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Monday, May 23, 2016

Tales From the Infinite Staircase - The Dream Well

This past week I had a lot of real life work stuff to take care of. Usually I like to prepare a day or two in advance, and then put some final touches on my plans a few hours before game time. But for this game, I had to wait until game day to assemble everything into a cohesive adventure plan.

The night before we played, I actually had a nightmare about being unprepared. In the dream, I was trying to run a game at a game store and I realized I had nothing prepared. The session starts and I was trying to make stuff up off the top of my head and it was terrible. I could tell the players thought it was terrible, too.

Modifications: I completely altered this adventure. Tales from the Infinite Staircase is purposely vague. The Iron Shadow is barely described, the adventures can be run out of order, and there's really no final showdown with the bad guy. In fact, half of the adventures have little or nothing to do with the Iron Shadow.

I'm adding in For Duty & Deity, which is a sort of 'crossover' adventure in the Forgotten Realms. I've tried my best to meld this into a cohesive story. I decided to add some major recurring villains.

The Devils: I made up recurring villains. The heroes have been sort of given a mission from the Lady of Pain - stop the Iron Shadow. The shadow is a piece of the Lady of Pain that was expelled from her when Bidam gave her the Heart of the Lady of Pain. Theran has this magic book which is aiding him. The Devils have been given the exact opposite mission by the Iron Shadow. Quimath the Kyton has a book, too, also aiding him.

The best thing about devils is that when you kill them, they just reappear in hell. The only way to truly slay them is to kill them in Hell. That means my bad guys can keep coming back.

Splitting up the Party: The general rule of thumb in D&D is "don't split the party." Everyone dies, or everyone gets bored. But I saw Chris Perkins do it on Dice, Camera, Action and it was the best session of his campaign so far. I decided to experiment tonight and see if it could work with my group.

It did work just fine, and it actually added quite a bit to the game. I think there are some key things to remember:
  1. Make sure you jump between the players quickly. Keep your eye on the inactive players, and if they look like they are getting restless, jump back to them.
  2. Allow meta-gaming. Let the inactive players make suggestions and brainstorm ideas. This will keep them involved, and honestly it is probably going to happen anyway. What that means is that when you design a scenario for a split group, assume the other players will chime in and plan for it in advance!
Hag Planning: I think I mentioned last time that I am planning a big hag-based adventure that should take place in about 7 sessions from now. During this past week, I started working on a Guide to Hags for this blog. I dug up this gigantic article from a Dragon Magazine Annual called "Pox on the Planes." This article that has tons and tons of new information on hags, soul larvae, the Gray Waste and "Altraloths." I have never seen or heard of this before. Some of that material went right into this session.

Theran's Lament: I should mention that over the past few sessions, a weird thing began to brew. I originally ran Theran's apprentice as if she was interested in him romantically. Theran told her that he didn't want to sully the teacher/student relationship. So I had her take it to heart and she moved on, focusing on her quest for revenge against the rakshasa, Raja Khan.

But last week, George (Theran's player) piped up and asked me why Selinza wasn't interested in Theran any more. I was kind of taken aback. I told him that she had taken him at his word.

Since that moment, Theran has been messing around with all sorts of ladies in true Fafhrd and the Grey Mouser fashion.

What's interesting is that Theran's beliefs (which are very important in Planescape) are all about preferring learning and knowledge to making social connections.

I am thinking of trying to set up a situation where Theran has to make a choice between learning something of tremendous value, or of rescuing his apprentice from a very dangerous situation.

Maybe in each session I'll try to put in a subtle "test," to see what Theran really thinks of his apprentice and what he values more, learning or connecting with people.

Last Time: Bidam and Fall From Grace fell into some random plane, possibly never to be seen again! Theran and his apprentice, Selinza remained in the Infinite Staircase.

The Party

(Jessie) Bidam - Platinum-Scaled Dragonborn Fighter
(George) Theran - Drow Wizard
* NPCs - Fall From Grace (Succubus Paladin), Selinza ("Litorian" Wizard, level 5)

You know, it's funny. Selinza is a white tiger cat/human hybrid, right? I decided she was a Litorian from Monte Cook's Arcana Unearthed. She should be a Shifter, right? I can't believe I forgot about that race.

We start off with Theran and Selinza in the Infinite Staircase, looking down at the spot where Bidam and Theran vanished. George was still sure that there was some way to fix this. He thought about jumping in and following them, but the lillend nearby told him that he'd likely appear somewhere else entirely. He tried to figure out how to find them. Eventually, thanks to NPC nudging, he realized that maybe this Dream Well could help him find them.

He had dreamed about the Dream Well, and knew how to get to it. He and his apprentice ascended the stairs and made their way to a small landing made of gray-white stone. The door was made of burnished bronze covered in strange (githyanki) carvings.

Theran & the Githyanki City

The Githyanki City
They stepped through, and found themselves in a githyanki city in the astral plane. The city was on  floating moat designed to look like a person, sort of.

Because this was the Astral Plane, Theran and his apprentice were able to fly.

Looking down on the city from a tower, they saw that there were dead githyanki everywhere. They had been dead for days. Many extraplanar dogs (spectral hounds) roamed the streets, eating whatever they could scavenge.

The heroes began to wander, searching for the Dream Well. They spotted two strange winged creatures and avoided them.

Two spectral hounds sniffed out the heroes (Selinza is constantly fixing her hair, doing her nails and spraying perfume, thus she is easily scented) and attacked them. Each of them got bit once, but they were able to drop the hounds with magic missiles and a well-placed fireball.

The fireball explosion attracted the strange winged creatures. One of them said in a kind voice, "Greetings..."

Bidam & the Larva

Soul Larvae
Meanwhile.. Bidam and Fall From Grace had appeared in a strange realm with no sun. Everything here was gray and white. they were in a forest of dead trees.

A creature approached them from behind a tree. It was a five foot long worm with the face of a man. It was a soul larvae! Bidam used his breath weapon on it, and Fall From Grace finished it off with her sword.

Fall From Grace explained just what a soul larvae was:
  • When an evil person dies, they become a soul larvae. Hags collect them and sell them to demons, devils and liches. The demons and devils love soul larvae, because they can turn them into imps and quasits. To them, soul larvae are "premium" souls that can start off their fiendish career at a higher rank than most other demons and devils.
Fall From Grace flew up in the air to look around. She didn't know what plane they were on, but she spotted a dusty settlement in the distance. They decided to head for it...

Theran & the Shedu

Shedu
Back in the githyanki city, The group met creatures called "Shedu." They were winged lions with human heads. They despised evil, and sensed goodness in Theran and his apprentice. They gave the heroes a pile of backstory:
  • Four days ago, the city had been attacked by psurlons (worm-creatures). The psurlons killed all the githyanki here and moved on.
  • The spectral hounds were pets of the githyanki. Now they roamed the city in a feral state.
  • There were some githyanki still alive over in the building that contained the Dream Well.
  • Some devils had arrived not long ago and headed for the Dream Well. One of the devils had a big iron book. The players gasped when I said this. They picked up on my idea immediately.
Theran and Selinza thanked the Shedu, and flew over to the building with the Dream Well. They quietly flew over to the entrance and eavesdropped.

This is where I got to introduce my recurring villains! I gave them German accents. Why? Because every time I make a bad guy with a German accent in one of my campaigns, the players love it. Every time!

Here are our recurring villains:
  • Quimath: A kyton (chain devil). He has a book like Theran's, except his is iron. He runs a fortress in Hell called Panos Qytel. The bad guys job is to bring the Iron Shadow all throughout the planes, draining creativity and causing people and places to vanish.
  • Feurina the Hell Hound Whisperer: A warder devil from 4e. Warder devils are females with huge flaming swords and a teleport ability called "Hell's Step." If you remember in Curse of Strahd, there is a vestige known as "Seriach the Hell Hound Whisperer." I thought it sounded cool, so I have made Feurina a disciple of Seriach. She has the ability to speak to and command hell hounds.
She has one hell hound with her...

Hell Hound
In future adventures, they will also bring a gorechain devil with them, which is basically an ogre/chain devil from a 4e book. I'm saving him to use as a surprise.

Theran and Selinza whispered back and forth, and decided to just watch the devils and hoped that they would leave.

While babbling in Infernal/German, Quimath the kyton climbed into the Dream Well and had an experience. After a few minutes, he climbed out and the devils headed for the exit. Theran and Selinza flew to the back of the building, and Theran told Selinza to make herself invisible.

Unfortunately, I rolled a perception and the hell hound smelled Selinza's perfume! Feurina and her dog flew over and spotted Theran. She called "Herr Kyton" over and after a brief discussion, Quimath told her to kill Theran. Quimath left.

Theran cast an ice storm spell which killed the hell hound and enraged Feurina. I had decided hat Feurina's big flaw was that she loved her hell hounds so much that the heroes could use that fact to their advantage.

Selinza flew above Feurina, became visible and started firing off magic missiles cast at a higher level.

Feurina teleported out of the ice storm and appeared next to Theran. Her huge sword burst into flames and she sliced into him. Within a few rounds, she rolled a critical hit and dropped Theran into negatives.

On her very next round, she teleported up to Selinza and rolled another critical! Selinza was down, too!

Feurina was down to just 8 hit points! It was an epic battle that actually works out great as far as making the recurring villains a true menace. The dice told the story on this one.

Bidam & the Hag
Hag
Back in the other realm, Bidam and Fall From Grace were traveling through the forest of dead trees. They felt like they were making no progress despite walking for hours.

They came upon a battle. Demon and devil soldiers were clashing. This was a battle of the Blood War, the eternal war between the lawful evil devils and the chaotic evil demons.

Most of the participants were dead. The last two demon spawn adepts killed the last two devils. The devils vanished in a puff of smoke.

This was an opportunity for me to have Fall From Grace explain that when devils were "slain", they simply vanished and reappeared in Hell. The only way to truly kill them is to slay them in Hell.

Bidam and Fall From Grace rushed the demons and killed them. They picked around the battlefield looking for loot, and they realized someone was coming.

It was a hag, leading a herd of soul larva. The heroes hid. Bidam's hag doll sprung to life and made happy noises.

Bidam decided to try to make friends with the hag using the hag doll. It worked. The hag doll has three "children" in her belly. The doll gave one to the hag, who was delighted.

This hag was Jenny Greenteeth, the NPC hag from the Curse of Strahd Adventurer's Guide. The hag agreed to help the group get to the settlement, if they would do favors for her (Jenny Greenteeth has a random chart of favors that I find hilarious). The heroes reluctantly agreed.

Jenny explained that they were in the Gray Waste, an infinite realm that was the embodiment of apathy, hopelessness and despair.

Traveling worked differently here. The heroes would most likely never reach the settlement. In order to truly travel here, you have to not concentrate on your destination. Lack of desire lets you travel ten times faster. The heroes tried it, and began to zoom toward the settlement.

The place has a sign that read: "The Grand Larvae Emporium."
  
Theran & The Dream Well

Back in the Astral Plane, Theran and Selinza had been left for dead. They were making death saves. They rolled a few. Theran rolled a one! He accrued two failures in a single roll. One more, and he was dead-dead.

Next thing they knew, they were getting mouth-to-mouth by the Shedu. Selinza barfed. The Shedu had saved them.

The group thanked them and proceeded to the Dream Well. The Shedu came along to guard the wounded wizards.

The well was 3 feet high, 12 feet in diameter and made of mortar and stones. It was 7 feet deep and had no water.. instead, a shaft of light rose out of the well. Theran climbed in and connected to the Dream Well, which gave him visions and abilities:
  • Magic Book: Theran's book was enchanted. It could reverse the effects of the Iron Shadow, but doing so drained Theran's life force.
  • Traveler's Ring: Theran learned the magic recipe to create traveler's rings, a magic item that allowed you to cast True Strike on yourself once per day. The players were underwhelmed by this. Hey, I thought it was cool.
  • The Rakshasa: Theran saw Raja Khan's face, and a skull super-imposed over it. Theran thought that meant Raja Khan was dead. Not quite!
  • Dabus: He saw a vision from his own perspective, of him being inside the legendary forbidden Dabus city. This is foreshadowing major stuff that will happen in the next two sessions.
  • Memory Storage: Theran figured out how to give himself a power - the ability to store his memories in a ball of light. He was able to create a "pocket" in the side of his torso to store the sphere and other small things in. This ability was etched into his soul, so even if he died and was reborn as an angel in Celestia, it would still be there. I did not expect my players to point out that Theran had a vagina in his side. They hooted and hollered as I tried to explain that it was not a sex organ of any kind, it was merely an awesome little magic cavity for him to hide stuff.
  • Grazzt: Theran had a vision of the goddess of love, who currently was walking the worlds as a mortal (I established this sessions ago) being wooed by Grazzt, the demon lord. This foreshadows For Duty & Deity, which I will be running for the next few sessions.
  • City Vanishes: Theran saw the Iron Shadow causing a city in the Outlands vanish. This city is Sum of All, and the heroes will be going here in one of the final chapters of the Infinite Staircase.
  • Devil City: Theran saw a brief vision of a city in hell made entirely of Chains. This is Jangling Hiter, the kyton city that is likely to be the setting of the final showdown between the recurring villains and the heroes.
Suddenly, the githyanki city rumbled. Theran heard faint shouting. He snapped out of it and climbed out of the Dream Well. Selinza had been calling for him.

Selinza pointed outside the building. The Iron Shadow was here, and she was godzilla-sized! She loomed over the city and was using her power to make the entire place vanish.

Bidam & The Grand Larvae Emporium

Fall From Grace
Back in the Gray Waste, Bidam and Fall From Grace went to Jenny Greenteeth's home. The favors: Fall From Grace had to give the hag a long, lingering embrace, which was creepy. Bidam was told to fill a container with his saliva.

You can probably guess that Bidam did something really gross to spite the hag. Yes, while the hag was hugging Fall from Grace, Bidam ejaculated into the container. I think it would be funny for the hag to use it in a ritual and have the ritual go wrong somehow. I'll have to mull it over. In fact.. I just had an awesome idea that will probably pop up when I run the hag adventure.

Bidam and Fall From Grace explored the Grand Larvae Emporium, asking around about how to get out of this plane. Everyone they met had been drained by the plane, and were apathetic. They told the heroes that it was hopeless. "What's the point in leaving? Why bother?" The heroes bumped in to a number of minor encounters:
  • "Dead Poolers": Gamblers who bet on Blood War skirmishes. The main bookie had poles on his back that held up big banners.
  • Clue: A group of blood war soldiers walked by, led by a marilith. This is a very subtle clue to something that happens next session.
  • A Hag Grooming a Nightmare: I wanted to associate nightmares with this place, as they will play a big part in my hag adventure. Bidam wanted to steal the nightmare, but backed down from the idea after considering it for a moment.
  • The Halfling: They saw a halfling staring at them. He had color, unlike the other citizens, who were white and gray - drained by the Gray Waste. The group greeted him, and it turned out that he was a mute. He wrote on parchment to communicate. His name was Karagesh.
Risky Business: This halfling is crucially important to next session! I don't want to say more even though I know my players don't read this blog. I feel funny about spoiling it. So much hinged on this guy befriending the party. Thankfully it worked out perfectly.

Karagesh pointed out that the group was being followed!

Barbed Devil
It was true. A barbed devil named Tarnalak was following them. Long ago, Fall From Grace's mother Red Shroud sold her to the devils. For many years Fall From Grace lived in Jangling Hiter, city of the kytons. There, she was an agent of the ruler of the city, Pollus Windmane.

Tarnalak was one of many devils who met Fall from Grace during this time and wanted her as their consort.

Now, Tarnalak saw her in the Gray Waste of all places, and wanted to whisk her away to his home and make her his devil girlfriend or whatever.

Tarnalak greeted her and said some sleazy stuff. Fall From Grace flew into a rage and attacked! Throughout this battle, the halfling Karagesh did things to give the heroes advantage. He slapped a nightmare so that it kicked the barbed devil. He grabbed a banner from a "Dead Pooler" and covered the devil's eyes.

Bidam rolled a natural 20 with his sword of sharpness and the barbed devil got beat up really badly. In just a couple of rounds, he was slain and he vanished in a puff of brimstone.

Bidam loved the halfling and wanted to "keep" him. This is exactly what I had hoped for.

He led them to a portal. It was a giant, spinning translucent coin. To activate it, you needed to use a platinum piece as a portal key.

Bidam had plenty of platinum. The group used the portal to head to the Outlands and from there, they returned to Sigil.

Theran & the Iron Shadow

Back in the astral plane, the Iron Shadow was draining all of the creativity from the githyanki city, causing it to vanish entirely. Theran, Selinza and the Shedu flew for the door to the Infinite Staircase.

I had a series of events planned, but there was a wrinkle. First, the Shedu began to vanish. Theran's book glowed. He could reverse the effects on the Shedu, but he'd have to give up half his hit points. Problem: He had one hit point!

Theran had to make a split decision. He decided to use the book. The Shedu were saved! Theran was unconscious! It was up to his apprentice to get him to safety!

Theran began to vanish. Selinza made some rolls, grabbed him and flew him through the door to the Infinite Staircase. Theran was safe, but one of his magic items had vanished forever - his ioun stone. The truth is that he forgot about it the moment he got it. He has never used it, and I have pointed it out to him more than once. It bothered me so I decided to use this to get rid of it!

Return to Sigil

The adventurers reunited in Sigil and told each other what had happened. Then they took a much-needed rest.

Theran headed to his bedroom in the office building. He realized someone was hiding in his wardrobe. He pulled out his wand of lightning bolts, and it turns out that one of his employees that he messed around with last session was hiding in wait for him.

This was Convivia Kettle, the "Saucy Tart" from the Gary Gygax harlot table. I decided that she really likes Theran and I wanted to see what he'd do. Theran had massive flaming sword wounds, and staggered to his bed. He protested, but Convivia bandaged his wounds and did the Indiana Jones "Where does it hurt" thing and Theran fell asleep. She stayed there with him.

Downtime Carousing

We burned through a bunch of stuff:
  • Paladin Story: I gave the group an opportunity to do something with the 'paladin is destined to have a magic baby' story, but they didn't bite.
  • Fall From Grace Origin: Fall From Grace told the group about her life among the devils, and talked about Panos Qytel, the fortress that is the site of the final adventure in the Infinite Staircase book.
  • Plan is in Motion: Karagesh the halfling made himself useful, cleaning the festhall and doing errands. He went in and re-organized Theran's wizard lab, which I really had my fingers crossed for. Theran was wary but accepted the little fellow. And thus next session is set up and ready to go!
  • Noice, Noice: Chad Menses and Dorpin No-Beard convinced "B-Slice and T-Slice" to party with them in Sylvania. A 4e skill challenge ensued, where the group met some women in Greek togas, fended off a muscly fellow named Testosticles who challenged them to feats of strength (the group mage handed Dorpin's vomit into the poor guy's face) and hooked Chad up with a lady named Romanticania. All of them woke up with a hangover each next to a different lady. Bidam's power kicked in and he gave a metal heart to a woman named Urethragoria.
Next time, I am going to shoehorn an adventure featuring Iggwilv into the set-up for For Duty and Deity and I'm pulling the trigger on the Karagesh the halfling mega-scheme.

Click here for the next chapter.

Tuesday, May 17, 2016

Dice, Camera, Action: Episode 8 - Curse of Strahd

Diath & Strix
Episode 8: Really Most Sincerely Dead

You can watch this episode on youtube here.

Special thanks to Durian, who graciously allowed me to use her depiction of Strix and Diath in this article. She is an awesome artist and a nice person! I see she has made more DCA art. Check it out on her tumblr here.

Jared couldn't play this week, so we have only 3 players. It feels really weird.

Last Time: The group got split up in Vallaki. Strix met Lady Wachter and Diath was about to be hung...

The Waffle Crew

(Anna) Evelyn - Human Paladin of Lathander
(Nathan) Paultin - Human Bard 
(Holly) Strix - Tiefling Sorcerer 

Strix is with Lady Wachter. She brings Strix down to the cellar to meet Wachter's "book club" (band of devil worshipers). Strix is freaked out, so she makes up a story about cats on fire but Lady Wachter sees through it.

Strix pulls out the demon ichor that she took from the hags. She throws it on the ground and casts firebolt on it. She rolls a natural 20 and ignites it! There is an explosion and the cultists robes burst into flames. Strix tries to run to the stairs but a skeletal hand reaches up from under the floor and grabs her ankle.

Meanwhile, over in the Blue Water Inn, Evelyn wakes Paultin up. Ireena is there, too. They head out to the stocks to find Diath. They spot a huge flock of ravens hovering over the town square. The heroes hear what sounds like children screaming.

Back in the cellar, Strix casts Misty Step. She teleports out of the hand's grasp and appears at the top of the stairs. She opens the door and is looking for an exit. Her brother, Izek, is banging on the door outside the house calling for Strix. She runs over to him. Wachter's spy, Ernst, is lying on the ground. Apparently Izek beat him up.

Strix teams up with Izek and they head down into the cellar. Five skeletons rise up from the ground and attack Izek. Strix tells Wachter to "Suck it." As Izek does battle, Strix runs away out of the house and in search of her allies.

In the town square, a guard is being attacked by a flock of ravens.  Evelyn spots Diath. He's dead, hanging from a noose.

Evelyn prays for Diath and Paultin plays a song. Suddenly, time slows for Evelyn. The world is responding to her dismay. Evelyn calls on the Morninglord to save Diath. Evelyn senses that Diath has not gone into the light.

Looking up, Paultin sees a massive skull in the clouds. It dissolves. I am not sure what this is all about.

Strix arrives and the group is united once more. The group brings Diath's corpse to St. Andral's church. Ireena heads to the inn.

The group meets a handsome gravedigger named Milivoj. In the church they meet an old, thin priest named Lucian Petrovich. Evelyn asks him to perform last rites.

The group starts arguing about whether Diath's spirit can move on or not. The priest says nobody's soul can leave Barovia.

The priest says that the Abbot of St. Markovia Abbey might be able to help. We're going to Krezk! To get there, "You must travel through wolf-infested forests.."

The group leaves the church and both Strix and Evelyn say goodbye to the handsome gravedigger. He stares at them dumbly.

The group pays two wolf hunters (Stoldar and Yevgeni) to come along with them. The heroes are told by the owner of the Blue Water Inn that, if they can, they should check out the Wizard of Wines winery. Wine shipments have mysteriously stopped arriving.

Diath's body is wrapped up in a blanket like a "corpse burrito." Paultin flirts with some really harsh guards, and the heroes leave Vallaki.

As they hit the road, they spot a Vistani camp nearby. The NPC hunters refuse to go visit the vistani. The group goes to check out the camp. Strix has a spontaneous freakout over Diath.

When they get themselves together, the group approaches the camp. A guard warns them that they should go away. The guard is an elf with dark eyes and skin (he's a dusk elf). He tells Evelyn that most of the vistani are out looking for a missing child named Arabelle.

The group decides to turn back and head to Krezk. They want to find the kid, but they feel like they need to try to raise Diath first. The dusk elf warns them that St. Markovia's Abbey is a place of madness.

Strix says, "The Waffle Crew will be back." I think that's the first time the waffle moniker has been uttered in-game. I still don't think they've gotten to eat waffles yet. Maybe once Strahd is dead...

During their journey on the road, the group passes Argynvostholt, home to a silver dragon. The wolf hunters are alarmed at the lack of wolves. Strix assumes there's a wolf army waiting for them.

The group arrives at Krezk.  That's where we stop.

Chris says the next session will be crazy. I am guessing that Diath rises up as a revenant, but who knows!

Timestamps
  • (55:30) Removing Diath from the noose.
  • (1:13:30) Evelyn is so distraught.
  • (1:30:43) One of the guards is a little crabby.
Overall

NPC Juggling: I admire how Chris is able to handle so many different 'factions' and how some of them actually oppose each other. The whole world isn't against the heroes. Even the bad guys will sometimes aid them if their motivations line up.

The Mythical DM: It's funny, after reading about Chris Perkins for so long I had this image in my head of the "perfect DM." As a DM, I always felt like I was mediocre at best and that Perkins was doing things really differently.

I've been pleasantly surprised to see that Chris Perkins is a dude just like us. He's a very good DM, but it turns out that there is no mythical DM who is operating on another level. We all have our strengths and weaknesses and our own way of running the game. We are juggling a million things at once, and it's not easy for any of us.

Monday, May 16, 2016

Adventures in Eberron - The Medusa

Sharn, City of Towers
On Saturday I played through another session of my friend's Eberron campaign. It takes place in Sharn, the city of towers.

My character is a 6th level sorcerer. I have a bag of beans (I'm almost out of beans) a necklace of fireballs (with four beads) and a heward's handy haversack.

In this session, we learned that our NPC friend had been turned to stone and was going to be sold as a statue at an auction. Our job was to try to get our friend back.

The statue was in a gallery owned by a medusa who was a high-ranking member of one of the "houses." Daask, I think? There are a million different houses in Eberron and I have a hard time keeping them all straight.

The Medusa

We are only 6th level and were very worried about taking on a medusa. So for two hours or so, we brainstormed ideas. We came up with about 6 fun ideas, but nobody could come to a consensus on what to do:
  • We didn't want to fight the medusa.
  • We didn't want to steal from her.
  • We didn't want to hijack the statue after it was sold, because it might be impossible.
  • We didn't want to meet with the medusa and cut a deal because we'd be at her mercy there in front of her.
She's a medusa. She could just turn us to stone.

After tons of recon and research, you can probably guess what we decided to do. We  just broke in and tried to snatch the statue.

The New Hireling

Our group likes to hire a hireling NPC and see how long they can survive. The newest one was an old gnome lady. She creeped me out. She had a dead bird's head in her necklace or something. Her job was just to have a cart ready (driven by some beast of burden) and when we came out with the statue, we'd get on the cart and ride to freedom.

We busted into the place and there were a bunch of gnolls inside who immediately spotted us. Somehow the fighter ended up fighting them outside, while me and the mage headed for the statue. The statue was guarded by two yetis who were part of some magic trap - they were statues that came to life. The yetis did piles of damage.

I started chucking gems from my necklace of fireballs and yelling out things like "See you in hell *******!" They killed the yetis, but the whole place was on fire and we had to make saving throws each round from the smoke.

Bad to Worse

Before we could even get to the statue, the medusa showed up. I used my sorcerer ability to "twin" a spell, so I could cast invisibility on myself and the mage. We had learned that if a medusa can't see you, it can't turn you to stone.

Luckily for us, the fighter had somehow shaken off the gnolls. He ran in and started hacking away at the medusa.

We could hear screams from outside. The gnolls were eating our poor little gnome NPC buddy. She didn't even survive her first encounter.

We unloaded on the medusa as the fighter "tanked." The mage and I blew through most of our spells, whittling away at the medusa. It took a long time and it was very scary. The fighter had to make a saving throw or turn to stone - thankfully he made it. I finally dropped her with a measly magic missile.

Worse to Dead

The place was full of smoke and we could hear more monsters mobilizing. We knew there was a troll nearby. Earlier, during our research phase, this troll bouncer was talking crap to us. Knowing trolls are vulnerable to fire, my character lit a torch and waved it in his face and gave him some choice words (in a Sean Connery voice, because that's my character).

I used a shatter spell to blow a hole in the wall so we could escape. We're in Sharn, city of towers. We're pretty high up. My plan was for us to jump off a ledge, and my feather fall spell would kick in.

Technically, the statue was an NPC with the petrified condition. I was hoping that meant that I could feather fall the statue, and we could hold on to it and float down to safety far below.

We never got to try out this plan, because the troll rounded a corner and beat the bejeezus out of us. Get this. The troll killed me! As in, dead-dead!

Thankfully the party mage rolled insanely well all night, and she dropped the troll with a fire bolt.

I Died!

There was a bunch of hiding and sneaking, and eventually the group got me and the statue home.

They brought me somewhere and paid to have me raised. The DM said that raise dead in Eberron was rare? He decided that I had 'resurrection sickness.' This means that I have a -4 to all rolls. Once I take a long rest, it will be -3, etc.

That might not sound too bad, but in this campaign, we pretty much play through one day per session! That means I will have minuses for the next 4 months of my life!

It's not the end of the world or anything. I immediately got a kick out of hamming up my sickness. My character walked around in a bathrobe and had ice on his head.

I Bought My Own Tombstone

I got the feeling that if I die again, I'm just dead and I'll have to make a new character. So I bought a tombstone and set up my grave plot. Then I planted a magic bean in my grave and rolled on the chart. Know what I rolled? 100. A beanstalk rose up high into the sky.

The DM decided that the next session will be about what we find when we climb the beanstalk.

Old Man

It was a fun session, but I was a little off. When I was in high school, I could play D&D for 24 hours straight and feel fine. Now I tend to get tired and restless after 3 hours. So in this session, it kicked in and I actually started to get a headache at the 5 hour mark. It was a good session, but I really wasn't able to enjoy it.

The other players loved this session big time. It was one long rolling fight and we took on an awful lot of powerful creatures. I am interested to see what is at the top of the beanstalk. I can't even guess.

Tales from the Infinite Staircase - Planewalkers

We played some Planescape last night. I had spent some time over the week brainstorming and I had a flood of ideas.

The Iron Shadow is a vague entity in the Infinite Staircase. I decided I want to have a sort of  'video game boss fight' with her at the end and I was able to map out the basic idea of how it will go.

Splitting the Party: If you watched this past week's episode of Dice, Camera, Action, you saw Chris Perkins willingly split the group up. He also killed a character. I'm pretty sure I know what is going to happen - the slain rogue is going to rise up as an undead revenant, which is something discussed in Curse of Strahd.

I decided that I want to try splitting the party up in my game and see how it goes. I also had an idea for killing off a party member. I set up the split this week, and the possible "death" will happen two sessions from now.

The Plan: My plan is to run some of the Staircase adventures, and I'm going to mix in For Duty & Deity, which is linked to the Staircase. After that, I have an idea for a hag-centric adventure and a succubus-themed adventure. I've started planting seeds for them now. I am very excited about the hag adventure and I can't wait to run it.

I was thinking about hag covens (when all 3 hags are within 30 feet of each other, they have a pool of powerful spells they can use). I decided that there is a Sigil coven:
  • Zaraga: The hag in the Screaming Tower in "Umbra."
  • Virinis: The hag who owns The Worm's Guts, also from "Umbra."
  • Ravel Puzzelwell: The hag from Planescape: Torment. She is mazed, but I'm going to say that people visit her in the maze. Ravel knows the way out, but she fears what the Lady of Pain would do to her if she left.
The Plan: I've prepared most of the Staircase adventures. This book is very hit or miss. I don't like the art, and the adventures are really wordy. If there's a 14 page adventure, it has 9 pages of backstory and then a brief 5 page sketch of an adventure. The ideas are good but they're not detailed enough.

Tonight my plan was to run the group through a condensed version of the first Staircase adventure, and then do a whole pile of fun stuff in the City of Sigil. It was a good session and I'm quite excited to run the next two sessions.

Last Time: The heroes had entered the Infinite Staircase to save their friend. Apparently there is a demon on a rampage.

The Party

(Jessie) Bidam - Platinum-Scaled Dragonborn Fighter
(George) Theran - Drow Wizard
* NPCs - Fall From Grace (Succubus Paladin), Selinza ("Litorian" Wizard, level 5) 

The group came to a landing where three giant spiders lurked on webs that linked to another landing. They made quick work of the spiders, and Selinza got to use her new abjuration powers. Basically, when she casts an abjuration spell, she gains a sort of force field that absorbs 13 points of damage. It's very cool. I started using her to try out spells people don't use much, like aid and beacon of hope.

With the spiders dead, the heroes climbed the webbing up to the next landing. As they made their climb checks, I foreshadowed the idea of them falling into the void of the Staircase. They have been told that if they fall into the void, they will appear in some other plane and will never be seen again.
Manes
Demons: The group came up to a landing where the servants of the demon (Gerrzog, a glabrezu) lurked. The group pounded 13 manes and then fought an evil knight who could throw hovering "snake spheres."

With that done, the group came upon the demon, who was actually sleeping in this precarious metal structure between two landings. The idea here is to just send the structure and Gerrzog hurtling into the void.

But this is D&D, so, when presented with this scenario, what does Bidam say? "Let's cut his dick off!"

There was a bunch of debating and hand-wringing. The glabrezu is extremely powerful. Bidam suddenly realized they could just send the whole structure plummeting into the void, and they did so.

They rescued their friend and returned to Sigil, where I had a million little things planned.

The Contest: Throughout the rest of the session, the employees of the festhall decided to have a competition. Each night, they wanted to see who could seduce Bidam or Theran. In my head, I thought that the heroes would refuse to sleep with any of them. Especially Theran, who is a bookish sort of fellow.

Many of the NPCs who work in the festhall are based on ideas from the infamous "harlot table" from the AD&D 1st edition DMG. Others are from Ed Greenwood's epic list of "paid companions" (check out the third post down right here).

To my surprise, Theran spent the night with an 'expensive doxy,' and a 'saucy tart' the next night. Bidam hooked up with the "Snakehips" (contortionist), and the "Footwarmer" (experienced older lady) the next evening.

The competition among the employees then became who would be rejected first. That happened on night 3, when the flesh golem lady came calling.

Setting up a Big Event: I made sure to include a number of moments of Theran and his apprentice, Selinza, in their wizardly lab making whispering motes (githzerai healing powder). I want to establish this for my big scene in a couple of weeks, where Theran might be murdered depending on how things play out.

The Hag Covens: There's a hag that lives in the square that the heroes own, named Zaraga. Last session, the heroes went to Barovia, killed some witches and interacted with the Creeping Hut. Bidam made friends with the hut, which I played like a dog, basically. Baba Lysaga, one of my favorite Curse of Strahd NPCs, has tracked the heroes down. She flew through Sigil in her magic upside-down giant skull, with the Creeping Hut scampering after her.

Baba Lysaga was set to attack the heroes, when Zaraga stepped up to defend them. Zaraga warned Lysaga that she did not want to spark a war between the Sigil coven and the Barovia coven. After a bit of back and forth, Lysaga decided that she would call upon the heroes for a favor (which will happen when I run my hag adventure).

I had her spray them with sprinles of water, which enchanted their items. Basically, Lysaga wanted to give the group something that could tell the heroes when the favor was to be called in. So the Strahd dummy and the hag doll that they bought in Barovia last session were brought to life. When the time came, the dolls would tell the heroes what to do. In the meantime, I get to do a goofy vampire voice and a cackling hag voice.

Theran really didn't like his vampire dummy, because in order for it to talk he needed to put his hand through the "rear." The dummy thinks he is the real devil Strahd and I rattled off a bunch of lines I had prepared before the game.

Baba Yaga
I was impressed when, as this whole thing unfolded, Jessie actually asked if Baba Lysaga knows Baba Yaga and "Burba Larga." In a previous campaign years ago, we did a whole bunch of stuff involving an NPC I made up: Burba Larga, Baba Yaga's embarrassing, untalented daughter. Burba Larga provided some of the biggest laughs in any campaign I've ever run, and Jessie actually pretty much guessed where I'm going with this hag stuff without even realizing it.

Chad Menses: I had come up with an idea for a "frat bro" NPC last week (whose friend, Dorpin No-Beard, is a dwarf who is always hammered). I introduced him to the group and he was a huge hit. Next week, I think I am going to have the heroes party with him.

Basically, this is another excuse for me to do a goofy voice. I researched a bunch of dumb things for him to say, including "We're going to Sylvania to PTV" (pound that vag). And, "My dwarf bro Dorpin is already turnt!" He called Bidam and Theran "B-Slice" and "T-Slice" respectively. I think I am going to try and google "legendary party stories" and see if I can make a fun little skill challenge out of whatever I find.

Low Level Drama: We did some other stuff with the low-level NPC party, which involved some drama with the paladin and his lady love. Basically, there's a woman who is sure her god told her to have a baby with the paladin, as the child is destined for great things. But the paladin is in love with somebody else. The group was batting ideas around involving a "glory hole" and/or a turkey baster. They decided to mull it over for now.

This whole storyline just started out of an impulse, and I'm letting the group do what they want with it and see what happens. I'm assuming I'll be able to tie it in to a main adventure sooner or later.

Raja Khan
Foreshadowing: I included a couple of little things to kind of build up to major stuff. I had a dabus who has a magic sword (from "Nemesis" originally) greet Theran and give him a meaningful look. Theran was weirded out by this.

Basically, this Dabus is going to play a role in my "murder" scenario in a couple of weeks. I also had Selinza mention wanting to go find her enemy Raja Khan a number of times. I want Raja Khan in their heads, because he will also play a part in the "murder" scenario.

Judge Gabberslug
The Court of Woe: Another long story. Basically Bidam is infecting people with weird powers linked to the Lady of Pain. One of these people, a reave masseuse, was arrested. It turns out that she cut someone up real good. The reave tried to explain that all she did was look at the person and that the cuts appeared magically, just like how the Lady of Pain does it.

A lawyer asked the heroes to come to the reave's murder trial to testify on her behalf. This allowed me to use Judge Gabberslug, an awesome NPC from Uncaged: Faces of Sigil. Basically he's a demon who has a courthouse in the Negative Material Plane. The courthouse itself is made up of the calcified faces of those he has found guilty.

The heroes testified on the reave's behalf. Gabberslug thought their story was a joke. He pointed to a dustman in the court and told the reave to look at him and cut him. She tried, but nothing happened. The judge laughed, and told Bidam to do it. Bidam looked at the guy... and suddenly, cuts appeared all over his body. The poor Dustman's eyes were cut out!

The court erupted and went into chaos. Bidam was shocked at what he had just done. Gabberslug was terrified of being involved with the Lady of Pain in any way, so he immediately declared the reave innocent and begged the heroes and her to leave his court at once.

I love Gabberslug and I hope I can find a way to use him again. I'd love to do some sort of "courtroom drama" session of D&D, but I have absolutely no idea how to pull it off.

With that done, Jessie (Bidam's player) was really shocked and pumped up. Bidam had the power to cut people just by looking at them! Bidam remembered that the Lady of Pain had stopped using that power for a while, and the heroes thought maybe she had transferred the power to Bidam somehow.

I plan on having this be a thing where Bidam can't really control it, but it will come up once per session (especially if a battle starts to drag). Theran will also soon develop a cool power, but that won't come for another 2 or 3 sessions.

The Dream Well: That night, Theran had a dream about a thing called the Dream Well. This is what the next session is about. Theran sensed a connection to the Dream Well, and that it would enchant his spell book. He dreamt of a path through the Staircase that led right to it.

When he woke up, assembled the group and headed into the Staircase. He wanted to check out the Dream Well.

Each set of stairs in the Infinite Staircase are made of different materials. As they ascended a set of glass stairs, the glass cracked under Bidam's feet and he fell through. Selinza cast feather fall as a reaction, but he still fell 60 feet in a single round. Fall From Grace took flight and tried to grab Bidam's hand before Bidam vanished into another plane. We rolled, their hands clasped - and both of them vanished.

Cheating: This is something I almost never do. Whether Jessie made her saving throws or not, her character was going to fall into the plane. I really don't like doing it, but I decided to give it a try after I saw Chris Perkins steering his group in a similar fashion. When the glass cracked, Bidam rolled a save to grab onto the edge. He made the save, but I said that the glass he grabbed on to immediately cracked and he fell.

When Fall From Grace flew to catch him, I had Bidam make a check to grab her hand. He made this too. I narrated it as meaning that because they were touching, both of them fell through into some other plane. If Bidam had failed that roll, Fall From Grace still would have fell through.

The Group is Split: Theran and Selinza looked down in shock. Were their friends lost forever? The glass stairs cracked under their feet. Theran flung a rope up to a railing on a landing above, and some good rolls were made. The stairs collapsed beneath them, and Theran held onto the rope while Selinza held onto him. A lillend (guardian of the Staircase) appeared and helped them up.

Theran was really thrown by this. I think his player, George, was in uncharted territory. I have NEVER split the party like this before, so he was wondering if there was some kind of hook or gimmick to solve this problem. There's not! Next session, the party will be split and they should reunite by the end of the session. I am especially excited to run Theran and his apprentice on an adventure alone together. It just seems like a cool thing to do.

So overall, the wheels are in motion. A very good session. I am considering trying to plan out my sessions so they build to a big event every 3 or 4 times we play. I get a little worried about the game getting stale and I want to make sure the players have plenty of "holy crap" and "remember when..?" stuff happening.

Watching Chris Perkins each week is helping me immensely. I'd highly suggest you check out Dice, Camera, Action some time. The latest session was very good.

Click here for the next chapter.

Thursday, May 12, 2016

Dungeons & Dragons - The Forgotten Rules Index

There are certain rules in 5th edition that I just can't remember. I have decided to create this page to use as a reference where I can quickly look up all the stuff I just can never remember during a game.

I am working under the assumption that if it helps me, then maybe it will help you, too.

Note: I tried to write each of these entries using as few words as possible, so that way I can glance at them in play and keep moving. I put things in terms that would give me the gist of things when I am in the middle of a session.

Essential Official D&D Links

D&D Basic Rules Online
D&D Player's Rules .pdf
D&D DM Rules .pdf
Player's Handbook Errata
Dungeon Master's Guide Errata
Monster Manual Errata
D&D Spell List
Hoard of the Dragon Queen Online Supplement .pdf
Tyranny of Dragons Online Supplement .pdf
Elemental Evil Player's Companion .pdf

Main Books

Player's Handbook
Dungeon Master's Guide
Index of the Index
  • Attunement: DMG pages 136-138
  • Concentration: PH page 203
  • Cover: PH page 196
  • Death: PH page 197
  • Exhaustion: PH page 291
  • Knocking Creatures Unconscious: PH page 198
  • Learning Spells: PH page 114
  • Paying for Spells: Adventurer's League DM Guide
  • Prone: PH pages 190, 293
  • Ranged Attacks in Close Combat: PH page 195
  • Resting & Spending Hit Dice: PH page 186
  • Scrolls: DMG pages 199, 200
  • Surprise: PH page 189
  • Traps and Hazards: PH page 105, 110, 122
Index of Forgotten Rules

Attunement (DMG pages 136-138)

Using a Magic Item You Are Not Attuned to: You gain only the normal benefits of the item (example: if you grab a magic shield that requires attunement, it only gives you the benefits of a normal shield).

How to Attune: Spend a short rest focused only on that item while being in physical contact with it.
  • An item can only be attuned to one creature at a time.
  • You can only be attuned to 3 items, max.
Command Words: You learn the command words of an item automatically when you attune to it.

You Lose Attunement If:
  • You die.
  • You are more than 100 feet away from the item for 24 hours.
  • Another creature attunes to the item.
  • Voluntary: You can voluntarily end attunement by spending a short rest focused on the item.
Concentration (PH page 203)

Normal: You can move and attack as normal.
Ending It: You can end concentration at any time (no action required).

Concentration Is Broken If:
  • You cast another spell that requires concentration.
  • You Take Damage: Make a Con save. The DC is 10 or 1/2 the damage you take, whichever is higher. Fail = Lose concentration.
  • You are incapacitated or you die.
  • You Experience Certain Environmental Effects: If you're on a ship hit by a wave or something like that, you might have to make a DC 10 Con save to maintain concentration.
Cover (PH page 196)

Half Cover: +2 to AC and Dex saves (low wall, tree trunk, creature).
Three-Quarters Cover: +5 to AC and Dex saves (portcullis, arrow slit, thick tree trunk).
Total Cover: Can't be targeted (completely concealed by an obstacle).

Death (PH page 197)

Dropping to 0 Hit Points:
  • You're unconscious.
  • Make a death save each turn. Roll a d20. 10 or higher is a success, lower is a failure. Once you have three successes, you are stable and you stop making death saves. On your third failure, you die. If you roll a natural 20 on a death save, you regain one hit point. If you roll a 1, that counts as two failures.
  • Damage at 0 HP: If you take damage, you suffer a death saving throw failure. If you are hit by a critical hit, you suffer two failures.
Stabilizing the Dying: DC 10 Wisdom (Medicine) check. Success = You have 0 hit points, are unconscious, you are stable (no death saves required). You regain 1 hit point after d4 hours.

Instant Death: When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum (no death saves - you're just dead).

Exhaustion (PH page 291)

You might get exhausted from starvation or exposure to the elements, etc. You make a saving throw of an appropriate type, and if you fail you gain a level of exhaustion. You'll have to make more saves until you get somewhere safe. Each failed save brings you to the next level.

Effects Stack: These effects are cumulative so at level 2 you have disadvantage on ability checks and your speed is halved.
  1. Disadvantage on ability checks.
  2. Speed halved.
  3. Disadvantage on attack rolls and saving throws.
  4. Hit point maximum halved.
  5. Speed reduced to 0.
  6. Death.
Taking a Long Rest: Reduces your exhaustion by one level, but only if you have access to food and drink.

Knocking Creatures Unconscious (PH page 198)

When you drop a creature to 0 hit points with a melee attack, you can choose to knock them out. They are unconscious and stable. They regain one hit point in d4 hours.

Learning Spells (PH page 115)

Each time you gain a level, you can add two wizard spells of a level for which you have spell slots and of your choice you can cast to your spellbook.

Copying a Spell Into Your Spellbook:
  • You can add a spell if it is of a level for which you have spell slots.
  • Takes 2 hours and 50 gp per level of the spell.
Copying a Spell You Know Into Another Book: Takes 1 hour and 10 gp per level of the spell.

Paying for Spells: (Adventurer's League DM Guide)

I like to use this as a guideline in case my players want to go pay someone to cast a spell.

Note: This image comes from page 12 of the Rage of Demons/Adventurer's League DM Guide.

Prone (PH page 190, Prone Condition: PH page 293)

When You Are Prone: You have disadvantage on attack rolls.

Melee Attacks vs. Prone Targets: Attackers have advantage to hit you if they are within 5 feet.
Ranged Attacks vs. Prone Targets: Attackers have disadvantage if they are more than 5 feet away.

Movement:
  • You can drop prone without using any of your speed.
  • Standing up: Costs half your speed. If your speed is 0, you can't stand up.
  • Moving While Prone: You can crawl. Crawling costs one extra foot of movement. So if your speed is 30, you can crawl 15 feet.
Ranged Attacks in Close Combat: (PH page 195)

If you are within 5 feet of a hostile creature, you have disadvantage on ranged attack rolls.

Resting (PH page 186)

Hit Dice: You have Hit Dice equal to your level. Example: A level 8 fighter has 8 hit dice (8d10).

Spending a Hit Die: Roll the hit die and add your Con modifier.

Short Rest: At least one hour, you can eat, read, and tend to wounds. At the end of the short rest, you can spend one or more Hit Dice.

Long Rest:
  • One Hit Point: You have to have at least one hit point at the start of a long rest to gain the benefits. 
  • One Every 24 Hours: You can only take on long rest in a 24 hour period.
  • 8 Hours or More: At least 8 hours long. You can sleep, eat, talk, or stand watch (for no longer than 2 hours).
  • At the End of a Long Rest: You regain all lost hit points. You also regain up to half of your total Hit Dice. 
Scrolls (DMG page 199, 200)

There are 2 types of scrolls. Scrolls of protection (DMG page 199) and spell scrolls (page 200).

Scroll of Protection: (DMG page 199) For five minutes, you are surrounded by a magical barrier that prevents creatures of a certain type (Fey, Undead, etc) from affecting you. A creature can try to break bypass the barrier for good with a DC 15 Charisma check.

Spell Scrolls: (DMG page 200)
  • Who Can Use Scrolls: If the spell is on your class's spell list, you can use an action to cast it off the scroll (no components needed).
  • Who Can't: If the spell isn't on your class list, it is unintelligible to you.
  • High Level Spells: If the spell is a higher level than you can cast, you make an ability check: DC = 10 + the spell's level. Fail means the scroll is wasted! You might want to use the Scroll Mishap table (DMG page 140).
  • Determine DC and Bonus: Check the chart on DMG page 200 to see what the Save DC and attack bonus is.
  • How to Copy a Scroll Into a Spell Book: You can copy a spell off of a scroll into your spell book. Make an Intelligence (Arcana) check, DC = 10 + the spell's level. The scroll is destroyed whether the roll is a success or not. Once the magic is invoked, it crumbles to dust.
Surprise (PH page 189)

Surprised: You can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. This also includes bonus actions ("...anything that deprives you of your ability to take actions also prevents you from taking a bonus action").

Procedure:
  1. The DM figures out if anyone is surprised.
  2. Everyone rolls initiative.
  3. Take turns. Those who are surprised probably can't do anything.
  4. Next round: Once we get through the first round, we're in combat as normal.
Traps and Hazards (DMG pages 105, 110, 122)

  • List of Traps: DMG page 122 (pit traps, etc)
  • Environmental Effects: DMG page 110 (extreme cold, quicksand, etc)
  • Dungeon Hazards: DMG page 105 (molds, slimes, webs, etc)
Links

D&D 5e Quick Reference
10 Most Common Mistakes in 5th Edition