, Venomfang, in as his main antagonists.
Now the dragon's in a tower. The tower is so many feet wide and so many feet deep. It's basically a cooking oven for the dragon's poisonous breath.
Remember that elf monk I've mentioned in the past? That I painted up a Stonehaven miniature for?
Missed his first save. Took 42 points of damage in first round of combat. Erdan Nailo, who put clan above self, an elf that could hold a grudge? Dead.
The party made some good efforts at killing the creature. The druid casting some resistance from poison on himself, the halfling rogue having an innate resistance to poison. The dragonborn leaping upon the creature's back, which I gave him advantage for as long as he stayed on.
But then, at the player's roll, as few things are as entertaining as making the players roll their own potential doom, the dragon's breath weapon recharged. Another blast and Damaia, a tiefling warlock, who the player hadn't updated to 4th level from 2nd yet, went down, as did Naronel, an elf wizard. The elf player screwed that up and I allowed it, because he mentioned that he wanted to leave the tower, but then didn't actually do so. Who was I to allow him to not stay for the barbeque? At that point, the dragon had taken over half his hit points in damage, which the text calls for a retreat.
If I had been running things to kill, oh yeah, it would've been an easy TPK but that's no fun. Especially as the dragon was taunting Kontos, the dragonborn who had him written into his background, pissing the other players off who felt that the dragonborn knew more about their foe than he let on.
So the dragon shakes off the dragonborn fighter, who fails his Athletics roll and takes 4d6 falling damage, and the party claims the loot!
At this point I'm giving the new characters 1,000 gold pieces, no access to magic items, and half experience points of the lowest level character. How do other people handle introducing new characters?
The group voted on the experience rules, so I don't feel bad about them, but as the Dungeon Master's Guide isn't out, still a little 'weirded' out by allowing magic items. I might just rule that those killed by dragon breath had all their items destroyed and that their new character can start off with similiar items.
Next week we're taking a break. I'm still reading Ultimate Campaign from Paizo to get the Kingdom building rules in place. Some interesting stuff there. Too bad for the group that they just lost three positions! Take that stupid adventurers!
One of my players is going to do a paladin and wants to use the rules for assimar that are available from the Dungeon Master's Guide preview which I said okay. It's not like the rules are going to make THAT big a difference and the book will be out soon enough. Another is making a wild mage with a charlatan background.
That charlatan background bit is particularly funny to our group because one of the other players, in our last campaign, Warhammer Thousand Thrones, was an Imperial Wizard, who our hedge wizard initially labeled as a charlatan and it stuck with that character till his death.
The last player hasn't decided what she's making yet. Hopefully all of her goods and abilities are fully up to date this time!
Saturday, November 15, 2014
Kingmaker: An End To The Stag King
The fourth session of Dungeons and Dragons fifth edition finds a heavy focus on finishing off the first book, Stolen Land. This is the first part of the Kingmaker Adventure Path by Paizo. I've done very little actual conversion work, mainly flipping some hit points to a higher total and cutting way back on the experience points that the villains are worth.
For the most part, it's worked out and the players are relatively happy so that's the good news.
There will be some specific spoilers for this volume so if you'd rather not hear those, read no further but know that this adventure took four sessions to finish. There were numerous random encounters thanks to the chart included with the adventure.
Outside of the adventure proper, it includes several new monsters. Two of them, the elk and thylacine, a strange dog-rat animal, were great for background and flavor of the region but others were not encountered yet.
There are also details on the country of Brevoy, a kingdom to the north of the Stolen Lands and some fiction by James L. Sutter. I've read the whole section of fiction that follows the adventurers of Ollix Kaddar through all six volumes and their entertaining but not a lot of depth to them. Good stuff to give you some flavor for the River Kingdoms and to show how chaotic a region it is.
In terms of the group, all six players were in presence tonight. In order to try and get the Inspiration in use, I borrowed the idea of Initiative Cards that I'd seen the Game Mechanics use in the past. I had players fill out index cards with name, armor class, hit points, perception, trait, ideal, bond, and flaw with the hope that having it right in front of me would provide some reminders to give up the goods on those. Worked a little better as two players earned some inspiration but it actually happened at the tail end outside of combat.
Players in presence today:
Erdan: A monk elf. I remembered to bring the Stonehaven miniature this time. Huzzah!
Damai: A tielfling warlock.
Amun Ramas: Druid from the Egypt style portion of the setting.
Gerak: His halfling manservant (rogue)
Naronel: Elf wizard.
Kontos: Dragonborn fighter.
The players wanted to finish off one of the side quests, that of finding the taztzlwyrms. It was an interesting bit as I actually converted those over earlier. Many more hit dice and changing the poison con damage to 10 points damage on a failed constitution save. On the way to find them though, they did have a random encounter of six bandits that were no match for the group, despite the fact I threw in a bandit leader.
Afterwards they made their plans to snake into the Stag Lords fortress. In one of their earlier encounters, they discovered the secret password to get into the fortress as well as captured the special delivery of alcohol that the stag lord is fond of.
They had some good planning and it paid off. One of the lieutenants, Auchs, was quickly befriended by the halfling who played with the brute and earned his trust. Another lieutenant, Donovan, who I took to calling 'Bowie' because his miniature and illustration seems very 'glam' despite you know, being a bandit in a place where you have your own pots, was caught in a distraction that involved freeing 'beaky', an enraged owlbear.
There weren't necessarily any do or die moments for the party in the encounter as their careful preperation paid off. The Stag Lord, noted as an alcoholic in the book, was completely out as the players waited to see if the camp broke out in celebration at the bringing in of the good liquor and goods.
For the adventure, I bought numerous bandits. Some of these were from the Reaper line, some from Games Workshop (Empire Freebooters), and a few I had from various years of playing. I bought Donovan and the Stag Lord. Ugh on both of them. There are so many tiny little details and bits that it's maddening. I did Donovan up super quick with a few different shades of brown to try and match the illustration and a few washes and layers. That may sound like a lot but by keeping the colors to one tone it went much faster than it otherwise would have.
In addition I finally painted up my Pathfinder Bones Goblins that I had from the Kickstarter as well as some Kobolds. I also wound up buying some prepainted Pathfinder miniatures to try and get some mites as well as buying some Reaper mites. All in all I think I've painted over twenty miniatures for this adventure alone. Many of which will never see use again.
Who knows, maybe one day 3-D printers will allow you to print and recycle the material into another figure. That day however, was not involved in the last few weeks.
I did manage to find my old Savage Worlds blank Game Master screen. I've seen the one that Gale Force 9 has come out with and it is very nice looking and very sturdy. However is it massively reliant on you running the two official hardcover adventurers as opposed to being a general all purpose Dungeons and Dragons 5th edition screen.
So if you know of any landscape rules for 5th edition that would make for good reference, pass 'em on down!
We touched on what the players can do next in Rivers Run Red. They've decided to build the kingdom and have started the process of filling out positions, making kingdom alignment decisions, etc... I then checked out Pathfinder's Ultimate Campaign which has an updated version of that system so I might just swap into that system since we haven't delved too much into it yet.
I also have Adventurer Conqueror King but never dove too deep into those rules, instead getting it more as a nod to fond memories of OSR play.
If anyone's done any extensive kingdom building in the game with any of those rules, please leave a comment and let me know how it went for you.
I suspect that the next few adventurers will go well as the players enjoy a lot of the roaming around and exploring but a few are very intrigued by the whole king ruling process. On one hand I'm a little curious to see how it all plays out but on the other, well, four weeks of game play that's almost uninterrupted (except for the Halloween break) is a good run for us as almost all of us are working more than full time and a few have a lot of personal responsibilities. If we stopped playing sometime soon in the future it wouldn't surprise me.
For me as the Game Master, 5th edition leaves me a little cold. Again, I'm so used to the horde of material for 3.5, 4th, and Pathfinder, that I keep wondering, "why am I running this again?" but the players asked me to and I've agreed and it's not bad to GM. The numbers are generally much lower than they were in 3rd and 4th so the match is much easier. The hit points are higher for a lot of the monsters and the game doesn't care that the monsters don't follow the rules that the player's do. That was a strength of 4th edition too.
Hopefully everyone else's gaming is going well!
For the most part, it's worked out and the players are relatively happy so that's the good news.
There will be some specific spoilers for this volume so if you'd rather not hear those, read no further but know that this adventure took four sessions to finish. There were numerous random encounters thanks to the chart included with the adventure.
Outside of the adventure proper, it includes several new monsters. Two of them, the elk and thylacine, a strange dog-rat animal, were great for background and flavor of the region but others were not encountered yet.
There are also details on the country of Brevoy, a kingdom to the north of the Stolen Lands and some fiction by James L. Sutter. I've read the whole section of fiction that follows the adventurers of Ollix Kaddar through all six volumes and their entertaining but not a lot of depth to them. Good stuff to give you some flavor for the River Kingdoms and to show how chaotic a region it is.
In terms of the group, all six players were in presence tonight. In order to try and get the Inspiration in use, I borrowed the idea of Initiative Cards that I'd seen the Game Mechanics use in the past. I had players fill out index cards with name, armor class, hit points, perception, trait, ideal, bond, and flaw with the hope that having it right in front of me would provide some reminders to give up the goods on those. Worked a little better as two players earned some inspiration but it actually happened at the tail end outside of combat.
Players in presence today:
Erdan: A monk elf. I remembered to bring the Stonehaven miniature this time. Huzzah!
Damai: A tielfling warlock.
Amun Ramas: Druid from the Egypt style portion of the setting.
Gerak: His halfling manservant (rogue)
Naronel: Elf wizard.
Kontos: Dragonborn fighter.
The players wanted to finish off one of the side quests, that of finding the taztzlwyrms. It was an interesting bit as I actually converted those over earlier. Many more hit dice and changing the poison con damage to 10 points damage on a failed constitution save. On the way to find them though, they did have a random encounter of six bandits that were no match for the group, despite the fact I threw in a bandit leader.
Afterwards they made their plans to snake into the Stag Lords fortress. In one of their earlier encounters, they discovered the secret password to get into the fortress as well as captured the special delivery of alcohol that the stag lord is fond of.
They had some good planning and it paid off. One of the lieutenants, Auchs, was quickly befriended by the halfling who played with the brute and earned his trust. Another lieutenant, Donovan, who I took to calling 'Bowie' because his miniature and illustration seems very 'glam' despite you know, being a bandit in a place where you have your own pots, was caught in a distraction that involved freeing 'beaky', an enraged owlbear.
There weren't necessarily any do or die moments for the party in the encounter as their careful preperation paid off. The Stag Lord, noted as an alcoholic in the book, was completely out as the players waited to see if the camp broke out in celebration at the bringing in of the good liquor and goods.
For the adventure, I bought numerous bandits. Some of these were from the Reaper line, some from Games Workshop (Empire Freebooters), and a few I had from various years of playing. I bought Donovan and the Stag Lord. Ugh on both of them. There are so many tiny little details and bits that it's maddening. I did Donovan up super quick with a few different shades of brown to try and match the illustration and a few washes and layers. That may sound like a lot but by keeping the colors to one tone it went much faster than it otherwise would have.
In addition I finally painted up my Pathfinder Bones Goblins that I had from the Kickstarter as well as some Kobolds. I also wound up buying some prepainted Pathfinder miniatures to try and get some mites as well as buying some Reaper mites. All in all I think I've painted over twenty miniatures for this adventure alone. Many of which will never see use again.
Who knows, maybe one day 3-D printers will allow you to print and recycle the material into another figure. That day however, was not involved in the last few weeks.
I did manage to find my old Savage Worlds blank Game Master screen. I've seen the one that Gale Force 9 has come out with and it is very nice looking and very sturdy. However is it massively reliant on you running the two official hardcover adventurers as opposed to being a general all purpose Dungeons and Dragons 5th edition screen.
So if you know of any landscape rules for 5th edition that would make for good reference, pass 'em on down!
We touched on what the players can do next in Rivers Run Red. They've decided to build the kingdom and have started the process of filling out positions, making kingdom alignment decisions, etc... I then checked out Pathfinder's Ultimate Campaign which has an updated version of that system so I might just swap into that system since we haven't delved too much into it yet.
I also have Adventurer Conqueror King but never dove too deep into those rules, instead getting it more as a nod to fond memories of OSR play.
If anyone's done any extensive kingdom building in the game with any of those rules, please leave a comment and let me know how it went for you.
I suspect that the next few adventurers will go well as the players enjoy a lot of the roaming around and exploring but a few are very intrigued by the whole king ruling process. On one hand I'm a little curious to see how it all plays out but on the other, well, four weeks of game play that's almost uninterrupted (except for the Halloween break) is a good run for us as almost all of us are working more than full time and a few have a lot of personal responsibilities. If we stopped playing sometime soon in the future it wouldn't surprise me.
For me as the Game Master, 5th edition leaves me a little cold. Again, I'm so used to the horde of material for 3.5, 4th, and Pathfinder, that I keep wondering, "why am I running this again?" but the players asked me to and I've agreed and it's not bad to GM. The numbers are generally much lower than they were in 3rd and 4th so the match is much easier. The hit points are higher for a lot of the monsters and the game doesn't care that the monsters don't follow the rules that the player's do. That was a strength of 4th edition too.
Hopefully everyone else's gaming is going well!
Saturday, November 8, 2014
Kingmaker: Dungeons and Dragons 5th Edition Week Three
There was no game on Halloween. It's one of my girlfriend's favorite times of the year so I stayed home and watched horrible horror movies. There are worse ways to spend one's night.
This week one of my regulars, the youngest of our group, who plays a dragon born fighter, had a new assignment at work and was unable to make it.
On the other hand, one of my other amigos, a peer in age if not a lot of personal preferences, showed up for the first time.
I started him off at half experience. It's something that I allowed the group to decide on in terms of "Hey, if someone misses a session what do you want to do about xp?"
There was some back and forth about giving them no experience points and giving them the full quantity. I myself didn't vote as I just wanted to hear what the players wanted to do. Mind you, those that miss are already missing out on gold and magic items which I may have to tweak depending on how heavy that effects the game down the road.
This week we had the following:
Naronel: A elf wizard. He's already summoned a familiar, a hawk I believe? I made him name it as it refused to obey any of his commands until he addressed it by it's name. The player was not amused but everyone else at the table was.
Gerak: A Halfling rogue.
Amun: Human druid.
Eran: Elf Monk. I forgot his miniature from Stonehaven miniatures. As I've mentioned before, Stonehaven makes like one of the two elf monk miniatures out there and I forgot it. Ugh.
Damaia: Tielfling Warlock. She has missed one session and with the player running the elf wizard missing two session, and now one player missing this session, I now have an Excel Spreadsheet tracking the different experience point totals of the players. Sigh. One of the drawbacks to not just giving everyone the same experience points.
The players were deciding what they were going to do next. While I did throws parts of the starter set adventure, The Mines into this game, they've been pretty happy to stick with the King Maker saga despite not actually being under charter. They're pretty happy to "take the money and run" for all the numerous side quests and missions that this adventure offers them.
This week, it was find out why the kobolds are acting up. Good deal as I have a ton of Reaper Miniature's Bones kobolds already painted up. Some of them brown, some of them red. The players spoke with the purple shaman kobold leader and agreed to bring back the statue of their people if the kobolds would cease their violent activities.
Turns out the kobolds are at war with mites, more small low level enemies but of a fey nature. Because 5th edition doesn't have stats for the mites, I took used the kobold stat block as a template and tinkered with it. For example, I gave them damage resistance to weapons unless those weapons were cold iron or magic.
Add in that I noted how small the mite lair was and gave any Medium sized creature disadvantage for any melee combat. Made the fights last a little longer and made them a bit more challenging.
Knowing that sooner or later the players would probably fight the mites, I had bought two packs of metal mites that Reaper miniatures makes as well as some blister packs of the prepainted plastic ones for Pathfinder from the Shattered Star set. I managed to get more than a base coat down on the metal ones but I'm probably going to wind up popping them off their bases. They come with medium sized bases and are smaller then most of the halflings that Reaper makes.
This is why I actually like the prepainted plastic ones. They are larger and have a little more detail to them. But in a standard 'brick' of eight packs, I had no duplicates and only had one prepainted mite and one prepainted mite riding a giant spider. It wasn't a giant tick like the guy in the adventure rides, as seen here from Paizo's, but I'll take it.In some instances I needed like twelve mites.
It did make me hate the organization of the Monster Manual thought.
In practice, it makes sense I suppose to have animals and giant insects in one section of the book. Those monsters wouldn't be encountered that often.
I tell you thought, in my three weeks, because it's low level, the players have fought wolves, bears, giant spiders, giant centipedes and who knows what else that's from that section. I think it would have been better off just being in the main body of the work.
Anyway, after the players fought the mites and returned the statue, because the players dealt with the 'shaman', whose actually a reincarnated gnome sorcerer who hates life, the kobold sorcerer demanded the death of the players. The kobold cheiftan turned on the sorcerer and many kobolds were fighting the players.
Cantrips in the new edition are nice and deadly. It's a good way to give the old 'fire and forget' characters some staying power in the game. Of course those nifty tricks now become less and less useful as the players gain in power and ability but start off nice and powerful.
I fudged around with the xp values for some of the encounters as Pathfinder, especially at low levels, uses a much higher experience point base for many of the enemies than Dungeons and Dragons does. Despite that, all of the players are now third level.
Like many, I'm one of those Dungeons and Dragons 5th edition players and Dungeon Masters that is eagerly awaiting the release of the Dungeon Master's Guide. I'm hoping that it can bring a lot to the table because having to guess what magic items do for example? Not a good feeling. From previews and the current free version though, it's annoying that there are no prices for magic items already.
Looking up things like Boots of Elvenkind? The magic items in the free download are anemic enough to not have one of those traditional magic items that stretches back to 1st edition. Ugh. Not a big deal yet as the player's haven't had the chance to use them, but they will next week so I'm sure I'll have thought of something by then.
So three weeks in and we're still messing around with a few things.
1. The five foot step: We've all played a lot of 3rd and 4th edition so we can looking that one up.
2. Rogue flanking.
3. Surprise and Advantage in the attack!
Overall the game runs fairly well but feels very limited by the amount of material out for it. This isn't necessarily a bad thing as a consumer, but I'm 'itchy' in that I'm used to the support 3.5, 4th edition, and Pathfinder offer. With no Dungeon magazine and no Dragon magazine, the game feels very 'tight' or 'restricted'. But I know I can 'convert' stuff if I have to, but I have no desire to do that with things like the races which seem to have these weird subrace types and other bits. Heck, there's no Dungeon Master's Guide out yet so how would you even convert magic item with little to compare them to.
Oh well, the Kingmaker adventure path has given us three sessions so far from just the first adventure and I think we'll squeeze two more out of it before it's done the way the player's tend to plan so we'll see how it goes from there.
This week one of my regulars, the youngest of our group, who plays a dragon born fighter, had a new assignment at work and was unable to make it.
On the other hand, one of my other amigos, a peer in age if not a lot of personal preferences, showed up for the first time.
I started him off at half experience. It's something that I allowed the group to decide on in terms of "Hey, if someone misses a session what do you want to do about xp?"
There was some back and forth about giving them no experience points and giving them the full quantity. I myself didn't vote as I just wanted to hear what the players wanted to do. Mind you, those that miss are already missing out on gold and magic items which I may have to tweak depending on how heavy that effects the game down the road.
This week we had the following:
Naronel: A elf wizard. He's already summoned a familiar, a hawk I believe? I made him name it as it refused to obey any of his commands until he addressed it by it's name. The player was not amused but everyone else at the table was.
Gerak: A Halfling rogue.
Amun: Human druid.
Eran: Elf Monk. I forgot his miniature from Stonehaven miniatures. As I've mentioned before, Stonehaven makes like one of the two elf monk miniatures out there and I forgot it. Ugh.
Damaia: Tielfling Warlock. She has missed one session and with the player running the elf wizard missing two session, and now one player missing this session, I now have an Excel Spreadsheet tracking the different experience point totals of the players. Sigh. One of the drawbacks to not just giving everyone the same experience points.
The players were deciding what they were going to do next. While I did throws parts of the starter set adventure, The Mines into this game, they've been pretty happy to stick with the King Maker saga despite not actually being under charter. They're pretty happy to "take the money and run" for all the numerous side quests and missions that this adventure offers them.
This week, it was find out why the kobolds are acting up. Good deal as I have a ton of Reaper Miniature's Bones kobolds already painted up. Some of them brown, some of them red. The players spoke with the purple shaman kobold leader and agreed to bring back the statue of their people if the kobolds would cease their violent activities.
Turns out the kobolds are at war with mites, more small low level enemies but of a fey nature. Because 5th edition doesn't have stats for the mites, I took used the kobold stat block as a template and tinkered with it. For example, I gave them damage resistance to weapons unless those weapons were cold iron or magic.
Add in that I noted how small the mite lair was and gave any Medium sized creature disadvantage for any melee combat. Made the fights last a little longer and made them a bit more challenging.
Knowing that sooner or later the players would probably fight the mites, I had bought two packs of metal mites that Reaper miniatures makes as well as some blister packs of the prepainted plastic ones for Pathfinder from the Shattered Star set. I managed to get more than a base coat down on the metal ones but I'm probably going to wind up popping them off their bases. They come with medium sized bases and are smaller then most of the halflings that Reaper makes.
This is why I actually like the prepainted plastic ones. They are larger and have a little more detail to them. But in a standard 'brick' of eight packs, I had no duplicates and only had one prepainted mite and one prepainted mite riding a giant spider. It wasn't a giant tick like the guy in the adventure rides, as seen here from Paizo's, but I'll take it.In some instances I needed like twelve mites.
It did make me hate the organization of the Monster Manual thought.
In practice, it makes sense I suppose to have animals and giant insects in one section of the book. Those monsters wouldn't be encountered that often.
I tell you thought, in my three weeks, because it's low level, the players have fought wolves, bears, giant spiders, giant centipedes and who knows what else that's from that section. I think it would have been better off just being in the main body of the work.
Anyway, after the players fought the mites and returned the statue, because the players dealt with the 'shaman', whose actually a reincarnated gnome sorcerer who hates life, the kobold sorcerer demanded the death of the players. The kobold cheiftan turned on the sorcerer and many kobolds were fighting the players.
Cantrips in the new edition are nice and deadly. It's a good way to give the old 'fire and forget' characters some staying power in the game. Of course those nifty tricks now become less and less useful as the players gain in power and ability but start off nice and powerful.
I fudged around with the xp values for some of the encounters as Pathfinder, especially at low levels, uses a much higher experience point base for many of the enemies than Dungeons and Dragons does. Despite that, all of the players are now third level.
Like many, I'm one of those Dungeons and Dragons 5th edition players and Dungeon Masters that is eagerly awaiting the release of the Dungeon Master's Guide. I'm hoping that it can bring a lot to the table because having to guess what magic items do for example? Not a good feeling. From previews and the current free version though, it's annoying that there are no prices for magic items already.
Looking up things like Boots of Elvenkind? The magic items in the free download are anemic enough to not have one of those traditional magic items that stretches back to 1st edition. Ugh. Not a big deal yet as the player's haven't had the chance to use them, but they will next week so I'm sure I'll have thought of something by then.
So three weeks in and we're still messing around with a few things.
1. The five foot step: We've all played a lot of 3rd and 4th edition so we can looking that one up.
2. Rogue flanking.
3. Surprise and Advantage in the attack!
Overall the game runs fairly well but feels very limited by the amount of material out for it. This isn't necessarily a bad thing as a consumer, but I'm 'itchy' in that I'm used to the support 3.5, 4th edition, and Pathfinder offer. With no Dungeon magazine and no Dragon magazine, the game feels very 'tight' or 'restricted'. But I know I can 'convert' stuff if I have to, but I have no desire to do that with things like the races which seem to have these weird subrace types and other bits. Heck, there's no Dungeon Master's Guide out yet so how would you even convert magic item with little to compare them to.
Oh well, the Kingmaker adventure path has given us three sessions so far from just the first adventure and I think we'll squeeze two more out of it before it's done the way the player's tend to plan so we'll see how it goes from there.
Saturday, October 25, 2014
Kingmaker: Dungeons and Dragons 5th Edition Second Session
I continue my bastardization of running the Mines adventure that comes with the Dungeons and Dragons starter box set mixed in with the Kngmaker Pathfinder adventure path that takes place in the River Kingdoms.
This week's adventurers included:
Gerak: Thief halfling: The player is using an old prepaint from the Dungeons and Dragons miniature line.
Kantos: Dragonborn Fighter: The player is using an old prepaint from the D&D line. He's lucky that my friend, Tom, whose house we're playing at, has a ton of these. Tom was quite the collector back in the day.
Amun Ramas: Druid: Using a metal Reaper cleric with an Ankh staff to represent his Osiron (Egyptian) character. I painted this for him a few campaigns ago but thanks to the Army Painter dip I used, it's still in great shape. That stuff keeps a nice hard shell around the figure.
Erdan: Elf Monk. Using a prepainted figure from the batch, but that prepaint is not an elf. I just finished painting an actual elf monk from Stonehaven, but the gloss coat I threw on it to protect it hadn't dried yet so I'll bring that over next week. Note, there aren't a lot of figures that fit this race and class combination. I think that Reaper has one and that's about it. Too bad I'm personally not a fan of either sculp but you take what you can get.
Erik, who is playing the elf monk, was running late so the group decided to do a little exploring and to hunt down Tuskgutter, one of the side quests in the adventure. This would be one of the things that set the tone for the game in that monsters look like they have a lot of hit points but that tends to be countered with poor Armor Class values.
The group killed the giant boar and make their way back to the encampment as Eric had arrived at that time. With their elf monk in hand, they made their way down to the bandit hideout, which they knew its location from capturing a bandit in an attack against the outpost. On the way, the encampment leader, Olog, asked the party to check in on the hermit who provides the outpost with potions.
The party had an encounter with some wild hogs, rolled off the random encounter table, but after fighting Tuskgutter, I didn't want to fight out another combat with pigs so I ruled that the party made short work of them and that they continued on their way.
Meeting the eccentric potion maker, they did him a little favor, gathering some various berries, during which time I described a few of the local bits of fauna and flora to give the players more information on the River Kingdoms region. The eccentric old man offered them 25% off potions but hey, when they looked at information on Potions of Vitality, no actual prices. I ruled that if a potion of healing for 2d4+2 was 50 gold, that Vitality, which does a lot more, was 100 gold.
Looking real forward to that Dungeon Master's Guide. The current download also didn't have prices, not does the starter adventure.
A few set encounters on the way to the bandits included some kobolds that were resting in a field of radishes, and a huge trap door spider, both of which the party made relatively short work out of. One of the players got a little too enthusiastic in his cleaning of the trap door's spider lair by using his dragon breath on the lair and set aflame the webbing and some paperwork that was down there.
Ooops for him. It's like when players smash open a chest with potions. If you insist on doing things the violent way...
I had an NPC cleric join the party while they were fighting the bandits. I figured that they were short one character so it shouldn't be that big of an issue. The fight was run with generic bandits and a bandit captain and the players did fairly well although the dice sometimes turned against them.
The party returned to the outpost and encountered a few more travellers who'd either come here due to visions, a priest looking for an ancient temple, or because they were here to 'officially' fight bandits from the home kingdom.
I had the druid of the party have a vision of the White Elk, a herald of 'Old Deadeye', a farmer's god of battle so to say. The White Elk showed the druid where the ancient temple was and the party managed to clear out the cursed individual there who was a maddened Polar Bar (aka Cave Bar variant from the Monster Manual.)
The party made enough XP to get up to third level.
In terms of the original starter adventure, the I switched out the Forgotten Realms city for Pitax, a city of scum and corruption in the River Kingdoms, and the party will probably head there after fighting against the 'Stag Lord', the main antagonists of the first chapter of Kingmaker.
While using the 5th edition Monster Manual, not a fan of it in some instances. In many ways, 3rd edition brought animals into a meaner place with the various 'Dire' versions of things. There's no template for that in 5th edition that I saw but I was able to use various animals like the giant spider and polar bear to make up for most of the things I needed. Running kobolds and bandits also proved easy.
Another quirk of 5th edition? And it could be I'm missing it, no masterwork items. I could have introduced them to the game but m'eh. I'll live with those not being available.
The relatively low armor class of the characters, the highest being the dragonborn fighter with a shield and his armor, was 18. Everyone else tends to be in the 14-15 range.
Still haven't handed out any inspiration. Think I'm going to have to ask the players to write the various bits that they get inspiration for and use it for reference or something. The Dragonborn player described his handling of Tuskgutter well and I probably should have given him a point for that. But to be honest, I'm not feeling the love for this mechanic. It seems very limited, especially if you can't have more than one at a time.
Maybe I'll offer to give them a point if they write up campaign session recaps? Not sure. How's everyone else handling it?
In terms of props, I used the old map tile set Ancient Forest. Let me say that I'm thankful Paizo figured out a better way to store and keep those tile sets? The new one, Forest Trails for example, the new forest pack and it comes in its own holder and has a miniature version of itself on the back. This allows you to see which tiles go with which set and allows you to keep them together without having to rubber band the package? Fantastic work there! It's an actual evolution of a product.
Compared to the flip mats, the tiles are still a pain in the ass. The flip mats, you bust out the mat and slap it down. These you still have to assemble. Mind you, I like a little variety so I have both but in terms of easy of use? Yeah, the flip mats take the cake here. I have the old one by Gale Force 9, but as we're playing at a friend's house, I'm not carrying my whole library over there every week.
Note for those who might be interested in the Pathfinder setting in this region, Paizo offers for free, a Player's Guide that's supposed to allow players a bit of customization to fit in the region here: http://paizo.com/products/btpy8dqh?Pathfinder-Adventure-Path-Kingmaker-Players-Guide
In terms of Dungeons and Dragons 5th edition itself, I'm actually kind of disappointed and okay with it at the same time. The dearth of support coming from WoTC, especially in terms of content that would keep me interested in coming back to the site, is amazing in this digital day and age.
On the other hand, the game system, from a few plays so far, seems a lot easier to wing. It seems a lot more compatible with the material that's already available. Good for me, bad for WoTC. I wasn't impressed with their previous hardcover adventure Hoard of the Dragon Queen and am seriously thinking about cancelling my preorder for The Rise of Tiamat. If I can run any of the hundreds of older bits I have, if not completely free range it, my need for actual new product drops pretty close to zero.
How's everyone else finding the system? My players haven't complained about the lack of fiddy bits like Prestige Classes or Feats, which is surprising in it's own one as one of the guys is a master of manipulating game systems. To see him 'cool' with the relatively limited amount of options in the Player's Handbook is interesting.
I still need to find my old make your own game master screen and put together a few of the rules on combat, although we didn't run into any show stoppers this session.
Next week I imagine that the players will take on the Stag Lord and then move back into the starter adventure so I'm curious to see how that goes. They may be a little more powerful but I doubt they'll be much higher.
Labels:
Dungeons and Dragons 5th edition,
Kingmaker,
Maps,
Miniatures,
Paizo,
Pathfinder
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