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Saturday, December 12, 2020

Dungeons & Dragons - Planescape Cutters: The Lost D&D Adventure

Today I want to talk about a hidden gem - a real life lost artifact of D&D. It is a 2nd edition Planescape adventure written by Chris Perkins. No, not Umbra. Not Nemesis. We're talking about Planescape: Cutters, a massive D&D adventure (a trilogy!) that was run at Gen Con about 20 years ago.

Almost everything I can find about this adventure is culled from an interview on mimir.net.

Chris: "Encouraged by my earlier work, the RPGA® Network asked me to design a three-round AD&D Open tournament based on the PLANESCAPE® Campaign Setting. The result was a titanic trilogy of adventures collectively titled "Cutters." At close to 75,000 words, it's the longest thing I've ever written, and probably the best thing I've written as a freelancer. TSR was in financial turmoil at the time, so I wrote the adventure for free. The "Cutters" trilogy is mostly set in Sigil and takes place prior to the events chronicled in Faction War. The plot involves heroes from various factions working together to achieve a common goal-preventing the return of a not-quite-dead faction called the Incanterium. It's a matter of personal pride that I was able to incorporate over one-third of the NPCs from the Uncaged: Faces of Sigil accessory into the "Cutters" trilogy. I also found room to include the Lady of Pain in one climactic scene."

"Cutters" was my last project before being hired by Wizards of the Coast as the editor of DUNGEON Adventures. My first freelance project after joining the TSR family was "The Manxome Foe," an RPGA ADVENTURER'S GUILD™ module based on the PLANESCAPE campaign; the adventure was later included in the TSR JAM 1999 product."

Do you think we may see "Cutters" in print someday, as an actual Planescape product? Has this been considered by TSR or the RPGA?

Chris: "Cutters" will not appear as a future PLANESCAPE® product. At the end of Faction War, the factions (at least, the surviving ones) are banished from Sigil. Since "Cutters" is based in Sigil and features numerous factions, it no longer "fits" the current PLANESCAPE timeline. It's conceivable that it might appear in an electronic format someday, but there are no immediate plans to make this happen."

The Adventure is Huge

This site gives details on the actual 'product' (which is just photocopied paper stapled together). Check it out:

AD&D Open Tournament at Gen Con. Three Round Tourney for 8 players (round 1 in three parts).

Round 1 Players Pack (Characters)

  • Players Intro - 2 pg
  • Characters - 16 pg
  • Round 1A Encounters - 37 pg
  • Round 1B Encounters - 42 pg
  • Round 1C Encounters - 40 pg
  • Maps/Handouts -- 12 pg

Round 2 Player Pack

  • Players Intro - 2 pg
  • Characters - 18 pg
  • Round 2 Encounters -- 38 pg
  • Maps/Handouts -- 11 pg

Round 3 Player Pack

  • Players Intro - 2 pg
  • Characters -- 16 pg
  • Round 3 Encounters -- 48 pg
  • Maps/Handouts - 16 pg

The module is a Planescape module. The characters all represent different factions in Sigil. 

The Tower Sorcerous

Apparently, the adventure involves a vanishing tower. This person made what looks like a fantastic Planescape timeline. Check out the Post-Sigil Timeline:

"The Tower Sorcerous reappears after centuries, back in its original location. Three days later, it again disappears. (RPGA:C)"

This weird site has a nugget, too:

"1997's adventure was entitled Cutters, set in Planescape, with characters subtly potentially set against one another in the final round as representatives of Factions all seeking a dangerous tome."

Twitter Quest

Every year or so, I ask on twitter if anyone knows where I can find a copy of this adventure on twitter. In 2019, Chris Perkins himself responded.


A year and a half later, I asked on twitter again. This time, D&D Designer Dan Dillon revealed he'd actually played the adventure!

He was nice enough to give us some details:

"I remember the party woke up in jail. We were looking for someone, I played a rogue modron with drawers full of portal keys."

"There was a vaporighu that was completely f*cking terrifying. One of us died just trying to talk to him, and another got their mancatcher destroyed."

Help Me Find This Adventure

I'm on a quest. I want to read this thing. I want to write ridiculously huge articles about it.

The photo of the product is from this link.

Someone asked around about it on ENWorld.

Somebody sold one in 2018.

If you know anything about this product, any kind of information I can add to this article, contact me:

I hope somewhere down the road, maybe 5 years from now, I will have a copy of this adventure in my hands. I want to read it and dissect it. Maybe we can find a legal way to get everyone access to it through a DMs Guild charity product or something.

Wednesday, December 9, 2020

Dungeons & Dragons - A Question of Ethics 5e Conversion

 

You can buy the original, 3rd edition D&D version of this adventure here. It is literally one dollar.

I am working on a series of 5e conversions (meaning that I am converting adventures from older editions of D&D to the 5e rules system) that I will use in my shiftspice campaign, which I will be resuming in 2021. 

This group of heroes went through the Tomb of Annihilation, and then played through a series of higher level DMs Guild adventures.

Planning my Campaign

The plan now is to run the group through nothing but old Monte Cook adventures, all converted to 5th edition. This article contains the first of these conversions.

My campaign plan right now looks like this:

I might work in a couple more smaller, 1-2 session Monte adventures. Possibly something from Well of Worlds, or the Hellbound boxed set. The problem is that I've already run my favorite adventures from those products in my campaign world, so it doesn't make sense (though literally nobody but me would even be aware of the continuity issues).

Sigils: The Labyrinth of Madness has 20 sigils that the group must acquire to make it to the end of that dungeon. The sigils, once touched, appear like glowing tattoos, on your body. By the end of the adventure, the sigils will line both arms of each hero like a "sleeve" of tattoos.

If you read the adventure and the Labyrinth of Madness errata, you'll see that the sigils in the labyrinth make things very difficult. As written, you need to keep backtracking through the dungeon to obtain the sigils, and if you don't have one you need, certain things in the dungeon don't even exist to you.

My solution here is to have the group acquire all of the sigils before they even enter the labyrinth. That means they'll find at least one sigil in this adventure. They'll need the sigils to deal with the lifebane.

Lifebane: I have a hard time reading the Labyrinth of Madness backstory (it's a wall of text to me), so here it is in a more simple form:

  1. The Dyris: In the Underdark, a race of evil pale-skinned humans called the dyris built a vast underground temple. In this temple, they opened gates to the Abyss and the plane of Pandemonium.
  2. Energy: Evil energy seeped through the portals into the temple.
  3. Lifebane: Over many years, the energies combined and became a semi-sentient force known as the lifebane.
  4. Corruption: It began to twist, reshape, and corrupt everything around it.
  5. Transformation: It turned the dyris into serpent-creatures similar to the yuan-ti.
  6. Underdark War: The dyris waged war with mind flayers and drow, and eventually started to die out.
  7. Lich Ruler: The last of the dyris ended up sealed in to their home, the labyrinth, by their lich leader, Im-Ravin.
  8. Sigils: The lifebane was also trapped inside. It wanted out, and created the sigils as a way for people to navigate and open the sealed labyrinth.
  9. Divine Explorer: A titan (an "empyrean" in 5e terms) named Aerthun found the labyrinth and now rules it.

Changes: I've already foreshadowed Aerthun in my Dungeon Academy campaign. I made him the secret son of the Raven Queen and her consort, Ryltar (a former character from my 4e HPE campaign).

In my campaign, I'm going to say that when Aerthun opened the Labyrinth, the lifebane seeped forth and spread - it is now swiftly expanding, spreading throughout the multiverse. It is a force that both bolsters evil and 'poisons' good. 

Ultimately, the adventurers will need to go to the labyrinth to 'cut off the valve' that is spewing the lifebane forth. 

The lifebane is what will trigger all of these Monte Cook adventures. It will:
  • Create the 'blood ribbon' disease and poison the magic pool from A Question of Ethics.
  • Empower Lolth's daughter to try and take over the Demonweb in The Harrowing.
  • Cause the dead gods to stir in Mysteries of the Dead Gods.
  • Create the umbral taint from Demon God's Fane.
  • Cause the illness that kills Klysandral the paladin (even though, as a paladin, he is immune to disease) in A Paladin in Hell.

My Sigils: For my game, I am going to say that the sigils are a magical phenomenon - the multiverse itself is reaction to the lifebane. The sigils are sort of like "arcane antibodies' that are accessible to those who fight the affects of the lifebane. 

I might tie the sigils to some god-like entity, not sure yet. This group is linked to Gwynharwyf, a fey warrior who fights demons from the Savage Tide campaign, and the group's barbarian tribe worships a phoenix, which aided the group in the Tomb of Annihilation.

In my campaign, I've also established that certain characters are living embodiments of the laws of the multiverse. The sigils could somehow spring from them:

  • Rule-of-Three: Bidam from my Planescape campaign.
  • Unity-of Rings: Theran from my Planescape campaign.
  • Center-of-All: Lilia from my Dungeon Academy campaign.

In my campaign setting, wherever Lilia stands is literally the center of the multiverse.

The Tomb and the Labyrinth: One thing that amuses me is that the Tomb of Annihlation is actually sort of similar to the Labyrinth of Madness. They're both deadly dungeons in the jungle, and each involves a serpent god. It's a nice way to end my campaign, echoing back to how it started - an actual embodiment of the Unity of Rings (Everything goes in circles, what goes around comes around, etc.).

More Foreshadowing: I will also use this adventure to set up things that will happen in A Paladin in Hell. In that adventure, it is best if the group is friends with the actual paladin - Klysandral. So what I will do is place Klysandral's temple (which will be pulled into the Nine Hells) in the town of Adurath, which is described in this adventure.

I won't post the temple from A Paladin in Hell in this article, to avoid confusion. 

A Question of Ethics

Stat Stuff: I'm running this for level 12 characters. The DMG has handy guidelines for scaling damage and DCs for heroes of different levels.

Damage Guidelines: We'll use the damage severity guidelines from the DMG:

  • Setback: 4d10
  • Dangerous: 10d10
  • Deadly: 18d10

Trap Stats: We'll use the "dangerous" trap stats from the DMG. 

  • Difficulty Class: Between 12-15. 
  • Attack Bonus: +6 to +8

Adventure Summary: Here is a real quick summary of this adventure

  1. Fair: The town of Adurath is having a fair, which includes a sort of wizard duel/competition.
  2. NPC Adventurers: The heroes meet a group of NPC adventurers, who have a beef with a tribe of mostly peaceful stone giants nearby.
  3. Stone Giants: The giants are camped near a tomb that the NPC adventurers want to raid. The giants are in the region looking for a very rare mineral.
  4. Outbreak: Word spreads that a deadly disease has broken out.
  5. Devious Scheme: The NPC adventurers want to infect the stone giants with the disease.
  6. Tomb Raid: Once the giants are dead, the NPC adventurers want to raid the tomb.

So yeah, this one can go in many different directions. I really love this adventure. I have recently gotten sick of excessive, superfluous combats in D&D.  In this one, it's possible the group will have 0-1 combats. The tomb is almost entirely comprised of traps, aside from one stone golem.

Adurath: Population 1,440.

Major NPCs:

  • Mayor Vesta Lictor: She runs the town.
  • Thouslo the Six-Fingered: Chief Constable.
  • Yelladin Nyst: Cleric, well-respected.
  • Stallis Silvereyes: She is wizard, sells potions and magic items. You might want to say she sells sovereign glue, which could come in handy later in the adventure. It's expensive, though: At least 50,000 gp! She should also sell scrolls of knock (cost: 250 gp).
  • Norris Testament: Owns an inn called the Knight's Parlor.

In my home game, I'll be working in a huge cast of characters from A Paladin in Hell, too. I won't put them in this conversion, though.

The Fair of Adurath

The fairgrounds are just north of the village. 3 days of fun and food! The arcane challenge takes place in the first day.

Zoo: Has crocodiles, peacocks, gazelles, a stirge, a slightly large spider, and a giant preying mantis.

Stage: Mayor gives speeches, actors put on plays, various contests (including an eating contest which sounds like a fun thing to expand on). 

Challenges: Archery competition (which Taragana, one of the NPC adventurers, participates in), fencing, dancing, cooking, and....

Arcane Challenge

I'm going to re-organize this a bit. The way it's presented in the .pdf had me jumping back and forth.

Rules:

  • 3 Rounds: There are 3 rounds. Each round is held one round apart. 
  • Judges Scoring: 3 judges award points on a scale of 1-10 (though some rounds have point awards built in and are not subjectively scored). Judges can each hand out up to 3 points for style and finesse.
  • Point Awards: 1st place = 10 points. 2nd place = 6 points. 3rd place = 2 points.
  • No Meddling: Participants can't cast spells to interfere/with/affect other contestants. Those who do are eliminated and fined 100 gp.

Judges: 

  1. Mayor Vesta Lictor: She runs the village.
  2. Yelladin Nyst: Good cleric.
  3. Gistronatal: Elf wizard, one of the NPC adventurers, famous for his glowing stones. if given the chance, he'll badmouth the stone giants.

Contestants: Three spellcasters take part, plus (hopefully) at least one of the heroes.

  • Stallis Silvereyes: Local wizard, sells potions and magic items.
  • Evran the Master Enchanter: 10th level
  • Vanoruca: 12th level gnome sorcerer.

Round 1: Each contestant tries this in turn. A 12 foot diameter boulder is rolled down a hill. The wizard must destroy it with style. 

Boulder: The boulder is Huge sized. We can use the guidleines in chapter 8 of the DMG to make some boulder stats: 

AC 17 Damage Threshold 10 HP 50

  • Damage Resistance: fire, lightning. 
  • Damage Immunities: lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Participants:

  • Stallis: Tries to destroy the boulder with lightning bolt. Doesn't work well.
  • Evran: Summons thoqquas to destroy the stone. 
  • Vanoruca: Casts disintegrate twice, making quick work of the boulder.

Analysis: Vanoruca will win in two rounds unless a character can beat them. Look at disintegrate:

"This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell."

Round 2: There is a peacock feather on the flat top of a 100 foot tall tower. Whoever retrieves the feather first and brings it to a judge, wins.

  • Stallis: Teleports to the top, levitates down.
  • Evran: Fly spell.
  • Vanorunca: Fly spell.

Analysis: I'm a bit confused by this. We are told there is no interference allowed. So doesn't that mean that as soon as someone grabs the feather, they win? I mean... unless they drop it.

That means that Stallis wins, as she will teleport up there and get it. The other two will have to use an action to cast fly, and then can only fly 60 feet. 

Picking Up an Object: Double-checking in the PH. You can pick up a thing for free on your turn. That means you can teleport and pick up the feather on the same turn.

Round 3: Each contestant has their own haystack. Somewhere in each one is a needle. The winner is the first person to find their needle.

  • Stallis: Uses her rod of metal and mineral detection.
  • Evran: Casts gust of wind, which doesn't go well at all.
  • Vanorunca: Casts locate object!

Analysis: I think Stallis wins, and I'll explain why.

The rod converts to 5e very simply:

Rod of Metal and Mineral Detection

"This rod pulses in the wielder’s hand and points to the largest mass of metal within 30 feet. However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action." 

Boom, Stallis finds it. 

Quick Note: What's interesting here is that the stone giants are looking for a specific mineral. They could find it easily with this rod. Where is the mineral? In the final room of the tomb in this adventure!

Look at locate object:

"The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon."

I don't think the participants are shown the actual needles. They're just presented with a haystack. Sure they know what a needle looks like, but they haven't seen that needle.

I could be wrong, but that is my interpretation.

Winner: I'd say that, if no character enters the challenge, Stallis wins.

Prize: You get a tiny trophy of an animated wizard, and a wand of magic detection.

Company of the Shining Stone

These NPC adventurers are neutral. They are very annoyed that the stone giants are blocking them from getting in the tomb, so they are going around the fair badmouthing the giants. They will not mention the tomb - they don't want the characters getting in there first.

They are named after the continual flame stones that Gistontral likes to use. I didn't realize that continual flame was permanent. Gistontral's trademark. Maybe the citizens covet them, and he gives the stones to people he likes.

Drama: What's cool is, when Verrek draws his frost brand, ".. you can extinguish all non-magical flames within 30 feet of you." So that means that the only remaining light is Gistontral's continual light stone.

The Plague of Red Ribbons

On day 2 of the festival, herders from the south show up and warn of a terrible spreading sickness. 

  • Deadly: It causes 'bloody rents in the body.' Once you get it, you die in a few days.
  • Infection: It seems to spread through contact with corpses or blood of the infected.
  • Sheep: There are sheep just 10 miles from Adurath that are infected.

The Quandary

Periapt of Health

The heroes will spot Gistrontal and Murt talking with the herders. 

Verrek and Murt will quietly go and get an infected sheep (Verrek is safe, he has a periapt of health).

They seal the sheep in a bag, sneak it to the stone giant camp to infect the giants.

The Giants

There are 11 stone giants total: Amar (stone giant dreamcaller, volo's pg 150), 8 adults (stone giant, MM pg 156), 2 young (ogre MM pg 237).

They are in the region because they have heard that tintibulum is in the hills.

Tintibulum: This metal can be used to soundproof walls and containers and also grants immunity to "sonic energy", which isn't a thing in 5e. I guess we could say immunity to thunder damage? The shatter spell does thunder damage, so that works, I guess. 

Camp: There is one tent, which Amar sleeps in. It also contains supplies. The other giants sleep under the trees.

Their camp is right by the entrance to the tomb. The giants didn't even know it was there - it was hidden by an illusion. The NPC adventurers dispelled the illusion before being chased away. The giants are too big to go in the tomb.

Skirmish: The Company of the Shining Stone actually tried to attack the giants, and it didn't go well. They've been licking their wounds ever since.

Negotiating: The stone giants speak only Giant. It is possible to convince them to camp elsewhere.

Stone Giant Research

Let's pause for a second and look up info on stone giants. I don't really know much about them. It's possible we'll find some material to flesh this out a bit.

From the Monster Manual:

  • Reclusive, quiet, and peaceful.
  • They spend a lot of time creating stone carvings in quiet caverns.
  • They value art.
  • The tribe's best carvers are their leaders, shamans, and prophets.
  • They are skilled at rock throwing/catching.
  • They view the world outside the underground as dreamlike, where nothing is fully real.

From Volo's Guide to Monsters:

  • The world outside the caverns is an "unreality where nothing lasts and therefore nothing has significance."
  • Those who aren't skilled at art are pushed to the fringe of society.
  • Speaking Stone: An upright stone cylinder into which writing is carved in a descending spiral. As the cylinder is turned, you can read the writing.
  • Passing Through Their Land: The stone giants will want a gift - a service of some kind. A task, usually: Chasing kobolds out of the area, retrieving something from a lake.
  • They eat bats.
  • They hate purple worms, because the worms destroy their carvings.
  • On the surface, they are active at night, as they don't like daylight. When one dies, they join the "ancestors of stone", brought to a room with rows of dead giants who slowly over the years calcify and become stalagmites.

Let's check out the Stone Giant Dreamwalker from Volo's:

  • On a quest, seeking inspiration.
  • Some are driven mad by the "alien surroundings" of the world outside the caves.
  • Creatures who start their turn within 30 feet of the dreamcaller become charmed (save at the end of each of your turns).
  • Petrifying Touch: It can touch a charmed creature, CON sv DC 17 fail: petrified! The giant can adhere the creature to its stony body. The petrified person can't be restored until the stone giant is dead!

That's a lot of cool stuff! 

I don't quite understand the petrifying touch. Here it is:

"Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it."

So... it grabs a petrified creature and sticks it to its body? Is it glued on? Does it get absorbed inside the giant?

I think I'm going to say that the creature gets absorbed. I don't know. I can't picture a stone giant walking around with three petrified adventurers glued to their leg or torso or whatever.

Revised Camp


 Now let's make the expanded version of the camp:

Tent: The tent is made from purple worm hide. If you're a nice DM, you might want to place some "stone salve" here, gunk that can de-petrify a creature. This might come in handy once the group gets to area 5 of the tomb.

Fire: When they eat, they cook up a bunch of bats, which are in the trees in plentiful amounts.

"Statues": The camp is dotted with creatures that Amar has turned to stone:

  • Displacer beast
  • Troll
  • Owlbear
  • Snakes
  • 2 Boars
  • 3 Wolves

Schedule: The giants sleep during the day. At night, two giants go out and search for the tintibulum. The others partake in activities:

  • Play catch with stones (or a petrified monster).
  • Carve a speaking stone, telling the story of their search for the tintibulum.
  • Amar works on a huge carving around the mouth of the tomb entrance, creating a depiction of the stone giants pummeling the Company of the Shining Stone.
  • Cook up a huge pot of bat stew.

Negotiating: The group could make a deal. While Amar is used to the "overworld," the other giants are anxious to go home. They'll tell the group that they can go in the tomb if they promise to help them find the tintibulum (which, it turns out, is actually in the tomb).

The Tomb of Hareth the Neverlost

** Before the group goes in, make sure you know the marching order. There are a number of devastating traps in here and you definitely want to have this info in advance. **

Who is Harseth? We don't know much about Harseth. He apparently was a gnome who used his illusion magic to pretend to be a human.

  • Ceilings: 10 feet high.
  • Doors: Stone, each has a lever next to it. Pull lever = door slides into the stone floor.

1. Entrance: Arched entryway

2. Harseth's Legacy:  An 18 foot tall statue of a wizard (this statue destroys the trap boulders that might come from room 5 soon).

Touch the Statue: If you touch this statue and say "Harseth," the next spell you cast will be 1 level higher than normal.

3. Guardian: 8 foot tall wizard statue (it is actually a stone golem MM pg 170). 

4. Library of Lost Lore: Statue, bookshelves protected by a sheet of glass.

Glass: Magically reinforced. Damage Threshold 5 HP 40.

If the glass is shattered, all of the books age and crumble to dust.

Floor: Searching the floor reveals a small trigger stone. Pressing it causes the glass sheet to slide into the floor, giving the heroes access to the books.

Books: Total value: 4000 gp. I made up a bunch of books relevant to my campaign.

  • Lolth and the Culture of the Drow (info relevant to The Harrowing)
  • Ochremeshk the Demon God (the villain of the Demon God's Fane)
  • Half-scorched copy of Emirikol's Guide to Devils: My DMs Guild supplement, contains info on Stygia and Malebolge, places the group will probably go to in A Paladin in Hell.
  • Serpent Gods (includes info on Dendar, who was relevant to the tomb, and some info on the dyris, who are in the Labyrinth of Madness).
  • The Old Gods of Nyrod (A book about the first campaign I ran when I was 12).
  • The Arrow of Fate (the artifact that merged Tiamat and Bahamut into the dragon uber-god Io, which happened in my 4e Scales of War campaign).
  • Mind Flayer Philosophy: Discusses mind flayer info, including lore on Ilsensine and Maanzecorian, the dead illithid god who will play a role in Mysteries of the Dead Gods
  • Nerull and the Raven Queen (Nerull was the old god of death that the Raven Queen betrayed and supplanted. Their son is Vorkhesis, the entity that kicked off this whole campaign)
  • Great Tales of Wildspace (discusses The Mystic, the first spelljammer my group had way back when, and speaks of the legend of Galactica Vexx, the space pirate whose crew played through the mind flayer trilogy)
  • Shadow Pearls (a book discussing Demogorgon's shadow pearls, which can transform swaths of land into a demonscape - this happened in my Savage Tide campaign)

5. Trap: This is a crazy trap. Here's how it works:

  1. Detect: A character who examines this hallway can make a Perception check to spot the triggers. Let's say that it's DC 15 to spot the first one, and a DC 20 to spot the second, as it is further in. 
  2. Disabling: The characters will have to disable both pressure plates. Arcana DC 15, or DEX check with thieves' tools DC 15. Fail = trigger the trap.
  3. Trigger: Character walks down the hall, triggering up to two pressure plates (one 5 feet in, one 25 feet in).
  4. Contact: 1-2 rolling cylinders roll down the hall. When a cylinder first connects with a character: CON save DC 12 fail = petrified! If the character is petrified, then the cylinder(s) roll over and shatter them into a million pieces! Petrified characters automatically fail DEX saves.
  5. Shatter or Smoosh: If the character makes the CON save, then they must make a DEX save DC 15. Fail=10d10 bludgeoning damage. Success, half damage pushed back to the statue in room 2, where the rolling cylinder touches the statue and magically disappears.
  6. Recovering: This is a really brutal trap. I'm inclined to give the stone giants "stone salve", which can de-petrify a creature. If the group wants to take the time to glue their friend back together (with sovereign glue sold by Stallis in town) then they can use the stone salve to bring their friend back to life.
Sovereign Glue

6. Hall of Great Fortune: The door used to enter this room is trapped. Remember, the doors in here are opened via a lever that causes the door to slide into the floor. 

I'm going to change this one, a little. In the adventure, a magic mouth appears once the lever is pulled, but that doesn't make sense because the door slides into the floor. Right?

Approaching the Door:

  • Approach: Once the group gets within 15 feet of the door, a magic mouth appears and says: “Return from whence you came, or face the dire wrath of Harseth the Neverlost.” 
  • Detect: Perception DC 20 to see faint shimmering runes on the door.
  • Disable: Arcana DC 15 or DEX check with thieves' tools DC 20. Success = trap nullified. Fail: trap triggered.
  • Note: I'd also give the group an option. If they make their perception check, they can see that the lightning bolt won't fill the hallway. If they press up against the walls, they can harmlessly discharge the lightning bolt without taking damage, although their hair might get frizzy.
  • Trigger: A character pulls the lever to open the door. 
  • Effect: A lightning bolt shoots down the hallway! Everyone in the hallway must make a DEX save DC 15. Fail = 8d6 lightning dmg. Success = half damage.

The Actual Room: The room beyond appears to have an urn and a small sarcophagus with glowing runes on it. Both empty. This is an illusion. Investigation check DC 15 to see through it. 

The real room has mundane treasure worth a total of 1085 gp, plus a few weapons. The 3e "masterwork" weapons in 5e are just, really nice well-crafted items, no special bonus.

7. The Tomb: The hallway is enchanted to turn you around. Let's say that a character can defeat this with an Investigation check DC 15 or by casting dispel magic (Make an ability check using your spellcasting ability DC 15)

  • Door: Is sealed with an arcane lock (STR check to bash open DC 25), and is trapped.
  • Detect: Investigation check DC 15.
  • Disable: Arcana DC 15 or DEX check with thieves' tools DC 20. Success = trap nullified. Fail: trap triggered.
  • Trigger: When the lever is pulled to open the door.
  • Effect: A fireball spreads down the hallway (affecting only the hallway). DEX save DC 15. Fail: 8d6 fire damage. Succeed: half damage.

The Room: Contains a sarcophagus that is 3 feet long, covered in mystic runes, 6 urns, and a coffer.

  • 6 bronze urns: Worth 200 gp each.
  • Coffer: Contains 2,000 gp worth of jewels.
  • Secret Panel: Spot it with an Investigation check DC 12. There's a secret niche in the wall, holds magic items: Robe of scintillating colors,  ring of protection, and Harseth's wand:

Harseth's Wand of Imagery

Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the major image spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

8. Corridor of Symbols: This is crazy. There are 5 invisible hovering symbols placed in the hallway, each flanked by a pair of statues of Harseth. 

In 5e, a symbol is supposed to be on a surface or object. Let's say that the symbols are on the floor between each statue.

Detect: Investigation check DC 15

Trigger: Walking between a set of statues. The glyph glows. Each creature within a 60 foot radius sphere is affected.

  1. Death: CON save DC 15. Fail: 10d10 necrotic damage. Success: Half damage.
  2. Pain: CON save DC 15. Fail: Incapacitated with excruciating pain for 1 minute.
  3. Insanity: INT save DC 15. Fail: Target is driven insane for 1 minute. Can't take actions, can't undertand creatures, speaks in gibberish, DM CONTROLS THEIR MOVEMENT, WHICH IS ERRATIC. I'm sorry... but you know what to do. Run down the hall toward the symbols, my sweet summer child. You're free now.
  4. Fear: WIS save DC 15. Fail: Frightened for 1 minute. Drop what you're holding, move at least 30 feet away from the glyph on each of your turns.
  5. Death: Yeah, that's right. Monte used death twice! CON save DC 12. Fail: 10d10 necrotic damage. Success: Half damage.

9. The Magic Pool: The door to this room is sealed with an arcane lock (STR check to bash open: DC 25). Once past the door, the group have arrived at the final room!

Crystalline Formations: These huge shards are actually the tintibulum that the stone giants are looking for.

Pool: Drink from it: CON save DC 12. Fail: Take 5 poison damage.

Former Use: Before the pool 'went sour,' it had a positive magic effect. If you drank from it, you regained a spell slot as if you had used a pearl of power. I would guess that some characters would love to try to repair this pool and use this place as a base.

Tintibulium: Tintibulium possesses the unique property of full immunity to thunder energy. That means that not only can it be made into items immune to sonics, but it also can be used to make soundproof walls and containers. It is worth twice as much as its weight in gold, and is much rarer."

Campaign Note: I just thought of something. I can say that the lifebane from Labyrinth of madness has corrupted this pool.

Conclusion 

There we go! What happens next is up to what the characters did. If they befriended the giants, they can hand over the tintibulium. If they are murder hobos... they have tintibulum, a poison pool, and the magic items that once belonged to the Company of the Shining Stone.

Don't forget to pick up the actual adventure, A Question of Ethics on the DMs Guild. It's only a dollar.

Saturday, December 5, 2020

Dungeons & Dragons - The Insight Skill

by Julian Kok
 Today we're going to look at a single skill: Insight. I'm working on an adventure, and I thought it would be fun to have the entire adventure partially revolve around the use of one skill.

We'll go through some D&D books and get a look at how insight works, and the different situations you might use it in. Also, how can it be used in an adventure? Are there any things to watch out for when attempting to use it?

Here's the description from the Player's Handbook:

Insight

"Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."

I've definitely mixed up Insight and Perception in the past. Here's the DMG entry on Perception:

Perception

"Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door."

Here's a quick list of instances where insight was used in official D&D books. You might make a Wisdom (Insight) check to:

  • Determine if someone is under a charm spell.
  • Figure out if someone is lying to you (the liar makes an opposed Charisma (Deception) check).
  • Determine characteristics. You can find out a creature's Ideal, Bond, or Flaw!
  • Gamble successfully during downtime. Insight is one of three skills needed to be successful at gambling during downtime.
  • Help solve puzzles. Insight allows you to learn clues/identify patterns of a puzzle.
  • See through a disguise.

Lying: It seems like the most common use of insight is to use it to determine if someone is lying. The heroes can use their insight to figure out if someone is lying to them, if they're nervous, that kind of thing.

Failing the Check: This leads to one of those small issues that come up when running a game: If a character rolls an insight check to see if someone is lying, but they roll low. their character shouldn't know that they failed their attempt. In game, this definitely shouldn't prompt the other heroes to try a roll because they know their ally failed the check.

by Zoltan Boros

In the Dungeon Master's Guide, under "Running the Game," They talk about dice rolling and when to hide your rolls:

"You might choose to make a roll for a player because you don’t want the player to know how good the check total is. For example, if a player suspects a baroness might be charmed and wants to make a Wisdom (Insight) check, you could make the roll in secret for the player. If the player rolled and got a high number but didn’t sense anything amiss, the player would be confident that the baroness wasn’t charmed. With a low roll, a negative answer wouldn’t mean much. A hidden roll allows uncertainty."

So maybe in my adventure, I should tell the DM to write down everyone's Insight scores so the players aren't tipped off.

Another pitfall here is, if a character fails an insight check, can they attempt another on the same target? When? After 1 minute? After an hour? The DMG covers this, too.

Multiple Ability Checks: "In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma (Deception) against the guard’s Wisdom (Insight), the same lie told again won’t work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off."

Determining Characteristics: I did not realize this was a thing. It turns out that you can use your insight check to learn more about an NPC! You can actually learn their ideal, bond, or flaw.

"After interacting with a creature long enough to get a sense of its personality traits and characteristics through conversation, an adventurer can attempt a Wisdom (Insight) check to uncover one of the creature’s characteristics. You set the DC. A check that fails by 10 or more might misidentify a characteristic, so you should provide a false characteristic or invert one of the creature’s existing characteristics. For example, if an old sage’s flaw is that he is prejudiced against the uneducated, an adventurer who badly fails the check might be told that the sage enjoys personally seeing to the education of the downtrodden."

Magic items: There aren't many magic items in the DMG that are linked to insight. The most prominent one I found was an ioun stone. In the book, it is literally called the insight ioun stone.

Ioun Stone, Insight. (incandescent blue sphere): +2 to your Wisdom score

So far, our mining expedition in the core books has given us a few potential possible encounters that utilize insight:

  1. A bad guy tries to lie to the heroes.
  2. The heroes can sit down in a tense environment with a mysterious NPC, and try to root out their Flaw, Bond, etc.
  3. Have a scene where the group gambles, and utilizes insight (maybe in a high stakes game of Three Dragon Ante?)

Let's look through some more books and see if there's any more insight stuff.

Xanathar's Guide to Everything

In the downtime section, there is discussion of gambling as a downtime activity.

"The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did."

3 successes means you gain double the amount you bet. 

You could do a thing that happens in movies, where there are people watching the game - an official looking for cheating, a scoundrel trying to slip something in a player's drink, that kind of thing.

Tasha's Cauldron of Everything

Magic Item: One of the teeth of Dahlver Nahl, a magic item, grants you telepathy 120 feet and the ability to cast detect thoughts at will. "You also have disadvantage on Wisdom (Insight) and Wisdom (Perception) checks from constant whispers of memories and nearby minds."

Puzzles: In the puzzle section, a character can use insight to figure outhints, figuring out if a creature is sincere, the meaning of certain markings on a puzzle,

Waterdeep: Dragon Heist

In this adventure, you can use insight to:

  • Figure out that Volo can't really pay as much as he says he can.
  • Discern whether or not a certain creature poses danger to Waterdeep.
  • Realize that someone is under the influence of magic.
  • Roll a really, really high Insight check to spot Jarlaxle in disguise.
  • Tell that someone you're having a clandestine meeting with has come here alone.
  • Discern that an NPC is hiding something.

Dragon Heist is definitely a crime caper type of adventure, which leads to more insight opportunities. I imagine insight-based encounters revolving around tense moments, quietly scanning a foe to see if they are nervous or about to try something.

Baldur's Gate: Descent into Avernus

There are some interesting uses of insight:

  1. Determine whether some bad guys are playing dead.
  2. Secure a loan, with or without the intention of paying it back: Charisma (Deception) vs. Wisdom (Insight).
  3. Realizing that a creature moves a certain way because it is injured.
  4. Detecting the insincerity of an offer.
  5. Eating a meal at a certain place on Avernus gives you both the benefits of a heroes' feast spell and disadvantage on Insight checks made against the owner.

I really like the "play dead" one. That's a nice set-up for an ambush. Or, perhaps an NPC is playing dead until its assailants leave the scene. the heroes see that the NPC is still alive, and note that the bad guys are about to loot the NPC's body.

Making a Diabolical Deal: Love this one! Insight is absolutely involved when you try to make a deal with a D&D devil.

"If a devil attempts to deceive a character at the deal-making stage, the devil can make a Charisma (Deception) check opposed by the character’s Wisdom (Insight) check. If the character’s check result is higher than the devil’s, the character sees through the devil’s deception."

There is also a magic item that boosts insight:

The Sword of Zariel: "Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks."

Icewind Dale: Rime of the Frostmaiden

There are a few new applications of insight:

  • Spotting that someone is faking an injury.
  • Examining the plans of a magical device, realizing that there is a design flaw, and knowing how to fix it.
  • Noticing that underlings have lost faith in their leader, and that they would be delighted to see that leader taken out.
  • Looking at a crude ice statue and figure out what it is supposed to depict (in this case, a kobold).

I really like the "underlings lost faith" one. That would be a nice twist to an encounter, where it goes from a straight battle to influencing the underlings to turn against their master.

by Zoltan Boros

Nothics: A monster I overlook a lot, but has a lot of cool lore and powers attached to it.

Nothics have "Weird Insights."  Characters in this adventure can actually learn things from nothics:

"The nothics have no memory of their lost humanity, and any information they might provide is garbled with bits of nonsense. Characters who succeed on a DC 12 Wisdom (Insight) check can glean the following information from the nothics after a brief conversation..."

Let's go to the Monster Manual and see what the deal is with nothics and insight.

"Dark Oracles. Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge."

In their stat block is the "Weird Insight" power:

"Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed."

So a nothic has a magically-enhanced ability to peer into a character's mind. Very cool.

I think I can mine a bunch of insight encounters out of this! There are some other good articles on Insight below. Thanks for reading!

Links

Nerdarchy: Insight 101

Arcane Eye: Guide to Skill Checks

Angry GM: Adding Insight to the Insight Skill

Wednesday, December 2, 2020

Dungeons & Dragons - Curse of Strahd Revamped Review

 

Today we are going to review Curse of Strahd Revamped! This gigantic product is a deluxe version of the mega-popular Curse of Strahd adventure. 

We're going to do three things here:

  1. Talk about the impact Curse of Strahd had on me
  2. Review the product, look for changes in the text.
  3. Look at the many complaints found on amazon reviews and see if they have any merit.

When you first open the box, which is shaped like a coffin, you see an insert that looks like this:

by Mike "Daarken" Lim
 

Tremendous! On the flip side of this giant, coffin-shaped card, is Strahd's stat block.

Curse of Strahd & Power Score RPG

Curse of Strahd did a lot for me, personally. When the adventure first came out, I was in a good zone - mentally ready to dig in to a Chris Perkins adventure and really peel it apart. 

While I personally wasn't that thrilled with the idea of yet another remake of the original Ravenloft adventure, I was 100% up for writing about it. I wrote articles that I now have no recollection of writing whatsoever. Ridiculous, massive articles about running Strahd, the Strahd prequels, and a Guide to Strahd.

Chris Perkins started running a Curse of Strahd campaign online, which I covered on this blog. Those articles led to a number of opportunities, and ultimately got me a contract with wizards of the coast to work on some web-related stuff. I was now getting paid for writing about D&D!

Once that contract finished, wizards started sending me free products for my blog reviews. To this day, they still send stuff to me. Heck, I even got a Christmas card from them! I am a lucky guy.

With their support, and especially the support of all of you who to this day buy my stuff on the DMs Guild in great amounts, my literal job in life is to write about D&D.

Wizards doesn't send me all of their products, though. I don't get the big, weird stuff. I don't get minis, I don't get the Beadle and Grimm mega-deluxe products. I didn't get the Stranger Things box.

And they did not send me Curse of Strahd Revamped.

I thought about it for a few days, and I realized that I needed to buy this thing. Plunk down my hard-earned money! 

Curse of Strahd did so much for me, how could I not review this thing? Where would I be without Curse of Strahd?! I should buy two of them!

It's $70 on amazon, which is a lot of money, but not too outrageous. I sort of feel like buying one copy is the least I could do, after all that wizards (and you) did for me.

Negative Reviews? While gazing at the amazon entry, I read the reviews. I was taken aback at the negativity. People seemed to be pretty angry about this boxed set.

Is this just another case of internet over-reaction? Is this product really bad?

I noticed that while I wrote a pretty glowing review of Tasha's Cauldron of Everything, people on reddit seem to hate that book. I mean.. they really hate it.

It made me wonder if I'm out of touch. Am I wrong? Is there something about Tasha's that I missed? 

I understand that most of the content was already public as a playtest, so there weren't many surprises in the book, but that doesn't make it a bad book, does it? 

I actually liked the player stuff in that book, and usually I don't care about player stuff at all. The magic tattoos alone made the book worth it to me, alongside the depictions of Tasha's life.

So yeah, I needed to buy this box and see. Is Curse of Strahd Revamped a flimsy cash grab? Is wizards trying to fleece you and I by putting out the same product with one tiny little change, like when Malibu Stacy got a new hat?

Let's find out.

Curse of Strahd Revamped Review

I'm sorry everybody, I only had a potato to take product photos with. 

First off. This box is huge. I mean... look at it. That's Tasha's Cauldron of Everything next to it, for scale.


Unreal. The box is so huge. I am already loving this thing.

Tarokka Deck: We get a tarokka deck. I already have one, but look at the size difference. This new deck is massive!

Postcards: The postcards are meant to be used to invite your friends to play, I guess. I know that Chris Perkins sent out invites for his game, but they came in wax-sealed envelopes. That would have been a much cooler way to go, I think, but probably not feasible.


Handouts: The 4 handouts are on really nice, heavy cardstock. The handwriting is a bit hard to read, but maybe that's just me. Also, giving players a huge handout at the table... I don't know, that's a lot of reading. And if one of them is reading the handout and everybody else is playing, now you've lost the attention of a player.

I do see one issue here. Kolyan's Letter and Strahd's Invitation are on the same page. They should have each been on their own page.

Poster Map: The poster map paper is heavier and very glossy. One side has the map of Barovia, and the other has that isometric map of Castle Ravenloft. My problem with this map in the original product was that the castle map showed the secret doors, which means that you can't even show this thing to the players (though that would be hard to do anyway, without revealing the whole castle to them). Yup, the secret doors are still there in the revamped version.

This is still a nice map. You can absolutely lay the Barovia map down on the table. Looks great, very useful. I do stagger back in horror at the idea of a player spilling a drink on it, though.


DM Screen: Super Thick, super-smooth. New art! The piece depicting Castle Ravenloft is really great. There's a panel with art of the Death House. I really wish they'd get rid of Death House as the introductory adventure to Curse of Strahd. It's not bad, but it has pretty much nothing to do with the actual story.

The flip side of the screen has a lot of the same stuff in the other DM Screens - Conditions, mostly. But there's also some Barovian random encounter charts, a quick rundown on how a tarokka reading works, the Barovian calender, Barovian names (very handy), and common features in Barovia (opening doors?, Secret Doors, Picking/Smashing a lock, and webs).

Webs? What an odd set of things to include. Webs? Here's the webs entry: "Characters can pass through ordinary webs, including thick cobwebs, without fear of being restrained or slowed down. A character can clear away the cobwebs from a 10-foot square as an action. Webs woven by giant spiders are a different matter, see "Dungeon Hazards" in the Dungeon Master's Guide for rules on giant spider webs."

There is also a few paragraphs on the Mists of Ravenloft, very cool.

As far as the screen goes, I declare that this DM screen kicks ass. I love the artwork. It's unique and amazing in its own way.


Tarokka Deck Book: This is literally Appendix E from the original book, placed in its own separate booklet. 

This booklet actually kind of freaks me out, in that it feels like how a 5e "module/pamphlet" (like the 1st edition adventures) would be presented - softcover, just a few pages. I want the Necropolis of Ythryn from Rime of the Frostmaiden printed in a booklet like this.

Wait. Actually, I want the Lost Laboratory of Kwalish published in a booklet like this. But I want a full color cover and more art inside. As time has rolled on, I have slowly come to the conclusion that the Lost Laboratory of Kwalish may actually be my favorite 5e adventure. 

It's not perfect! Some of the stuff in there is confusing and could be trimmed down/re-worded. But I think that adventure most encapsulates what I want 5e adventures to be.

Anyway, what's in this tarokka book? The first two pages contain a dense description of the deck and what each card represents. after that, we get... pictures of the cards.

This feels like a waste. Pictures of the cards? We already have the cards. I'd have preferred it if they gave as a magic version of the deck, a mini-adventure involving the deck, or, best of all, a new introductory adventure to run.

Do any of you remember that old Dungeon Magazine adventure where there was a thieves guild or something, and each door was infused with the magic of a card from the Deck of Many Things? They could have made an intro adventure like that.

Creatures of Horror: They put the monsters in their own book, so the DM doesn't have to do so much flipping. Very nice!

The paper is a bit too glossy - I prefer the grittier paper, like the stuff they used in Rise of Tiamat. That said, the art looks much, much, much better on this paper.

I've written a lot about how the art comes out too dark in most D&D books, but here, we get great bright versions of everything. It looks absolutely fantastic. The very first page shows us Vasilka and the Abbot, and we can make out every detail.

Then we get to one of my favorite 5e monsters: the Barovian Witch! She's got AC 10 HP 16, and she can cast some very debilitating spells like sleep and Tasha's hideous laughter.

I think there is new art of the wereravens, too.

Are there any changes to the text?Let's find out. Keep in mind that wizards has released errata, which has been incorporated into later printings of this adventure.

In the errata, it says that, in Ezemerelda's NPC entry, "Ezmerelda's Secret" has been changed to "Ezmerelda's Prosthetic." Here in revamped, it's "Ezmerelda's Prosthesis."

It further says that "She has since adapted well to the false appendage."

In the Broom of Animated Attack entry, the original book says: "...half the weight that a broom of flying can (see chapter 7, "Treasure," of the Dungeon Master's Guide)."

In Revamped, it says: "...half the weight that a broom of flying can (see the Dungeon Master's Guide)."

Looking through the revamped, I see that this is a universal change. For example, in the Old Bonegrinder there is a mention of cackle fever. In the original book, we're told to see "Diseases" in chapter 8, "Running the Game," of the Dungeon Master's Guide. In revamped, it says see "Diseases" in the Dungeon Master's Guide.

Curse of Strahd Revamped Adventure Book: This book is softcover. It's flipping and flopping all over the place, and I gotta say that I'd rather that it was either a hardcover book, or that this cover was a bit thicker.

The paper inside is nice - shiny but my fingers don't smudge it.

I am very interested in seeing if they made changes to a few things, particularly:

  1. The night hags in the Old Bonegrinder.
  2. The elevator trap in Castle Ravenloft.

Hags: The hags in the Bonegrinder were very powerful. Chris himself changed them to green hags when he ran it.

Checking.. nope. They are still night hags in revamped.

Megaliths: Looking real quick at the Megalith entry. In Rime of the Frostmaiden, it was revealed what the megaliths do. Nope. No changes to the entry in revamped.

Who is Ceithlenn? This isn't a change, but sticks out now to me: "...an offering to the entity they worship, the wicked archfey Ceithlenn of the Crooked Teeth."

I don't think I've ever head of Ceithlenn before. Some googling reveals that she is based on Ceithlion Chaisfhiaclach, a figure in Irish legend. Someone on reddit gives details.

Elevator: Now let's check out the elevator in the castle: I just didn't understand it no matter how much I read it. Let's go to the Larders of Ill Omen (great name), pg 74 of Revamped, K61. Elevator trap.

Nope! No changes at all! Same exact text, as far as I can tell.

Vestiges: Looking at the Amber temple, I want to see if anything has been added/changed to the vestiges. Nope.

I'd really love to see someone make a list of the vestiges, and detail which ones are brand new and which ones were in old products. I recognize a few: Tenebrous (from Dead Gods), Shami Amourae (from Savage Tide, among others), and Taar Haak (I think Taar is a 4e primordial).

But there's others like Seriach the Hell Hound Whisperer and "Vaund the Evasive." Who are they? What did they do before ending up as a vestige?

Changes? So to summarize... there are almost no changes at all. Revamped is basically a reprint of Curse of Strahd.

Amazon Reviews

OK, now let's check out some of these amazon comments. I'll put their comment in italics, and my response will be below them.

"If you have not DMed before this will equip you decently, but hardly has everything you would want to run the game in person."

I don't quite get this comment. What do you want? Dice? That would have been cool, actually, to include Strahd dice.

You need the core books. You need dice. And you need character sheets (actually, special character sheets would have been a great addition to this box, too).

I'm not sure what this commenter is missing. The box gives you the tarokka deck and a DM screen. All sorts of stuff.

"The postcards are... neat? But not useful for running the adventure, there are things I would rather have had."

I agree that the postcards didn't add much.

"The book is a softcover which some people don't like for the money this costs."

I actually agree with this, too. In my opinion, this should have been a hardcover with new cover art. Heck, they could have used the special art of Strahd in the coffin as the cover.

"All in all, this is a box set, NOT a revamp. The book is not really any different than that of the original Curse of Strahd, just filled in with a handful of edits made to clean it up and clarify a few things."

True! It is in no way a "revamp." I definitely expected that the adventure would be tweaked in places, and it was not.

"This is a box set. If it was sold as a box set, it would be fine. But it is misleading to sell it as a revamp when it really is just a Curse of Strahd Box set. I was extremely disappointed."

I get it. It is a boxed set. I am not really disappointed though.

"Past that is a book that I really don't understand the purpose of at all. It's an 8-page, saddle stitched booklet entitled "Tarokka Deck." It contains a generic description of what the various suits mean on a Tarokka deck, as well as thumbnail images of every card. What it does not offer, however, is an explanation of what each card means within the context of the adventure itself. I find that to be a real missed opportunity, and this book likely will see little use from me."

Valid! The tarokka book is just a reprint of Appendix E. Not very useful or exciting.

"Since some of the cards contain two different handouts on them, and since I can't imagine anyone wanting to actually cut the cards in half, they will have to be photocopied before use anyway. So these seem largely un-useful to me."

Also true! Each handout sheet should have just had one note/letter on it. I'm not going to take scissors and cut these things out, that's crazy talk.

"....it is just a paperback slightly modified reprint with stats in a separate booklet, map, lower quality DM screen, tarroka deck, cute postcards, etc. and a lot of empty space. There's no real reason to buy this unless you're a collector."

Whoa, there. Lower quality DM Screen? The DM screen is fantastic! The tarokka deck is fantastic. This obviously is a collector's item, but it is very useful for those who are actually going to run the adventure, too. Splitting the monsters into their own book is extremely helpful.

Overall

I love this box. If you're expecting a re-worked adventure, don't bother with it. But if you want to run Curse of Strahd and you have some money lying around, this is a no-brainer. It's such an impressive product. And while it retails for $100, you can get it for $70 on amazon. 

At $100, I'm not sure I'd recommend it, but at $70 this is a very easy thumbs up from me.

D&D Beyond

As you may know, I write "guides" to the 5e D&D adventures. When working on a guide, I sit there, go through the new book page-by-page, and  try to boil down the basic things a DM needs to know to run it. 

My main goal is to tell the DM, in as few words as possible, everything they need to know to run the adventure for their group.

Usually this involves writing a summary, identifying the parts of the adventure that could cause the DM to stumble, answering questions that aren't immediately clear in the text, and page numbers - lots and lots of page numbers.

I put in the page numbers because, if you're using actual physical books, you're going to need to be looking up lots of monsters, magic items, and little rules. Some of the monsters will be in the adventure book, many will not.

Page Flipping

So I imagine you sitting at the table with the adventure, the PH, the DMG, and the Monster Manual (also possibly Volo's and Mordenkainen's Tome of Foes), immediately I feel this sense that you're going to be overwhelmed with all that flipping, while trying to create a seamless experience for the players. 

A good chunk of being a good DM is preventing boredom, right?  I end up writing these giant guides trying to help cover you as best I can. But it still doesn't feel like enough.

My guide to Icewind Dale: Rime of the Frostmaiden is 100 pages long. One hundred pages! The adventure itself, minus the stuff in the back of the book, is 250 pages. My guide is a lot of extra reading to do!

When that guide was done, I sat for a while and thought about whether there was a better way to write these things. Should I include less information? What is really essential? Do you need all those page numbers?

The Mad Mage Was Too Much For Me

I thought back to Waterdeep: Dungeon of the Mad Mage. I tried to write a guide to that one, but gave up by level 3. It was too dense. The wall of text killed me. How do I help you run that one? What do you need to know? Are massive piles of page numbers really helpful? How do I condense this thing?

I shelved that guide. I'd go back to it every few months, try to work on it, and then get overwhelmed again. Heck, I ran it online for a short time, until dungeon fatigue set it.

Exploring D&D Beyond

Then, a few weeks back, I went to D&D Beyond to look at the Essentials Kit stuff. There's a code in the box that gives you the D&D Beyond version of the adventure, Dragon of Icespire Peak, for free. There are also sequels to that adventure available as well.

I sat there, shocked. Why haven't I been using this site more? There are LINKS to all that stuff I've been providing page numbers for, right there. I went and looked at Dungeon of the Mad Mage, the adventure that killed me mentally, on the site. Check it out.

First off... It  has very clean versions of the artwork. As a big fan of D&D art, this is good for me. 

Second, I find the text much more readable. I can scroll down and see how concise it is. In book form, it feels more like a wall of text where I keep checking, "how many more pages do I have to get through?" On this site, it's just a clean scroll, frequently broken up by links, charts, and side stuff.

If you look at the text, you'll see a lot of highlighted stuff - LINKS. Links to everything I write page numbers for. If you run this adventure off of this site, you can hover your mouse over everything and immediately have access to all the stat stuff.

Hover over the knock spell:

Look in the knock entry - there's a link to the arcane lock entry!

Later in the same paragraph, there's a bandit. Hover over it:

Then there are links to other areas of the dungeon that these bandits might run to. Click on it and we jump right to that section.

Next paragraph, a character might get frightened. The conditions are one of the things I have to look up the most (PH pg 291, am I right?). Here... just hover over it:

Boom. Frightened. All of it.

Now there is one major, obvious, hurdle to all this. But before we get to it, I want to show you one more thing.

You get every map - both a DM version AND a player version. Yes, you can save them to your computer.

One Problem

So I'm sitting here, kicking myself for not using this site more, but also in a bit of a quandary. Instead of writing all those page numbers in my guides, should I just tell people to buy the D&D Beyond version of the adventure? 

This is the hurdle: You have to buy the digital versions of the books on D&D Beyond.

Each book is $29.99. You could buy smaller chunks - items, classes, whatever, for $1.99.

So if you buy just Dungeon of the Mad Mage on D&D Beyond, a lot of those links aren't going to work until you actually buy the D&D Beyond versions of the core rulebooks.

In some cases, you can buy a physical book on Amazon for less than the D&D Beyond price.

What the heck do we do with this? Do you have the money to buy the D&D Beyond versions? Because honestly, it's worth it, to me. In fact, if everyone had access to them, it would completely change my approach to writing a guide. It would make all of our lives a million times easier.

Work Resumes

I can say that, because I now have access to Mad Mage on this site, I've actually resumed work on the guide. No idea when it'll be done... not any time soon. But I don't feel overwhelmed by it any more.

I also figured out a new approach to making the guide, which I think will be more helpful and drop the page count by a bit. 

If I wrote the Guide to the Mad Mage in the same style that I used with the others, it would probably be 150 pages long. To me, that's almost useless as a guide. I want you to be able to flip through it in no time and understand everything you need to know.

Other Content

D&D Beyond has more stuff worth talking about - particularly the character builder, the Twitch add-on (which is amazing), and the articles by James Haeck (from what I can tell, he is pumping out like 3-4 huge genuinely useful articles a week all by himself). I feel like I should do an article on Haeck's work. That guy is a machine.

For today, I just wanted to know where I'm at and to give you an alert, in case maybe you don't even know that D&D Beyond is an option.

Quick Note

I am a bit amused by this. Last week I wrote a review of the D&D Essentials Kit. I and others online pointed out that you could buy the Essentials Kit on Amazon for $8, which is a ridiculously good price and perfect to buy for the holidays. I just checked to see the current price:


They're sold out! Price is up to $15. 

Also, if you are thinking about buying a book on D&D Beyond, they are running a 15% off sale through December 6th. Coupon Code: DDB15.

Thanks for reading!