The Struggle Is Real

Today, Dear Readers, I’m going to get very real with you. VERY real.

Image credit from https://www.georgeherald.com/news/News/Lifestyle/151531/Feeling-depressed-There-is-help

So all of you can tell that my posting schedule has been more than erratic.

The truth is that I’ve been struggling something fierce. With what? My depression. I’ve been struggling being very motivated to do much more than getting out of bed in the morning.

You see, I’m a combat veteran with MS. No this isn’t going to go into everything about it, and I’ve already gone over my struggles with MS, so I won’t go further into that, but I do want to go into the struggle of depression, especially from the perspective of a gamer.

Many of you may or may not be experiencing the same thing, especially with the current pandemic hitting across the globe, and particularly the United States. The isolation of quarantine can make things amplified exponentially.

For me, my ability to play with my in-person players twice a week (plus my monthly game) was a lifeline. You may or may not be able to imagine the anguish it caused to have to stop that interaction. When I had to go virtual, only one of my groups were willing to move to that medium, and the other had to be reformed entirely, as only three of my players were willing to go virtual, out of 7 (not including me). That group now exists as a group of 7 with a player from Canada, two players from Nebraska, and four from here where I live. We’re having a good time, and Roll20/dndbeyond.com have been a blessing. The only problem?

It’s just not the same.

I’m even having problems with campaign planning or prep.

I find myself struggling to even remember that I have to prep for Sundays leaving my Sunday game lacking compared to my normal level of game. Thankfully, due to the episodic nature of my Tuesday game, there is little prep that needs to happen.

Video games have provided moments of entertainment, but ultimately I’ve gotten uninterested and drop that too. Like…so many video games: Diablo (the original), XCOM 2, Mechwarrior 5: Mercenaries, Mechcommander 1 and 2, Fallout New Vegas, and the list goes on and on. Nothing.

My motivation is lacking to where I haven’t touched a paintbrush in what feels like ages. I keep buying minis (yeah, I know…) and now base decorations (grass, gravel, and the like), but I haven’t painted a miniature in a long while. Sure, there are some paints I’m waiting on, but if I am honest with myself, I just haven’t been motivated.

Granted, this Wednesday I have a “play date” with a buddy of mine who is WAY better at painting miniatures than I am. Like…way better. He is going to teach me his ways, particularly shading. I recently got a nice type of wet palette, so I am excited for Wednesday evening at least.

Now, let me be real about something else: I haven’t engaged in any real self-care either. It’s hard to do when your motivation is down the drain. This lead me to do some searches for self-care for gamers.

I found a good blog post about this subject and am going to try some of the techniques out.

So, that’s what’s been going on lately, Dear Readers. That’s why things have been slacking. I’m sorry that I haven’t been giving you everything I’ve promised, but I am doing my very best. Frankly, even writing this post has been a little cathartic.

So, what do you all do for self-care, Dear Readers? Let me know in the comment section below!

Also, don’t forget to subscribe! We just gave away a painted miniature (I’m going to start working on it this week to be mailed out by this time next week), and the next giveaway will be even better!

Also, consider supporting The Blog under “Support Us” above. Every bit helps.

As an aside, yourdorkmaterials and I begin filming our videos “How-To: DnD Beyond” next week, to be followed by our “How-To: Paint Miniatures” videos.

Until next time, Dear Readers…

Exciting News!

Dear Readers,

I’ve got some absolutely exciting news for you all today!

We have recently expanded our partnership to include a gaming store in Huntsville, Alabama called The Lucky Dice Cafe!

May be an image of text that says 'LUCKY DICE CAFE'

The owners and I are proud to announce our partnership to provide you with all sorts of new and exciting content!

We will be using their store to showcase our upcoming “How-To Play Battletech,” “How-To D&D Beyond,” (we are filming it as I type this!) and “How-To Roll20” series of videos, as well as our miniature painting videos!

A big thank you to our partner Arryn as well for continuing to sponsor our Subscriber Miniature Giveaway.

Arryn has decided to adjust our giveaway thusly:

When we hit 25 subscribers, a randomly selected subscriber will receive a painted miniature that I will paint, from the Nolzur’s D&D Miniature line.

When we hit 100 Subscribers, a random subscriber will receive a free t-shirt from our Patreon Store!

When we hit 1000 Subscribers, I will select a random subscriber to get a free item of their choosing from the store and a painted miniature from the WizKids Nolzur’s line of D&D miniatures!

If we hit a whopping 10000 subscribers (!!!), I will select a random subscriber to receive a gift of the benefits of my highest tier of Patreon awards!!

As I’ve said before, every penny we receive goes directly to delivering better and more content to each and every one of you.

Until next time, Dear Readers…

We Have a Winner!

Just a quick announcement to say that we have reached out first follower goal!

Congratulations to one of our email followers, ky*****er86@gmail.com has won a custom painted miniature! I’ll be in touch to get contact info to mail you the mini.

Congratulations!

How-To DM: Where to Find Inspiration

Dear Readers, this is going to be a short post. I had a back procedure today and am in quite a bit of pain. I’m stuck on bed rest for the next 24 hours, so I have the extra time today…

Inspiration can come from many and varied forms. Here’s some places I’ve found:

1) Probably Bad RPG Ideas

This is a wonderful resource for great ideas for one’s game. The name is a lie! Even more so, many of the ideas presented, even if they are technically “bad” ideas, they are wonderful for being turned into good ideas.

2) Books, Comics, Movies, and TV Shows

Game of Thrones (TV Series 2011–2019) - IMDb
The Lord of the Rings: The Fellowship of the Ring (2001) - IMDb

First of all, I’m not advocating ripping off a resource like this, but I have seen people use the same world and lore to set up a campaign adventure series. I’ve also seen the tropes, ideas, and even general plot-hooks/surprise turn of events. As an example, an episode of the 80’s cartoon Gummi Bears has a plot point where ransom was placed in a container, and the ransom was picked up by digging a hole underneath the container, so that the person getting the ransom could get away unnoticed. Interestingly, this was the same technique used in the movie Speed when the villain gets away with the ransom money via a tunnel beneath the trashcan where the money was left!

3) The Dungeon Master’s Guide

There are tons of plot points, adventure ideas, campaign ideas, etc… It even gives ideas about villains, complications, etc… Just because it’s in a core book and given in a rather generic way, don’t discount it as a resource!

4) Other Adventures

In recent times, yourdorkmaterials was running his Tuesday night game, and my table wasn’t able to meet in full (we had two of our normal 6 players!), so yourdorkmaterials invited my players and I to play.

As you know, I run Rime of the Frostmaiden on Sundays, of which yourdorkmaterials is a player. He asked me if he could run that adventure, modified, as long as he stayed behind our sessions. Of course I agreed. What came next was…interesting.

My group (the new players from my table and I, who was running an elven bladesinger) was lost in a snowstorm and was heading to Dugan’s Hole to find shelter (for those unaware, Dugan’s Hole is like…the town in the movie Deliverance…think banjos and inbreeding…). My group ran into the other, main group, fighting off…something, with the party trying to light houses on fire.

“Uhh….come again? Why are we lighting the villager homes on fire while hiding in the Speaker’s home?”

“Just trust us! This is bad!”

On a leap of faith, we joined. Yay.

It was awesome.

In the end, we prevailed, albeit with a Pyrrhic victory, as the town was infested with wendigos and the townsfolk, hard-pressed as they were by the harsh winter, and also resorted to cannibalism. None of this was in the original adventure. My wonderful partner on this blog added it for flavor.

5) Google search “Good D&D Campaign Ideas”

I cannot stress this enough: Google is your friend for this! Doing this search comes up with tons of lists of hundreds of different adventure and campaign ideas to get the creative juices flowing! Some are good enough and cohesive enough to string together!

Of course there are many other resources for inspiration. I’ve seen adventure written using storm giants to tell the story of King Lear. Heck, I am personally writing a campaign based on a children’s story. Sorry, I will not divulge this particular story, as several of my players read this blog!

I hope you all found this blog entry helpful, if not entertaining. Sorry I couldn’t do much more due to my back procedure, but I enjoyed writing it.

Until next time, Dear Readers…

HOW TO DM – HANDLING ROLEPLAY

Hello everyone! In this week’s installment of How To DM, I’d like to talk about everyone’s favorite controversial subject – roleplaying.

You have one player who likes to roleplay his half-drow assassin’s abiding – but ultimately doomed – love interest with a dwarf paladin. Another considers his gruesome coup de grace descriptions the only roleplay that matters. The idea of what is or isn’t good roleplay is so subjective as to be nearly impossible to quantify, and we probably have widely different definitions even within our own group.

Then we have those players who are shy, or worried that they’ll do something “wrong”, or just simply don’t know what “roleplaying” means? The last two points I find very common in players who are new to the hobby.

So how do we handle all this as a DM? How do we promote this integral part of our cooperative hobby in a way so everyone is having fun without forcing them?

So, let’s talk about roleplaying in this week’s How To DM!

Set Boundaries Early: If you ask 100 gamers, I’m sure you’ll get 100 different answers on what “good” roleplay is, but I think we can all agree on some common examples of “bad” roleplay:

  • Roleplay that makes other players uncomfortable or forces them to participate in something they don’t want to be involved in. I call this syndrome “D&D After Dark”, and it certainly isn’t appropriate unless everyone in the group is on board.
  • Roleplay that causes strife or hard feelings within the group. Not necessarily between characters – that can sometimes lead to some really interesting and fun things – but hard feelings between players. In-party theft, PvP combat that isn’t mutually agreed upon…these are fine examples of ways to swiftly bring ruin to a group.
  • Roleplay that hogs all the spotlight, demands all the DM’s attention, and never lets anyone else get a word in edgeways. This type of roleplay reduces the rest of the players to mere witnesses to one player’s story, and who wants to essentially watch one guy play D&D?

The utterance of “It’s what my character would do” can be the voice of doom to your group. In simplest terms, no player gets to ruin everyone else’s fun – yours included.

A strong Session 0 can help set expectations and establish clear boundaries of those things that simply won’t be tolerated. Establishing these boundaries early, and letting everyone voice their opinions, can save everyone a lot of trouble later on.

Let Them Lead You: Sometimes we don’t have the benefit of knowing our players beforehand. Take some time in the first few sessions to test the waters a bit. You’ll soon know what type of roleplay they’re interested in, and how experienced they are.

And absolutely do not – I can’t possibly stress this enough – do not impose your own subjective ideas of what “good” is roleplay on your players. Do not demand they roleplay at all. As I mentioned in last week’s post about Session 0’s, this is not your game. The game – the story – belongs to the entire group. Mess with that at your peril.

Encourage Good Roleplay By Giving Inspiration: I think the Inspiration mechanic is an excellent way to encourage and reward players for acting more “in character”. Most players enjoy mechanical advantages. If a player just wants to roll Persuasion to convince the guard to allow the group to pass, then I certainly allow it. Like I said earlier, some players need time to “warm up”. However, I always give them an opportunity to tell me exactly “how” they are going to convince that guard. A plausible argument or action might earn them an Inspiration die to help out – particularly if it’s a skill their character isn’t particularly good at. I find this helps fight the “A Team Syndrome” where one player is the Face, another is the Smart Guy etc… And, quite often, once the more shy or inexperienced players see how this works in my games, they start to open up and give it a try.

Ground Their Characters in Your World: How many roving bands of The Magnificent Seven are there in the world ready to cause mayhem? Not every player (again particularly new players) is going to come to our tables with a four page backstory. I’ve found doing the following really helps:

  • Give them a place. Perhaps their family has a farm, or a business in town? Certainly they have family and friends. Clerics and Paladins have a temple, or at least belong to some kind of hierarchy. Barbarians have the tribe or clan. If the player hasn’t given it much thought, design something for them, and then ask if that’s ok. You don’t want to dictate a character’s backstory, but sometimes a little nudge gets their creative juices flowing. Not only does this fight the stereotypical “I’m-a-lone-wolf-whose-family-was-murdered-by-[insert monster type here]” character, providing a framework for their characters’ lives also gives you more material to work with!
  • Let them tell you. I’m bad about having an NPC walk up to a character and start talking. “This guy has known you for a long time. Who is he?” Now you have to be careful not to put someone on the spot who might be made uncomfortable, but, again, I’ve found that allowing players to have some influence over the game in this way can really lead to some interesting places. We as DM’s though have to be prepared to be flexible over whatever answer we get!
  • Give them downtime. Consider spreading out your adventures a bit more to give the characters time to handle their “normal” lives. Dealing with a downturn in the family business, or a bad harvest can also lead to interesting places. If it goes well, you might want to consider adding in a resource management element as a sort of mini-game. And let it impact the characters in a meaningful way. Perhaps they earn some extra money. Maybe their reputation improves with a group.

The more we build, design, and support the characters’ personal worlds just like we do our larger worlds, the more likely the players are to become invested.

Let Them Retcon: Sometimes a player will ask to change something about their backstory because a really cool idea just occurred to them. If it’s just a cool cosmetic change, or if it’s something I can use to make things interesting, I always allow it. Why not? Such a change either really has no impact (other than to make the player happy – which we want, right?), or I have more material to work with. It’s a win-win either way.

What tips, tricks, and advice do you folks have? Put them in the comments below, so we can all share in the info. Thanks for reading, and we’ll see you next week for another installment on How To DM!

How To Add DnD To Your Resume

Dear Readers,
This particular treatise was written by one of my teen players. They wish to remain anonymous, so there is no name associated with it. That said, this is the product of another person, and if you cite it or use it, please credit The Daily Dungeon Master Blog.
Lastly, I included some D&D memes for your additional amusement.
Thanks & enjoy!

“Dungeons and Dragons (commonly known as D&D) is a game about working together as a team to achieve a common goal. While you play, it’s important to think critically about every move. You have to communicate with your fellow party members. Most importantly, you have to be creative in how you solve your problems. D&D is a great way to develop critical thinking, effective communication and creative problem-solving skills.

17 D&D memes for Evil DMs | Dungeons and dragons memes, Dnd funny, Dragon  memes

While playing D&D, you have to think critically. Whether you’re talking to someone at a tavern, or navigating a dungeon, you have to think about every move you make. According to Oxford dictionary, critical thinking is defined as “the objective analysis and evaluation of an issue in order to form a judgment.” During gameplay, you’re constantly making judgments. Is this a person I can trust? If I were in their shoes, would I do this? Is this worth the risk? These are all questions you ask as you play. These questions can easily be translated to the real world. This person has a history of doing bad things, can I trust them? Would I have done the same thing this person did? Should I risk this, or should I play it safe? While you think about your next move, you also should be thinking about how to communicate what you’re thinking.

Just some more D&D memes - Album on Imgur

    Communication is a key part of D&D. If you can’t effectively communicate, you won’t get anywhere. Miscommunication is the #1 reason for a party’s downfall. Everyone has their own way of saying the same thing, so if you can’t get your version to line up with the rest of your companions, you can’t get the task done. The same thing happens in real life. If you don’t say what you mean in a way that everyone can understand, you can’t solve your problem. At work, this could mean communicating a plan to meet the next deadline. In D&D, this could mean the plan to sneak into the dragon’s lair. To make a good plan however, you need to be creative in your problem solving.

D&D Memes because I have a D&D Session today - Album on Imgur

To be a good player, you need to think outside of the box. D&D puts you into situations you never thought you’d be put into, like smuggling a load of radioactive parrots across a border, or how to convince a band of kids to defend a castle. You really have to think in a creative manner to solve these weird, wacky problems because there are no normal solutions. Same logic applies to real life. To solve a weird problem, you have to come up with a weird solution. Whether it’s the issue of feuding co-workers or feuding gods, creative problem solving is an important part of life.     In conclusion, D&D is a great way to build important skills you’ll need for your future. Being able to think critically allows you to make good judgments and good plans. Effective communication allows you to put those judgments and plans to use by getting others involved. Creative problem-solving allows you to solve weird problems and get anything done. The combination of these points is why I think D&D is a great way to develop skills needed for your future.”

70 Nerdy Memes For Fans Of Dungeons & Dragons - Memebase - Funny Memes

So, Dear Readers? What do you think? Personally, coming from a teen in high school, I love her essay. Let me know what you think in the comment section below!

The best dnd memes :) Memedroid

Also, don’t forget to subscribe to get updates on each and every awesome blog post about your favorite subject: gaming!

Until next time, Dear Readers….

D&D MEMES!!!!!!!!

Rime of the Frostmaiden: Quick Update To Catch Up

Dear Readers, I know I’ve gotten more than a bit…behind in my writing for my Sunday adventures. This is why I am not going to be doing a detailed summary, but more of an overview, to catch us up, and resume doing more detailed summaries this coming Monday.

In the event that you would like a more detailed account of a section, please feel free to message me or comment below and I’ll fill in any blanks you wish to know about.

With no further ado…

When last we left off our heroes, they were traveling to the Black Cabin, where their Brynn Shander acquaintance, a gnomish priest of Lathander, had requested that they take a bundle of supplies to a friend of his.

Upon reaching the cabin, it was immediately clear that something was very wrong. The cabin was derelict and seemed to be empty, and Macreadus, the gnome they were sent to find, was nowhere to be found. The only thing they did find, was a strange object with notes about it.

Whenever someone picked it up, it began to glow brighter and brighter. From the notes, it seemed that it was something being designed to stop the eternal winter. A horrible accident involving the death/destruction of the gnome of the party who held it for a moment too long.

That said, the party quickly figured out the problem and was able to restore their companion and were blessed by Aumantur, giving them an extra 10 temporary hp each day at dawn.

After that, the party headed out towards the pirate ship, far to the northwest.

This was…interesting. Long story short, they found part of a dragon’s horde, met the dragon, almost lost two party members as they got breathed on by an ancient white dragon with cataracts, which flew off in search of those that plundered its horde. The party withdrew and headed, via an indirect route, to Brynn Shander, where they found a ring of giant-sized thrones upon a hill. Deciding to finish their travel to Brynn Shander and resupply, the party headed out. While at Brynn Shander, the party encountered a druid that offered to lead them after telling them the legend behind the ring of thrones.  The legend, she said, was that of the full moon, the spirit of the jarls would appear to test whomever stood before them.

Taking her with them, they headed out to the Jarl Moot, as it was known. After defeating the two battle challenges the spectral form of the Jarl of Jarls had for the party, he disappeared and his throne began to rise, showing a set of stairs descending into the darkness. It was at this point, the druid showed her colors, and with the help of a winter wolf, attacked the party. After dispatching them, the party headed below, where they solved the puzzles and got the treasures left by the jarls.

After this, the party headed south, to where the wizard had gotten the psychic “ping” via the strange stone retrieved from inside the mines.

It led to a crashed Nautiloid, a spelljamming ship, piloted by two gnome ceramorphs, the product of a gnome infected by a mind flayer tadpole.

In exchange for the stone, the ceramorphs exchanged two of their strange weapons, energy pistols!

Heading back to town to resupply, the party heard rumors of a goblin having come in under a flag of truce with an offer of peace from a goblin stronghold to the southwest. The town sheriff did not believe the intentions of the offer, instead offering 300 gold for the leader’s head. After speaking with the town speaker, the party was given leave to take the captive goblin and investigate the veracity of the peace offer.

Travelling across the tundra and up the mountains to the southwest, the party came across Karkolohk, the goblin fortress. The party was introduced to the leader, one Yarb-Gnock.

As you can see, and the party could figure out, the goblin chief was actually a gnome who had survived the slaughter of his companions, created a goblin costume, used his illusory magic inherent for gnomes, and eventually rose to chieftain of the tribe. He taught them to build and to survive the tundra, but needed supplies to continue to thrive.

His proposal was thus: the goblins would patrol the road and wastes as well as refrain from attacking supply wagons, and the town would provide clothes and goats for them to survive.

The party believed this would be reasonable, and took the new copy of the peace treaty and headed back to town. Before leaving, the party was confronted by the village healer/shaman, who explained that she knows the truth about the chieftain, and, instead of outing him, demanded to be the goblin envoy to the town of Brynn Shander. The party readily agreed, and headed back to town.

Where will the party head next? Will they ever deal with the looming threat of a chardalyn dragon being forged by a crazed duergar warlord?

Until next time, Dear Readers…

HOW TO DM – SESSION 0

Hello everyone! In this week’s installment of How To DM, I’d like to talk about the importance of Session 0.

Frankly, once I started running them, I never looked back. I think they are absolutely critical to running a fun and successful campaign,  

But I’ve seen a lot of questions online recently about what is a Session 0 exactly? Beyond rolling up characters, what do you talk about? How do you run one?

So, let’s talk about Session 0’s on in this week’s How To DM!

It’s Not Just Your Game: I see this comment all the time – “Hey, man, it’s you’re game. Do whatever you want, and they’ll deal”. I think this is absolutely the wrong attitude to have. Roleplaying games are an exercise in cooperative storytelling; they’re not designed for DM’s to live out their novel-writing fantasies. We can design whatever game we want, but – if your group doesn’t find it fun – you’ll soon be playing with yourself (pun intended).

I think having player input from the very beginning might be even more important now that so many games have moved online. Online play has made it even easier to find pickup games where no one really knows anyone in the beginning. I DM regularly for Adventurer’s League at my local, and I only knew one player previously before we all sat down.

A good Session 0 gives everyone a chance to meet one another and have some input as to what type of game they want to play. There are a lot of new players out there that are going to look to their DM for advice on how to build characters. A Session 0 gives everyone a chance to set expectations, and it will keep you from having someone show up with something that doesn’t fit your world.

Tell Them About Your World: Most of us don’t play “stock” D&D. Take them time to explain to your players how your homebrewed world, or even your version of the Forgotten Realms, is different. The more information they have up front, the less headache you’ll have as a DM later. For example, if you’re old school and have your drow and duergar tucked away in the Underdark and unknown to the surface world, they need to know that…because I can guarantee someone is going to want to play one.

Tell Them About Your Game: If you’re going to change or modify existing rules – or add homebrewed rules of your own – you owe it to your players to tell them up front. Don’t spring things on them. You never know; they may surprise you with some feedback that makes your changes even better. Some of the worst arguments I’ve seen in game are when the DM makes a ruling on the fly that fundamentally changes a rule. Your players will start to lose confidence in your game if you do that too many times. Session 0 is a great time to hash all of those issues out so that everyone is on the same page.

Listen to Their Feedback: If given the opportunity, your players will tell you what kind of game they are interested in playing. Why spend hours designing intricate puzzles if your group hates them? Why waste time writing intricate backstories for each of your NPC’s when your group wants a more “beer and pretzels/monster of the week” experience? Are they Lord of the Rings, or are they Game of Thrones?

Like I said earlier, this is not our game as DM’s; this is our game as participants in a cooperative story game. Don’t run this risk of half of your players dropping out because the game isn’t what they expected and isn’t fun for them.

Another added bonus to doing it this way is that it will help you enormously when designing your campaign, and a good campaign is so much effort, anything that makes it easier on us as DM’s is a good thing!

Keep It Relaxed: A Session 0 shouldn’t be like the quarterly numbers meeting at an Applebees’. Once you’ve clued them in on your world and game, sit back and moderate the discussion. Don’t feel like you have to have all the answers and make spot rulings. Take notes; give it some thought. I’ve never had a bad response to “You know what? I’ve never thought about that. Let me think about it, and I’ll get back to you”.

What tips, tricks and advice do you folks have? Put them in the comments below, so we can all share in the info. Thanks for reading, and we’ll see you next week for another installment on How To DM!

Future Plans For The Blog

Hello, Dear Readers!

Tonight I wanted to share some future plans that I have for The Blog, some of which I discussed in brief yesterday.

ARRYN

The first is a partnership with the Arryn Gaming Community on Discord (known as just Arryn by the server members).

Arryn is a gaming community dedicated to RPGs, with a special emphasis on D&D. The membership is global and is a wonderful, if colorful, group of folks. The server is very well moderated and I cannot recommend them enough.

The owner of Arryn, known as Gobfish (or just Gob) and I have partnered together to provide an information source for the players and Dungeon Masters we love, and a forum for Discord play for all of us.

YouTube Series (as in, more than one)

I’m starting a YouTube series called “Miniature Painting for Amateurs.” It will be exactly as it sounds. I’ve written some about painting miniatures (the How-To Paint Miniatures series), but I wanted to actually go through step-by-step.

As I have said, I am not, by any standard, a professional miniature painter, but I do enjoy the hobby. And I want to share that hobby with as many people as possible.

The next series I want to do is “How-To DND Beyond.”

dndbeyond.com is easily THE best D&D gaming tool available, and I am a huge supporter of them and their work. Add to this that their entire staff are awesome and are constantly working to make their product better and better.

That said, for someone new to the platform, the sheer volume of tools and resources can be daunting. The folks at dndbeyond.com work very hard to make their site as intuitive and user friendly as possible, but I feel that a walkthrough of some of the tools and features would be helpful. Thus my plans for “How-To DnD Beyond.”

Lastly, although the website has tons of links to various videos on the features, I had to do a TON of digging and experimenting with Roll20.net to figure out how to use it as a DM. Like…a TON.

Therefore, while the tutorial is a thing built in to Roll20.net, I fully intend on making some videos, in plain English, called, you guessed it, “How-To Roll20.”

Other Projects

I have some other projects in mind as well, but as they are still in their infancy, I don’t want to get ahead of myself. One of these includes a podcast of our Sunday and/or Tuesday game groups.

I have some others, but they are highly dependent upon certain things to go through, but I will keep you all updated as they come down.

All that said…

I still plan on delivering the same or better quality of content you have come to expect from me.

Let me know your thoughts in the comments, Dear Readers…

Until next time…

Quick Reminder:

We are still doing our giveaway, sponsored by the Arryn Gaming Community!

For every 25 subscribers, I will select a random subscriber to receive a random painted miniature by myself! For every 100 subscribers, I will select a random subscriber to receive a free t-shirt from our Patreon store! If we hit 1000 subscribers, I will select a random subscriber to get a free item of their choosing from the store and a painted miniature from the WizKids Nolzur line of D&D miniatures! If we hit a whopping 10000 subscribers (!!!), I will select a random subscriber to receive a gift of the benefits of my highest tier of Patreon awards.

Lastly, I want to thank those of you who have donated to my cause here, and every penny I receive goes right into making The Blog a better product. If you feel like I am delivering great content, please consider helping support us (see Support Us above!).

An Odd Post: How D&D Has Kept Me Going

Dear Readers, my posting, as I have said recently, has been sporadic. as I’ve said before, my multiple sclerosis has been kicking my backside. I’m really trying.

That said, I did want to do a post today, even if it’s voice to text from my phone.

Like many people, I started playing D&D as a teenager. Well, not as a teenager so much as a preteen 12-year-old.

My first group consisted of my older cousin Daniel and my cousin Jack, who was my age. I was fascinated with the concept of the thief (this was back in the second edition days) and a caster who could wear armor, the cleric. My cleric was a fun frontline tank, but my robe, that was my absolute favorite class.

I don’t remember a whole lot from that day and age, but I remember being so enamored with a game where I could actually engage my imagination in near endless ways.

Of note, I remember our characters acquiring a castle that looked like a panther with its mouth open as the entrance. I remember our recurring BBEG, Kief, who always seemed to be behind every plot, and I’m pretty sure I remember him being a vampire at some point.

I remember my thief enjoying being a vampire until it kind of screwed him over with the whole daylight thing. He got cured in the end.

In any case, we always got together to play when our parents got together to play. And since most of the time our parents lived far apart, it was every few years or so. But we always had a great time.

Later, as I grew to love the game and tried to get others interested, since I was the only person who knew the game with any amount of understanding, I began to be the DM. I soon discovered a love for the game that I never realized I could have. I began to craft stories and plot lines, be my own cartographer with maps, read up and discover a love for the lore of campaign settings.

Fast forward the high school, and I found a study group I played with for almost 8 years. Unfortunately, that group mostly disintegrated. A few years later as an older adult, I had a new group that lasted about 4 years. I had players that came and went, but there was a core group that stayed.

I even found a group of players that I played with in Afghanistan. We played every other day the entire deployment.

4th edition really turned me off from playing, although I really tried to like it. I quit for a while after that.

Then I found a new group and played a Fallout-based d20 Modern/Future/Apocalypse with. That became my regular gaming group for a very long time. Then I moved.

Moving to the Midwest, I immediately went looking for a game store and a game group. What I was pleasantly surprised to find, was that my wife and two sons were wanting to play.

Fast forward from then and my wife and I are foster parents. we specialized in dealing with, strangely enough, teenage girls. At the time, I did not have primary custody of my two sons so was never really an issue.

My foster daughters and my sons then became the beginning of my starting and adventurers league group. It was great. I then started adventurously at the very new gaming store in that town, growing from one table of my own children to four to six tables of teenagers with a few adults sprinkled in. Interestingly, I was the only adult DM.

After my MS diagnosis, we moved to back to where it is warmer. Some of my old game group when we lived here previously, those guys I played the Fallout-based game with, wanted to jump back into playing. Others didn’t. Others have moved from here before I came back.

I discovered a new game store, where I joined Adventurers League, only to be asked if I would like to run it. I accepted it. Then the pandemic happened.

Why am I recounting the history of me playing D&D? Well, because of the things that happened around that.

My dad was active duty Air Force. We moved around every 2 to 3 years. Every time I had to pick up steaks and find new friends, D&D and role playing as a whole most what helped me deal with that.

Traveling with insecurities and the awkwardness of growing up as a teenager was lesswnwd with a group of friends who dealt with the same sorts of things.

As an adult, going through a toxic marriage, and later divorce, who still just got together to play and not think about things for a few hours.

Later, in recent history, having the ability and creativity to craft stories and worlds and characters, watching my players’ characters go through growth and watching the players’ satisfaction and delight at what I’d prepared and given to them, despite my debilitating disease that takes more and more from me as time goes by.

Getting to play with my teenage kids and wife, and having a wonderful time as a family and a game group during this ridiculously long quarantine.

D&D has been a part of my life most of my life. I’m 39 now. That means that D&D has been part of my life for almost 30 years.

I’d like to say this unequivocally: D&D is not the most important thing in my life, nor should it. My family means the world to me. My faith means even more to me than that.

But along with those two things, D&D has been such a huge part of my life in helping me deal and cope with so many things: my PTSD, my depression and anxiety associated with PTSD, my worries about life events, the distress that comes from my MS.

I don’t know about each and every one of you, but D&D has been one of the best things during this quarantine. And the fact that tools, great ones, exist to play remotely makes this even better.

Well, that’s all I have for you today, Dear Readers.

Until next time…

P.S. – I have three four quick announcements:

1) I am doing a giveaway! For every 25 subscribers, I will do a random selection of my subscriber list to receive a random painted miniature! For every 100 Subscribers, I will send out a free t-shirt from our store on our Patreon!

2) I have gotten a bit a feedback on my How-To Paint Miniatures articles, and I have decided to do a video series called “Miniature Painting For Amateurs” in order to teach people the basics of painting minis. I’ll be integrating those videos and possibly others into another page on The Blog (with links in my posts).

3) I love feedback. It helps me keep going and it helps me deliver more quality content to you all. Any and all constructive feedback is appreciated, so send me a message or post a comment!

4) Among the many gaming Discord servers, there is one that I am a huge fan of, called Arryn. They are a wonderful and lively community who all love gaming. I recommend joining. It’s a very active community with tons of support with great moderators that all care about the community. Additionally, if you are Dungeon Master/Game Master, you will be especially beloved as we are ALWAYS in need of folks to run games. Here is the link! Hope to see you there!

HOW-TO DM – THE SUICIDAL VILLAIN

Hello everyone! In this week’s installment of How To DM, I’d like to talk about villains.

You spend a lot of time designing a super-cool bad guy to challenge your players, and he gets creamed in the very first encounter, or you have to resort to some shady shenanigans to save him. So, your players either don’t respect your villains, or now they’re frustrated because you’re essentially cheating “for story purposes”.

How do we avoid both of these things and make our villains memorable? I’d like to use an example from my Icewind Dale game. Specifically, a minor character named Yselm who is a Frost Druid worshipper of Auril. Don’t worry; I’ll be careful with the spoilers.

So, let’s talk about bad guys on in this week’s How To DM!

Don’t Fight to the Death: It is a rare person who will simply keep swinging when they’re in serious danger of dying. Just as your players use caution and strategy in their approach to combat (the ones that survive for any length of time anyway J), the bad guys can certainly do the same.

Auril has commanded Yselm to kill the PCs for their interference, and she certainly doesn’t want to fail. Suicide would be the ultimate failure, no? The PC’s deaths are what matters; no one said they all had to die in a single encounter…

So here is what I did for the initial attack.

Yselm upcast Conjure Animals to summon four Dire Wolves to send in first. This was done from cover while the PCs were busy fighting something else. As soon as the PCs finish that fight, the wolves come charging in.

The wolves are just a distraction though. They’re there to divert attention away from Yselm’s winter wolf ally who is sneaking around to hit the PC’s from behind. As the wolves get killed, she started casting Ice Storms on the party; the damage to the winter wolf would be minimal since it’s immune to cold damage anyway.

However, as usual, I rolled terribly and the party rolled like savants. They put down all the dire wolves and the winter wolf without anyone being killed. So, instead of her charging in with her (pitiful) sickle attack, or wild shaping into an equally pitiful beast form to get chopped into bird food, I had her escape. In the dim light of the full moon, she cast Pass Without Trace, wild shaped into a snowy owl, and flew away into the night.

Some of the players weren’t really sure what had attacked them or what happened to her!

Speak Softly and Bring More Friends: Why wouldn’t your villains seek out allies to fight against your PCs? “Gondor calls for aid!” is a basic trope of fantasy literature. If your villain is defeated and is forced to flee, they’re going to come back with whomever and whatever they can find to even out the odds.

Villains Are Sneaky…So Be Sneaky: Don’t have them stand in the road like the Black Knight (Have at you!). Don’t have them take over the village to “set a trap”…because now the PCs know exactly where they are, and your bad guy is hemmed in and under siege.

Let them pick the most advantageous time and location to strike!

A week or so after the PCs first encounter with Yselm, they set out as part of a fairly large expedition to the Spine of the World Mountains to locate a lost artifact. Yselm knows all their plans; she can wild shape into any number of forms that would be good for spying. What she lacks is help; at this point it’s more important to slow the expedition down while she drums up some allies. She can make some good use out of her Awaken spell…but not just any old creature will do.

So, I had her attack their camp in the middle of the night. But she didn’t attack the PC’s…she attacked the picket line where all their mounts and pack beasts were. She sneaks in under Pass Without Trace and cuts the picket line. She then withdraws and uses conjured dire wolves to scatter the axe beaks to the four winds.

A few Ice Storms on the camp itself coupled with a water elemental, and she withdrew, mission accomplished. The camp is in utter chaos. The PCs are running around trying to figure out what is going on; it added to the confusion that they weren’t the sole target of the assault. The expedition is effectively stalled as they try to recover the axe beaks, and they lost a good bit of provisions to boot.

I’m not sure what Yselm will do next (basically because some of my players read this blog J), but I know she has time now to come up with something truly diabolical.

This minor character has now become a major force of antagonism for the PCs. They hate her – which will make it all the better if they finally defeat her. Right now though, they’re at a loss as to how to even begin to take her on.

And all because she ran.

What tips, tricks and advice do you folks have? Put them in the comments below, so we can all share in the info. Thanks for reading, and we’ll see you next week for another installment on How To DM!

Miniature Painting: The Shame Grows…

So, it’s happened. The shame has grown too great. So I continued the minis that I have left half-painted.

Here’s where I am so far.

First up, the stupid tiefling.

Obviously, I will need to do some touch-ups, but he’s coming along okay, I guess. I’m just annoyed with this mini and unsure of what to do with him.

Next up is our night hag.

For her, I had some extra of the paint from the tiefling, which happens to be the color of her robe. I did some touch-ups on her robe as well as through an extra coat on where it needed. Additionally, I painted her other hand and painted her face a little bit better. Working on her was just last minute as I was working on and finishing everything else.

Next up is the Drider.

I got the purple highlights I wanted as well as adding the dull coat lacquer.

Last, we have the new project. Yes, a new project. I started on the mind flayer. I actually got pretty far into it, all things considered. My goal is to make it look like the third edition D&D mini that I still have an original of.

As you will see, I still have a lot of work to do on him. Here they are pictured side by side.

I plan on doing a better job than the mass production paint job that was done on the original. We’ll see how it comes out in the end and you can decide for yourself whether you like mine or the original more.

Well, Dear Readers, that’s all I have for today. This week, yourdorkmaterials should have an article or two up, so look for that!

Until next time!

Mini Painting Update!

So I told you I would keep you updated on my miniature painting!

Boy, oh boy have I been busy!

First off, you remember Xanathar?

Well, here he is now:

Look at that cute little beholder crime lord tuschie!

Of course, there’s still more work to do. I still have to shore up around each eye stalk’s eyelid thing, as well as each eyeball in the eye stalk, not to mention the ring around each eye stalk that has one.

On that note, I’m still trying to figure out how I’m going to do the eyes in the eye stalks! For reference, here’s the picture I am trying to emulate:

If you can see, each of the eye stalks are different colors and slightly sparkly in nature. Trying to figure out how to make that actually a thing.

At my local game store, I have on hold a gloss varnish so that after treating everything but the eyes with a dull coat, I can then put a nice gloss finish on each eyeball.

Next up is our friends the drider!

I personally think he’s turned out just great! I had some trouble with the base and painting it, and as you can see I have a little bit of touch up there. Overall though, he’s done.

As you all well know, I am usually in the middle of multiple projects. One of my more reasons is the acquisition of a mindflayer mini that has not been painted. Funny thing is, wizards of the Coast uses the same molds over and over again. I already own one of these mine player miniatures although already painted. My next project? Attempting to redo and make better the original!

I have the unpainted one nice and primed and ready:

I think he’s going to look great!

Still on my list? My miniatures of shame. Yes, even I have miniatures of shame…

Look at that. Three unfinished miniatures. Three miniatures I haven’t painted, or finished painting, while at the same time starting new projects. Shame on me. Oh well! I’ll get to them eventually. When the shame grows to intense.

Lastly, is a project I am probably more intimidated to do than any other project I have ever undertaken. As you all well remember, I painted for my wife for Christmas, a miniature that she had created on HeroForge.

Before her dull coat…

Well, that same friend who printed that one for me printed the miniature I wanted for myself that I created. He cleaned it up very well for me and then proceeded to give it to me as a Christmas present so that I could paint him myself. Of course, I am the forever DM, so I will never likely get to play this as an actual character. It doesn’t stop me from enjoying painting miniatures though.

Here he is, in all his glory: Anton Evenwood, Bard Extraordinaire!

Isn’t he handsome? Yes, I am likely going to paint him eventually. but I think that I’m going to wait to paint him until much later, or possibly, hand him over to somebody who is much more competent at painting miniatures than myself and have him done professionally. I only consider this last option because I put so much effort into actually creating this miniature. In any case, I will keep you all updated.

Until next time, Dear Readers…

Announcement & A Story

So we’ve run into a perfect storm at the moment. With my current health issues, as well as recent health issues for yourdorkmaterials, my posting schedule has been…difficult to work on. That said, again, I’m not abandoning or quitting The Blog. I just can’t do it.

For those of you who are just readers to those of you who have subscribed to see the randomness of what I post on a near daily basis, I refuse to let any of you down. That said, I have to scale back my operation a bit…

So to illustrate, I’m going to tell a short story that will hopefully explain my dilemma, as well as attempting to NOT spoil parts of Rime of the Frostmaiden that I haven’t gone over yet (and I know that I’m, like, two sessions behind as of yesterday…I’m taking notes so that I can catch up).

So yesterday…

We were running Rime of the Frostmaiden, right? Things are going well, we finish the section of the adventure that we hadn’t finished the previous time (as a heads up, we both got to and finished the cabin bit, and moved on to the pirate ship, which is what we were finishing; gotta give some context without spoilers).

I’d prepared several bits of this chapter where I’d expected the party to head to. Mostly. Then the party finished what they were doing and then took an…alternate route back to Ten Towns. One that put them exactly in the path of another encounter area.

Well…that was…unexpected.

This is what happened.

Now what?

Then, nothing short of a miracle happened. Someone called for a 5-10 minute bathroom break!!!

The dice gods be praised!

Thank goodness I’ve figured out Roll20 to the extent that I have (I’ll be doing a “How-To” on that one as well!), or else this could have been a mess. I quickly set up the map, the dynamic lighting (this is how the player w/ their virtual token can only see what their character would be able to see; it’s a lovely feature), and set up the critters and such that they would be facing, and on the right layer of the map.

WHEW!!

They came back from break, and the structure they saw, they chose to ignore, go back to town, restock/resupply (their axe beak mounts were killed…again.), get new mounts, and head back to see what it was all about.

Thus, they found the…place. I won’t spoil it, but needless to say, the combats took up our time, with the exploration being the next thing that they get to accomplish.

I told this story to say this: my time is jacked.

I have 6 kids, one of which is a 3-year old. He requires attention from me. He’s been into me more than my wife, so it’s a lot of “Hey, Dad! Play cars with me!” or some other such. I have Roll20 maps to work up. I have miniature painting to accomplish because A) Part of my content is miniature painting, and B) It is a super relaxing activity in the midst of my stressful life. Then, to top it all off, I have modules that I am writing as well as another writing project that I am working on with a friend (which we are SO behind on). And as stated, I have a spouse that wishes to have my attention on occasion.

THEREFORE! I will be modifying my posting schedule a bit, thus why that page has been taken down. I’ll still be posting the game summary from my Sunday game (Rime of the Frostmaiden) on Mondays (this week being the exception, as I’ll be posting my catch-up posts this week in lieu of other content), a miniature painting update and How-To on Sundays. I’ll be doing the “How-To DM” again if yourdorkmaterials isn’t feeling better by Thursday, as well as DM stories on Fridays as well. I’m still working on what my Wednesday content will be since my Tuesday group all but fell apart and I’ve just formed a new Tuesday group and haven’t really done much to speak of and/or blog about. I may end up splitting up the post between Tuesdays and my Sunday night Discord group. I don’t know. If you have any ideas, they would be welcome.

Some ideas I’ve had:
-Monster Spotlight
-Encounters You Can Use
-A Stream Recording of one of my games (this one would be cool, but has to wait until I can play in person as I’m not sure how well my Roll20 game would record considering that our audio comes off of Discord and my Video would be off of Roll20; I’ll have to look into it)
-Step-by-Step building an adventure

I’m not sure. If anyone has any better ideas, feel free to comment below. Like seriously, any feedback would be welcome.

Until next time, Dear Readers!

A Very Happy New Year!

Wishing each and every one of you, Dear Readers, a happy, safe, and fruitful 2021.

May your Dice Rolls and RNGs ever be in your favor!

Sincerely,

The Daily DM

Rime of the Frostmaiden: Of Cookies and the Murder Moose

I know I’m a bit behind in my writing, but I’m going to play catch up this week. I’m also going to be getting new articles from yourdorkmaterials for the end of this week. He’d been under the weather and unable to post. There won’t be a post for New Year’s Eve or New Year’s Day.

When last we left our intrepid band of heroes, such as they are, they had just helped the town of Dugan’s Hole.

Looking at their options, the party decided to head out towards Brynn Shander to resupply and to see what other information they could find out about the area. After a few hours ride, the party arrived without incident.

After resupplying and heading to the temple to get the curses removed that they picked up while plundering the tomb, the party was asked by the gnomish cleric at the shrine to go and take supplies to a friend of his up at a cabin northwest of Lonelywood. The party agreed to do it after they took care of the moose that was terrorizing Lonelywood.

The trip was not without danger, as a gargantuan white dragon flew off in to the north, northwest, away from Lonelywood. Most of the party hid or cowered in terror, but the few that were not cowed by its terrible presence, noticed that the dragon had a rider and seemed to be afflicted with cataracts, likely relying on its blingsight ability to make its way in the world. The party continued on…

Arriving in Lonelywood, the party decided to find and speak to the town speaker, a halfling who was troubled by the attack on the loggers in the woods nearby. Unfortunately, the only payment she could offer was a basket of her award-winning cookies. The party tasted the cookies, found them the most delicious they’d ever had in their lives, and agreed to go hunting for the elusive white “murder moose.”

The ranger tracked for hours in the woods, finding moose prints, but finding only a regular moose. Using the scroll of speak with animals, they found out that the white moose hangs out at a structure further in the forest. The party headed that way and found a hare being stalked by a fox, the same fox that they had saved from the trapper earlier in their adventures. Having his dinner ruined (although the party furnished him with jerky from their rations), the fox told them where the weird animals that spoke like the “two legs” were, offering to take them there.

The party soon found the structure, an elven tomb with a strange sort of sundial in the center. The party noticed a gazeebo (insert “It’s a gazeebo, Eric…” joke here) with a brazier inside, as well as many statues all pointing towards the tomb. Seeing an opening broken into the tomb, the party cautiously entered inside, where the cleric was ambushed by the infamous albino moose!

The battle was soon joined by the druid that had been awakening all of the animals they had come across that spoke, as well as an awakened shrub.

The battle was hard fought, but as it has been, the party remained victorious.

Plundering the rest of the tomb, the party found a sarcophagus with a friendly mummy that was their companion until it was destroyed.

Going back to Lonelywood, the party resupplied and collected the basket of cookies that they promised, having taken the antlers from the white moose, as well as its hide.

Next week, we’ll talk about the trip to the infamous Black Cabin, where a gnome is said to live, where the party takes supplies to!

Until next time, Dear Readers!

Miniature Painting Christmas Miracle

So I wanted to tell you all a quick story.

I wanted to surprise my wife this Christmas with something I thought she’d appreciate and wouldn’t think that I’d be able to get for her.

You see, she’s been on a HeroForge kick of late. She’s been designing characters left and right. She’s even had the kids design their own characters for our home campaign.

Of note, however, was one she designated “Sky,” her air genasai bard. She absolutely fawned over this design, wanting to play her in our next campaign.

Here is the link to it.

I took careful note of this fact and filed it away for later use.

Then it happened: the perfect storm. She was busy, away from her laptop, and unlikely to show up while I did my thing. Oh, I was slick, Dear Readers!

I got on to her laptop, logged into her HeroForge account, bought the STL file, emailed it to myself, and deleted all evidence of it, down to deleting the emails in her trash.

I contacted a dear friend of mine who had been printing Battletech minis for himself and me to use when we play said game. I asked and he delivered…the Sunday before Christmas, three copies: one flawless copy exactly like the original picture, one flawed copy of the same (it had a strange flat section under the arm so I would have to create an elbow with green stuff), and a mirrored copy of the same.

In a previous conversation, I had told her that if she ordered it, which I told her she should but she declined, that I wouldn’t be willing to paint it for her. she told me that under no certain circumstances did she want me to paint it for her. That bothered me. But I let it go.

Remember how I ordered three copies? Well, I did this for a reason. I fixed and painted one of the flawed copies, the one that was exactly like the original flawless one but with the missing elbow. I fixed the elbow. I primed the mini. And I began my painstaking labor of love to paint it. Here are my steps of progress although I did not take a lot of pictures along the way.

As you can see, at the end I added dull coat to finish it off.

I had exactly one day where my wife was out of the house most of the day to work on it. One day. I worked on that thing for over 9 hours.

I can honestly say, that this was a labor of love. I still have parts of my neck and shoulders that hurt! But it was worth it.

I hope you enjoyed seeing this as much as I enjoyed painting it and seeing her face once she got to see it.

Until next time, Dear Readers…

P.S. – we haven’t really been playing so I don’t have too many games to report on. I will post what little we have played over the Christmas break at a short time later.

Dear Readers

I thought long and hard about continuing posting this week.

Due my own family activities, and likely the activities of you, my Dear Readers, I have decided to take this week off, so that all of us may enjoy our holiday.

I, for example, have soooooo much wrapping to do.

In the mean time, here are some awesome holiday-inspired D&D Monsters!

Happy Holidays, Dear Readers!

Until next time…

P.S. – I will be resuming the Sunday after Christmas.

Painting Update: Manshoon and the Drider

So I finally did it! I finished Manshoon!

He turned out wonderfully. The only thing I have not done is any kind of shading. I’m still trying to get that friend of mine to help me learn that shading technique that he uses. Thus, he’s not fully finished.

In other news, I have started work on an awesome drider. Here she is:

She obviously has a lot of work left to go, but I got the majority of her arachnid body painted. And that underside was no joke!

Unfortunately, that’s all I got for today as I haven’t had a game. I will be taking a break over Christmas, with Christmas Eve Christmas day and the weekend associated being non-posting days. I want everyone to enjoy their holiday!

As always, I appreciate each and every one of you!

Until next time, Dear Readers…

How-To Paint Minis: Painting Minsc

Hello, Dear Readers!

I only have a short post as my recent MS relapse has had me in near constant doctors appointments!

That said, I have something to show you:

Isn’t he wonderful?

I finished painting his base, did some touch-up work, and shaded him.

There is a shading technique that I want to try next time, but we’ll do that on another miniature.

All I have left is to give him a dull-coat lacquer and display him proudly!

Don’t think I have forgotten our dear villain, Mansion either. He’s due some shading and then he’ll be here too.

I’m sorry for the poor quality of the photos. My phone camera stopped working since the last Android update. This will be the second replacement I will have had. Not fun at all.

In any case, since my (new) Tuesday group has yet to meet, I won’t have a game summary for you tomorrow, so likely you’ll get more miniature painting updates!

Until next time, Dear Readers…

DESIGNING ENCOUNTERS (PART 4) – HOW TO DM

Hello everyone! We’ve spent a good bit of time talking about it, so today I’d like to post up an actual encounter I designed and ran following these principles.

Our group consists of a Goblin Totem Barbarian, a Halfling Moon Druid, A Human Fighter Archer, a Human TWF Hunter Ranger, and a Tabaxi Archer Gloomstalker Ranger. Tons of HP up front with some pretty squishy folks in the back with absolutely no real magical support.

By the way, I’m running Icewind Dale: Rime of the Frostmaiden for them, but this encounter is entirely my own design, so you don’t have to worry about spoilers.

So, let’s talk about tips on designing encounters in this week’s How To DM!

First, I wanted to add a little horror and inspire some fearsome creepiness. I picked Dougan’s Hole because it already had a solid “Lovecraftian” feel to it. If I got one good WTF! Moment out of this thing, I’d be satisfied.

With a party composition like that, my players were steamrolling through most of my encounters. They don’t negotiate; they certainly don’t run.

With no magic of their own, I just felt like loading up the enemy with spells was deliberately designing against them.

So, I rewrote Dougan’s Hole and brought in some monsters that I knew they wouldn’t recognize no matter how long they’d been playing – the Wendigo.

I pulled the monster’s stat block from Sandy Petersen’s Cthulhu Mythos which is a fantastic book that I highly recommend. This book is set up for 5e with great rules for putting some horror into your D&D campaign.

The premise was – the poor town of Dougan’s Hole has resorted to cannibalism in order to survive. They have all succumbed to the influence of the Wendigo spirits.

As I’ve mentioned before, I don’t design encounters with a “I’ll get you my pretties for walking through my monsters!” mentality. I don’t need them to die; I just need them to believe they’re going to die. The PC’s were in Dougan’s Hole to intercept a bounty target. The innkeeper was super-friendly. Gave them great prices on rooms and bowls “of the brown” (and yes…it was Chef Boyardee with extra chef included). After a good old time, the PC’s set out to look for good ambush spots.

All they had to do was figure out a way to survive the incoming blizzard until daybreak. The encounter didn’t start until they stepped outside Dougan’s Hole’s tiny little tavern.

The tavern door will be bolted behind them. Just at the edge of the lamp light, the entire population of Dougan’s Hole – men, women, and children – will be standing silently in the frigid cold, armed with whatever they have…just watching.

I didn’t even bother to assign these people hit points. Their purpose was to rush in in a maddened frenzy and distract the PC’s (there were some jokes about how easy this was going to be). Just so I could bring the Wendigo in after 2-3 of combat.

I didn’t even bother to decide how many Wendigo there were. I brought them in slowly in small groups, had them attack and them fly off into the darkness.

However, Wendigo fly. I introduced them by having one just barely fail a check to grapple a PC and carry them off. That was a nice WTF moment, and my one warning that the PC’s were not going to be able to stand there and fight it out. They’re fighting in the dark, snow swirling with only the two whale oil lamps outside the tavern to provide weak light.

So, now they’re going to have enemies on the ground that they recognize, and enemies above that they don’t know.

The villagers will attack and then suddenly rush off to the north. The Wendigo swoop in trying to carry PC’s off. One will land and attack in melee, but Wendigo only attack targets that are farthest away from the lamps as a hint that Wendigo are vulnerable to fire.

I want to guide the encounter so the PC’s end up running through the blizzard-choked streets. If they stop, they’re attacked. If they try to duck into a building the villagers start chopping at the doors, or a Wendigo crashes through the ceiling.

I want to drive them into the Speaker’s House which is the largest and best-constructed structure in the village. Of course, there is a suitably horrible tableaux inside, and – after some super-creepy dialogue – the Speaker will commit suicide in front of them by smashing lamps on the oil-soaked floor. This releases the final Big Bad Wendigo, but the fires will negate its regeneration ability, so they’ll have a fighting chance.

At this point, I want them desperate and confused. I switch targets as needed to not focus-fire a particular PC. I will leave this Wendigo locked in melee so they can kill it.

In the morning, the village is half-burned down, the entire population lies dead in the snow, there’s no loot, and they’ll all be barely alive.

Now. Here’s a beautiful thing that happened when we actually got to the table. A fellow DM’s table had most of his players no-show, so I invited them to mine. So instead of having 5 players…I had 9. But…because I had a purpose in mind…it was very easy to elevate this encounter to accommodate such a large group on the fly.

I got my share of WTF moments. My PC’s told me after how confused they were; some were already thinking of what character they would roll up next. All told…a success!

What tips, tricks and advice do you folks have? Put them in the comments below, so we can all share in the info. Thanks for reading, and we’ll see you next week for another installment on How To DM!

Tuesday Shenanigans: Disintegration

So, with me going back into full quarantine to avoid getting the current Biblical-type plague that is flying across the globe, I’ve moved my games to a virtual tabletop, specifically, Roll20. That is both a blessing and a curse.

The Good

It works like a charm, now that I’ve figured it out. I found out how to do dynamic lighting and how to give people darkvision, etc…so yeah, we are good to go. I’ve already run a number of sessions from Roll20 and, with the exception of the video and voice (which we use Discord for), we’ve had zero problems. I have the maps imported, the encounters built, etc…and it’s almost like being at the table with them.

28 of the best DnD Memes

The Bad

It is most assuredly NOT the same as being around a table. Granted, once the logistics were worked out, we were good, but there was a learning curve that playing in person just doesn’t have. Second, not everyone is actually up to playing on a virtual tabletop or actually refuse to even try. I was devastated when that exact thing happened to me this week. It happened in my Tuesday group, gutting it down to three players. Lovely. Three, although usually fine, does not make a group in this particular mixture.

dnd-memes-npc-12k

That’s the good and the bad of having to migrate to a virtual tabletop.

The Plan

Well, I have enough Discord D&D friends that I can actually put a virtual table together with my current remaining Tuesday folks. I have to come up with a TOTALLY new campaign, and frankly I have no idea what I am running. I’m considering running a bunch of level-appropriate adventures, probably unrelated, and running the campaign episodically. It’s what I am leaning towards the most.

dnd-memes-dm-rolls-12k

So, there was no campaign summary today. The “Restoration of Netheril” Tuesday group story will either die ignobly, or be reborn after there is a vaccine for the pandemic virus.

Items · A Journal of the Plague Year · Covid-19 Archive

Tomorrow, yourdorkmaterials will be finishing up his Encounter series, so stay tuned!

Until next time, Dear Readers!

Rime of the Frostmaiden: Helping Hillbillies and Delving Into a Mine

When last we left our band of heroes, they had just completed their trip to Brynn Shander to remove curses, restock their gear and head out to see about the troubles of Dougan’s Hole (they also had picked up a job delivering supplies to a reclusive gnome north of Lonelywood and heading to a pirate ship that the tabaxi rogue [whose name I can’t actually put down due to him using the name of a famous cat-person in Skyrim and that’s copyrighted] used to be crew of).

The party set off across the tundra, eschewing the roads in favor of the short cut, due to the ranger’s favored terrain being tundra. Along the way, they had a short encounter with some wolves that ended peaceably with the party feeding the poor creatures.

The party arrived in Dugan’s Hole.

There wasn’t much there, in terms of friendliness, services, nor comforts. It was a town on the fringes, and everyone seemed to resemble everyone else, with mild to moderate deformities running rampant. This was a town that…kept things in the family.

They hear whispered rumors of a pair of winter wolves trying to extort the town of treasure and food. They had apparently already been party to kidnapping two teens, whom the town speaker presumed dead.

Deciding to try their luck, they left town and, sure enough, was approached by a limping winter wolf.

Talking with them, the party was suspicious of their actual motivations, but decided to go with them to deal with the alleged frost giant they claimed was abusing them.

They found the lodge, huge and made of ice. The wolves stayed outside, claiming that the giant was gone and willing to signal his return. Still suspicious, the party entered anyways.

The rogue scouted ahead silently, finding a dead giant as well as a mammoth, apparently awakened, mourning the loss of its master.

The party approached, and the madness screamed at them as if they were to blame for the death of the frost giant. As it began to charge, the party was able to calm it, and get it to talk.

They found that the frost giant had been killed by another group of adventurers. The party cleric agreed to perform a funeral right on behalf of the frost giant, composing a wonderful and well thought-out ode.

Well this was going on, the party continue to explore the hold, in the process finding three kobolds, who had snuck in but were trapped due to the killer mammoth. The party agreed to help them get out and in exchange, the kobolds said they would serve the party. This really didn’t matter, as the party forgot about them as the dwarf went outside to check on the wolves only to be attacked by them!

The battle was pitched, with the dwarf nearly being killed. But the party won in the end, skating the wolves and taking some of the loot from the lodge with them. They headed back to Dugan’s Hole, the captives in tow, with a grateful populace.

Deciding that their work there was done, the party headed out toward Brynn Shander, to resupply, and make their way north to Termalaine.

Termalaine was apparently having troubles with cobalts in their mines.

Arriving at Termalaine, the party quickly found that the speaker one a contentious election, the opposing side being a Zhentarim agent. They found that the senior officers of the Town watch had somehow been influenced by this agent. The party immediately knew that the person behind all of the trouble was the speaker of Targos. Deciding to deal with that issue later, the party agreed to go into the mine to deal with their kobold problem.

The party entered the mine, soon coming across two kobolds trying to sabotage a wooden walkway. Capturing them, the party intimidated them into taking the party to their leader, Trex, who suddenly became smarter and more well-spoken.

The party descend further into the mine, soon feeling like they were being watched, but not seeing anything.

The party soon met Trex, the smart kobold.

The kobold, in perfect common, explained that they moved into the mine because they were forced out of Kelvin’s Cairn by yeti, and that all they wanted was to be given a chance in town. The party agreed to be go-betweens with the town speaker.

Suddenly, the rogue felt a tug at his consciousness. Investigating a side cave, he found a strange crystal…

Psi Crystal

After some trial and error, the party wizard came to the conclusion that it was a psi crystal, a psionic object, and that it was “pulling” at the wielder’s consciousness towards a location far to the south, in the mountains.

The party decided that they needed to deal with the creature stalking them, and then with the kobolds.

Will the party successfully negotiate on behalf of the kobolds? Will they be able to face off against that strange foe stalking them? Time will tell…

Until next time, Dear Readers!

How To DM – Building Encounters (Part Three)

Hello Everyone and welcome! Last week we discussed some numbers and mechanics. Today, I’d like to talk about some ideas I use to balance out an encounter but still leave it challenging for everyone. For me, designing an encounter and then running that encounter are two entirely different things.

So let’s talk for a minute about design balance using our 5 man party and those 52 kobolds.

How Terrain Helps. This is probably not the first time some hostiles have wandered into the kobold’s home, so they probably have taken at least some measures to build defenses. They’re small and individually weak, so ranged weapons and spears make sense to me. They’re also expert tunnellers so modifying a cave is no great task.

If I can put archers on a ledge of some kind with some cover so melee combatants can’t reach them easily, then that’s worth about an extra 10 kobolds or so. So, I reduce their numbers to 42. If they’ve also cleared out the entrance so the enemy has no cover, then I would drop their total by another 5. The melee characters can’t get to them, and the party’s ranged characters can only kill 2 kobolds a turn. 15 archer kobolds on a ledge is still plenty of firepower, and we’re down to 37 kobolds to assign.

Surely, they would have erected some barriers or perhaps dug pits to hinder/direct enemy charges. If the melee’s can only reach them single file while the kobolds attack them from cover with spears, then that’s worth another 10 kobolds to me. So, now we’re down to 27 total, and I would put 10 spearmen up front.

My party is very weak on the magic side. A kobold sorcerer with the right spells could easily be worth another 10 kobolds. We’ll talk about spells more in a moment, but a single sorcerer now brings us down to 7 “unassigned” kobolds, and I might just eliminate them all-together or just use them as reinforcements.

Spells, Spells, Spells. Boy, these can make an encounter go south quickly for the party and for your monsters. I find that most of the spell selections given in a creature’s stat block to be circumstantial or useless really. I just cut them out; it’s less for me to keep up with.

How to pick them fairly though? I usually avoid “save or suck” spells that just take a player out of the game. No one likes it when their bad-ass barbarian is just sitting there paralyzed and none of the other players can do anything about it. In my opinion, I would just be punishing the party because no one wanted to play a cleric.

I will normally choose one useful combat spell per level and let it go at that, but spells should be useful to the monsters’ community and not tailor-made to specifically counter your party.

Give Your Monster’s A Goal. Especially, your more intelligent ones. Most creatures, even animals, are not going to fight to the death unless they have no other option. These kobolds probably want to left alone. They are fighting to protect their turf and community, but they’re probably not going to be psychopathic about it. If they can drive off a threat without a bunch of them getting hurt, then wouldn’t that be the best option for them?

This also can open up great role-playing opportunities as the players try to parley for information or safe passage. If the PCs are looking for an ogre’s lair and the kobolds know where it is, why wouldn’t they give that ogre up? Murderous adventurers and hungry ogre gone.

Be Realistic in Your Targeting. This is the last point I’d like to make. I like to play my monsters as smart and prepared as they would realistically be. If a kobold can safely shoot a PC, then that’s probably who they would choose, especially if there’s no strong commander. They’re not suicidal after all. Be careful about Int 7 creatures always making the most optimal choice in who they attack. This gives me a framework to use in response to the PC’s tactical choices.

What tips, tricks and advice do you folks have? Put them in the comments below, so we can all share in the info. Thanks for reading, and we’ll see you next week for another installment on How To DM!

Apologies

Hey, Dear Readers,

Due to the fact that I just got out of the hospital and am really fighting this relapse ending, I won’t likely be posting much until Monday and Wednesday.

I am so sorry. I feel like I’m letting you all down.

This is NOT the end of The Daily DM, though! I’ll be back in full-swing in about a week or so. I have a lot of stuff planned:

-A holiday session with the adventure “How the Lich Stole Christmas”
-More from my sessions on Sundays and Tuesdays
-yourdorkmaterials is still doing “How-To DM” and “DM Stories”

Stay Tuned!

Rime of the Frostmaiden: Operation “Housekeeping” a Success

Dear Readers, due to my having just been discharged from the hospital yesterday, I missed getting my post out, and we didn’t end up playing. Therefore, today I’ll be giving a brief overview of what happened Sunday to make up for missing that post. Thanks for your love and understanding.

~The Daily DM

______________________________________________________________________________________________

We last left our heroes in Good Meade, where they were investigating rumors of giants and the flow of mead being interrupted.

Getting into town and heading over to the mead hall, they almost immediately ran into a man rushing into town disturbed over finding 5 members of the town watch bashed to a pulp. Heading to the mead hall, the party found the townsfolk having issues with choosing a new town speaker due to the last one getting killed by some sort of giant who stole their last kegs of mead, leaving them dry.

Deciding to help the town recover their mead and put down the threat to them from these giants, the party headed the direction of the giants, eventually coming across a mammoth skull that made for a very convenient bridge to some caves where the tracks led. Along the way they saw two sets of prints: some large giant creature and that of an ogre. Lovely.

Making their way inside, the party decided to actually try “Operation: Housekeeping” again. What is this, you may ask?

Well, since the beginning of this campaign, whenever they approach a place that they plan on making a frontal assault onto, they announce themselves as “Housekeeping!” with the hopeful intent on actually pulling it off and getting access to the premises. This had not so far worked. Yet. But we’ll get to that.

In any case, they came across the ogre and fought it, dispatching it easy enough, as well as the “giant” which was found to be a furbeeg. Not too shabby with a full party of 7 characters. They ran into a polar bear, but convinced it with a Handle Animal check to have at the goats and sheep in the pen in the cave instead of them.

Wandering further inside to loot the place and look for the kegs, the party found an ancient burial chamber, taking the wand of the warmage and the pearl of power that they found there. One of the two thought this suspicious that there weren’t some sort of protection on them. Hmm…

Remember how I said that “Operation: Housekeeping” was coming up? Yeah, so they began to leave when they heard a voice outside, calling presumably to the former furbeeg occupant of the caves. Imagine a lady furbeeg that has the voice like that of Grenda from the show “Gravity Falls.” Apparently, she was a suiter of the male furbeeg that lay dead beyond her sight in the cave.

The half-orc, having actually purchased a French-maid type costume back in Brynn Shander, decided to shoot his shot to keep her outside. The exchange was something like this:

“Duhg, you home?!” calls out the furbeeg.
“Uhh, not really…” says the party.
“Who are you?!”
“Housekeeping!” (rolls CHA (Deception) check…gets good roll)
Me, rolling WIS (Insight) check: a Nat 1. Holy smokes.
“She believes you.”
“OPERATION HOUSEKEEPING A SUCCESS!!!”
“What happened to Duhg?”
“His polar bear got him. We couldn’t save him.”
“AAAAAARRRGGGHHH!!!!” (she proceeds to fight the polar bear in revenge then goes to bury Duhg)
The party takes the casks and leave.

At some point when almost back to Good Meade, the party found out that she realized the wounds weren’t from a polar bear. She came after them. They took her out pretty easily due to her weakened state from the polar bear combat.

Walking triumphantly into town, the party returned the mead and, after a brief strange encounter where the (just found to be) Zhentarim dwarf was defeated in the election of the Town Speaker over the woman who genuinely cares for the town itself.

During their long rest, the party found that two of their member were plagued with nightmares, unable to get any rest. Remember those magic items? Cursed. They headed back to Brynn Shander for a couple castings of remove curse with the intention of heading out to Dugan’s Hole the next day.

What will they find there? There were rumors of wolves plaguing the town, but, as it has always seemed, there is generally more than meets the eye going on!

Until next time, Dear Readers…

Short Post: Not Feeling Well

Sorry guys, but this thing is really kicking me in the tail. I promise that I’ll get back to posting better as soon as possible.

I was feeling pretty good yesterday, but my back spasms have me in a ton of pain today, and this alone is taking a lot out of me to type out.

That said, here is a very punctuated story of what happened yesterday.

Yesterday, I ran Rime of the Frostmaiden from my hospital bed on Roll20. It was awesome. I hadn’t figured out how to do dynamic lighting until today, so that was…interesting. I got the fog of war working though and revealed areas bit by bit. It worked out okay, I guess.

They were in Good Meade and took care of the Ferbeeg issue they were having and recovered the stolen mead. Additionally, they got the good guy (gal, actually) to be the new town speaker. All good in the hood, easy peasey lemon squeezy.

Next time they are on the way to Dugan’s Hole, I believe. It’s going to be hilarious as it’s the…more…banjos and in-breeding sort of town. Think a slightly more friendly Deliverance (the movie).

My evening Discord game was continuing to go through the Dancing Hut of Baba Yaga (which I would like to point out, is a Russian folktale witch, pronounced Baba yee GAH). This was the group I did the group hightlight of. That session was so funny and awesome to run that I will tell of that session. It was so much fun.

In any case, I wanted to give you something despite my issues. I’m trying to fight my way through it.

You, Dear Readers, have been amazingly understanding with my disease and how it’s affecting my posting schedule.

Until next time, Dear Readers…

Character Profile: Ad hoc Discord Group Playing “The Dancing Hut of Baba Yaga”

As some of you know, I’m back in the hospital for an MS flare up. Not fun. That said, I got bored last night and began running Baba Yaga with a group consisting of a couple of people I know in person and two of my Discord internet friends via voice chat on Discord. This is not so much about the game itself as it is about the players.

IT WAS AWESOME!

First off, my players got along great, which is a real treat for me as a DM. Secondly, they did very well, especially drawing in the one player that was pretty shy at first. He really seemed to get into it.

I’ll be referring to folks by their first name or User name as I know them.

Firstly is one of my longest known internet friends, Christober. He changes his username often enough that I generally call him by his character name from our Sunday night game, Elren. I’ve told some stories about him (the one about his pet tarantula, Benjamin).

Next is Legion. He and I became friends on a Discord server where we are both admins. It’s called Arryn, and everyone should join/check it out. It’s a great community run by a guy named Gobfish and his right hand Byproduct. They are all about the gaming and D&D and other such comments. In any case, Legion has become a buddy of mine and now plays in the same game as Elren since we were down a player. He’d apparently heard good things about my campaigns and wanted to join.

Next is Joe. When I met him, he was a highschooler who joined my first ever Adventurers League group as my second DM. He’s a wonderful DM and I was lucky to have him. He was a DM in the highschool Game Club in Nebraska where we used to live. He’s a college student now, and he plays mostly by internet if I’m not mistaken. Joe is a gentleman and a scholar and I am proud to mentor him, be it at the table or over life itself. He has become a great friend over time.

Lastly, but not least, is Ethan, Joe’s boyfriend. I’ve only become acquainted with him recently, but he seems like a sweet guy. He was my shy player…at first. Then he really got into playing. He seemed amused at the first time he played with my Thursday Humblewood group, and they TPK’d their first session. Long story, but it began with “Okay guys, let’s split up to explore this abandoned town…Ooh, look! Shiny!” Hilarity ensued. We are rebooting said campaign this Thursday if I can. Really depends on where I am, be it here in the hospital (not likely), at home (slightly more likely), or a physical rehab facility (more likely). If I’m at the rehab facility, I’m not sure of the internet situation, so playing may not be a thing.

That was my group. As Elren/Christober and Legion are part of my Sunday evening, post League group (which has moved totally online due to a positive Covid-19 case at the store where we play), they will be back to back games, and we are looking at having Joe and Ethan join us for continuing this ad hoc game one-shot tonight, if the rest of the group is up for it, then continuing our other game after this is done. I suspect it will be a lot of fun.

I hope everyone enjoyed this player profile! Join us tomorrow for my summary of my Sunday game, and Tuesday for…something else. Not sure what I’ll have that day since I can’t have my miniature painting stuff. I guess it depends on where I am and what I can actually do.

Until next time, Dear Readers!

THE ZIGS – ONE WAY TRIP

By yourdorkmaterials

I have some pretty amazing players in my weekly game.

I admit that I was more than a little nervous at first. This started out as a pick-up game at my local for Adventurer’s League. With one exception, I didn’t know them, or even know anything about them, and vice-versa. Would we mesh well? Would they get along with each other? Did they prefer a beer-and-pretzel-type game or something more serious?

It has all worked out beautifully so far. Lots of surprises and lots of laughs. Privately, I’ve started calling them The Zigs because they definitely tend to zig when I plan on them zagging.

So…here’s the Zigs in all their glory:

“17” – A Goblin Totem Barbarian who is turning out to be the most “moral” of the group.

Guy Blankenship – A Human Battlemaster Archer who is perpetually on the hunt for glory and fame.

Kylor – A Tabaxi Gloomstalker Ranger-Archer who has a serious dislike of humans and a penchant for removing the eyes of his enemies.

Mordren – A Human Hunter Ranger two-weapon whirlwind of death with a disturbingly pragmatic moral code.

Winzu – A Ghostwise Halfling Moon Druid who is a hair’s breadth away from going feral.

The Story

I started them out in Saltmarsh because I wanted to get a few weeks into the Rime of the Frostmaiden game I’m playing in before I moved them north to Ten Towns. They discovered a strange alliance between the local lizardfolk and a band of pirates where the lizardfolk were attacking the outlying farms and villages, taking captives, and selling the people to the pirate-slavers in exchange for better weapons.

Being the intrepid heroes that they are, the Zigs stepped up and took the fight to the lizardfolk and had some good success initially over the course of a few games. Saltmarsh’s leaders are starting to include them in plans and seek the Zig’s counsel. Their growing reputation amongst the people of Saltmarsh means they’re living the high life; they can’t pay for a meal, a room, or a drink anywhere in the town. Things are definitely Going Well.

Thanks for reading. We’ll see ya’ll next time.

Happy Thanksgiving!

May we all be thankful for each Nat 20, attack roll, and each successful death save!

I and yourdorkmaterials are so thankful for each and every one of you that reads The Blog. You all are truly amazing.

Have a good one, y’all!

Lack of Game Tuesday and Lack of Post Yesterday

Hey all. I’ve talked about it a couple of times, but today I want to break off from my usual type of posts and talk about the reason I’m posting this mostly using voice to text, and even that is difficult…

So, as I have said before, I have Multiple Sclerosis. More specifically, I have Secondary Progressive Multiple Sclerosis. What does this mean?

Well, imagine your fuse box. Now imagine that a chunk of the wires are frayed. Now imagine that your house is your body, and the fuse box is your brain and that the frayed wires are your nerves. Yeah, not too fun.

What’s specifically going on? My immune system is attacking the myelin coating on my nerves in my brain and brain stem. Then chaos ensues for me.

Myelin Sheath: What They Are, Their Function, & Damage From MS
This is a nerve cell.

In my body, this signal disruption appears as my left side going numb. Sometimes all of it, sometimes parts that become numb then radiate outwards. Like this time, for example. This time, it’s my left hand, and it’s spread to my left arm. My first major episode was my left shoulder and arm and spread throughout my left side. Pretty screwy.

Additionally, mine comes with partial or full paralysis (no pattern or rhyme as to when it will come with one or another), painful back spasms (called muscle spasticity), a weird blind spot in my right eye (controlled by left side of brain), and facial numbness on about 60-70% of the right side of my face (relatively new). I also have balance issues with walking (thus my powered wheelchair, or at minimum, my cane), depression (this one is pretty bad and messes with my military service induced PTSD in a way that REALLY screws with me) and cognitive issues, where I get confused as to where I am, aphasia (problems with word finding or just finding any words when speaking) or dysphasia (same thing, just less severe?), and the FATIGUE.

Symptoms of MS | USF Health
This is just a sampling of symptoms folks get.

OH MY GOODNESS, THE FATIGUE!

There are “morning birds”. Then there are “night owls.” I, my Dear Readers, am the “all day exhausted ostrich.”

It’s more than just being “tired.” It’s EXHAUSTED. Imagine taking a nap. Then imagine waking up and you are just as tired. Imagine being so wiped that you have zero energy to do anything. Now imagine it being all the time. It’s pretty intense. The worse part? You can “over do it” to bring on the fatigue worse than normal. Doing too much in too short a time (driving a chunk of the day did it to me more than once) is likely to do it.

Although I mentioned it before, the depression symptom that almost 15% of people get is really bad. I can’t stress that one enough. But you guys help me get through it. You have no idea what kind of joy it brings me to see people reading and following my blog, a labor of love, that I and my partner (yourdorkmaterials) put out.

In any case, that’s been my deal.

And unfortunately, it’s putting me back in the hospital.

You see, when my flare-ups (when my symptoms come back suddenly and I go into full relapse) get to where symptoms don’t go away after more than 3-4 days, I’m having a relapse. When I am having a relapse, it is generally good practice to go to the ER. I sent a secure message to my doctor and that’s what he wants: me to go to the ER.

And since I don’t know the Wi-Fi situation there, I’m not sure what my posting schedule will look like, frankly.

I have worked hard to bring you guys the content that I do. And although I’m going to a Roll20 format for my games (my players are excited, and so am I, for my monthly as well as both weekly games!), I’ll still be able to bring you the awesome content that I have, with the exception of miniature painting updates, as they won’t let me have my mini-painting stuff in the hospital.

I’m not sure what I will be doing for those days. Maybe yourdorkmaterials will be picking up a post, but he’s generally just as busy as I am. Maybe I’ll talk about my hospital visit? Who knows.

On the plus side, I’ll have tons of time to do nothing. On the minus side, the primary treatment for MS in the hospital is a veritable crap-ton of intravenous steroids, and I’m restless as all can be as well as one hungry-hungry hippo (they make you feel like you are starving).

Either way, I’ll be getting you what I can as I can.

On another note, there will not be a post on Thursday, as it’s America’s Thanksgiving Day (a national holiday), and I will hopefully be busy with Thanksgiving activities. They won’t feed me what I actually eat in the hospital so I’m waiting for Thursday to be over and hopefully going first thing on Friday (to the ER, that is).

There should be a post on Friday.

Until next time, Dear Readers…

PS – My Patreon site has a deal going on until the end of the month! Find the link under “Support Us” above!

How-To DM: So There Wasn’t a Sunday Game For My Table, But Here’s a Post

So, as the title says, I didn’t have a game this past Sunday. The reason? Because I just needed a break. Today, we’re going to talk about DM burnout.

It happens to the best of us: we DM time and time again, likely for multiple games and for multiple days, that stretch into weeks, months, and even years. I’ve played all of three game sessions in the last year, if that tells you something.

Remember my article Why I Am the Forever DM? If you haven’t read it, go ahead and check it out. I’ll wait.

Here’s a D&D Meme for those waiting with me:

Okay, now that you’ve read it, you can see that being the Forever DM, however rewarding has a major drawback: burnout.

So, here are my tips to avoid burnout.

1: Take a Break (like I’m doing this week):

Seriously, take a break. Especially if it’s a weekly game or something, take a week off! I’ve known many a DM that not only DMs every week, but hosts as well (I know this because I’m one of them, at least pre-Covid). A break, like any type of vacation can do wonders for the mind and body of a Dungeon Master.

Think of it like being at work. You go there day after day after day, right? And what happens at the end of the week? You get some sort of day off or weekend or some such to recharge.

What do I use my breaks from being Dungeon Mastering to do? I write. I plan for the campaign. I write adventures. Or, sometimes, when I’m feeling particularly burned out, I don’t do anything related to Dungeons and Dragons or any other sort of tabletop roleplaying game! I actually took a break! I hung out with my kids, particularly my 3-year old in just a special time to play with him. My family is really cool. We watched Hamilton. Awesome production.

You do you. But you do you in a relaxing and recharging sort of way.

2. Have Someone Else DM a One-Shot or Short Adventure/Campaign:

This cannot be stressed enough for the Forever DM: LET SOMEONE ELSE HAVE THE REIGNS AND DM!

I have control issues, okay? Most Dungeon masters that I know have this problem to one degree or another. It is part of the reason, in my humble opinion, why we are good at what we do.

But be willing to give up the reigns and play.

You cannot imagine the relief it can be to be the obnoxious player for once (just kidding! Be a good player!). Be the rules lawyer. Be the model player that you want your players to be.

Try to enjoy yourself with playing, planning your character out, creating that character you thought would be awesome but had to make an NPC instead!

The possibilities for this are endless here.

Here’s the catch: what if none of your players wants to step up and DM to give you a break? Well, pretty easy fix: do step one (above) and find a game while you are taking your break. Find a Discord or Roll20.net game.

Two of my favorite servers on Discord are Arryn or the DnDBeyond servers. Easy to find a game to play in.

Roll20, on the other hand, has a “Join a Game” option, where you can find a game to play. It’s got a customizable search function to find just the right game for you.

3. Change Game Systems and/or Genre:

Okay, now I’m going to say something that may offend some of you. Are you ready? Yes? Okay. Here it goes.

Dungeons and Dragons isn’t the only RPG system or genre out there.

There, I said it.

There are SO many systems and genres out there. To name a few: Runequest, GURPS, Pathfinder, d20 series (Modern, Future, Apocalypse, Past, etc…), Shadowrun, and the list goes on and on and on.

I can remember being disillusioned with D&D. Yeah that happened. Remember that edition we don’t like to talk about? 4th Edition? Yeah, that made me quit playing D&D.

The next game I ran? A Fallout themed d20 Future/Apocalypse game that went swimmingly and turned into a zombie survival game (long story; I’ll tell you all about it some time; I even incorporated The 100 in it). It was one of the best campaigns I have ever run and my players still love to talk about it. In fact, when I moved away from there, they got me a Super Mutant Pop! figure as a parting gift, signed by everyone.

Switching things up a bit can always help alleviate boredom and burnout.

Do you have any tips about avoiding DM burnout? Leave them in the comment section below!

Until next time, Dear Readers!

Painting Highlights: Minsc and Manshoon

So here we are again!

This week, although my phone is broken, I was able to get some photos uploaded of my current progress on both Minsc and Manshoon.

Minsc and Boo

I got bored with seeing the crappy base unpainted and did what I feel is a decent flagstone street motif.

Additionally, you can see where I did touch ups and some detail work, particularly his armor and his weapon and his cloak by his collar.

As I said previously, I am not using the primer Gray for the gray areas on his armor, but instead using dungeon grey.

Here you can see where I finally painted Boo. I dry brushed his brown on him to get the effect of the original mini.

In addition to all this, I have not yet gotten brave enough to paint the purple face paint on him, nor have I even considered doing shading yet.

frankly, I’m going to get some guidance from a friend of mine before I do the shading so I can both do the shading on him as well as teach you all how to do the shading.

All in all, I think he’s coming along great.

Manshoon

I’ve made considerably less progress with this pain-in-my-backside miniature.

Here is where I’m at with him:

As you can see, I’ve started doing the gold lining of his robes and filled in green on the skulls.

As with Minsc, I’m going to get some guidance on how to do a better job shading before I even consider doing it to him either.

Well, that’s what I have for today! Stay tuned for next week when I should have a better idea of what Minsc and Manshoon will look like!

Looking ahead, what should I paint next? Leave a comment below to give me some ideas, as this quarantine has me going stir crazy!

Until next time, Dear Readers!

The Australian Nightmare

Once again we take a stroll down Amnesia Lane back to the mid-1980’s, and this time the game was Chaosium’s Call of Cthulhu. For those of you that are unfamiliar, CoC is a cosmic survival horror game based on the works of H.P. Lovecraft; it’s a very fun, very deadly game where you’re really just trying to be the last party member to get eaten by the Thing In The Well or go hopelessly insane from contact with Unfathomable Wisdom Man Was Not Meant to Know.

One of the original members of our group was Bob, and Bob was what we now call A Metagamer of Staggering Proportions. Combat skills aren’t really needed in CoC; it was much more of an investigation game, and most of the monsters you couldn’t actually kill anyway. But, Bob just couldn’t bear to make a character who couldn’t fight.

So, for this game, he decides to roll up an assassin – an Australian assassin at that – who had to flee his homeland because he was wanted in connection with several hits on very high-profile targets (which Bob explains in some detail). He was able to escape because his cover was…? A well-respected archaeologist! (This way he could “justify” having high combat and stealth skills in addition to some actually useful investigation skills). And to top it all off, his name was – I swear to God – Jack Hack, and he always dressed in black (I kid you not).

The party is investigating a small traveling carnival that is filled to the brim with cultists to the Outer Gods, mutants, and alien horrors. The old “People Are Missing, Sheriff!” type story. First trip to Lovecraft Fun-Town, they mainly succeed in alerting every cultist within 5 miles that The Heroes Have Arrived with a series of appallingly bad decisions and tactics like something out of Perry Mason, Mob Lawyer. They’re shaking people down, threatening to torture them with our very own Happy Jack leading the way.

After learning absolutely nothing during their daytime expedition, Jack convinces the party to go back that very night after hours and burgle the place…because he has those skills too, of course. And, of course, all of the Evil Guys are having a little prayer meeting trying to decide what they are going to do about the party. The party finds the Evils…all 40 of them…in the big-top tent. How convenient! They have all gathered together in a nice group that (apparently) makes it easier to arrest them? The players rush in filled with Righteous Fury.

The cultists? They attack them. Folks are mutating. PCs are failing Sanity loss checks left and right. The carnival sharpshooter takes out Matt’s journalist character with a shot to the head. Terry’s character gets pulled down by the Fat Lady and The Dog-Faced Boy (who actually has a dog face with working fangs and everything).

Good Old Jack is in Heaven. He’s blasting away, using his personal arsenal in a running gun battle through the grounds in an attempt to “lure the cultists away”. Eventually, the Carnival’s knife-thrower gets him in the back with a lucky shot, but Praise the Lord here come the cops to save the day, right?

Lots of dead people. Lots of eyewitnesses. Lots of guns on poor Dr. Hack. And he’s a foreigner in 1920’s America. He gets arrested. His picture and information get sent to the British Consulate for identification. Whoops! Special Branch has been looking for Smilin’ Jack for some of those high-profile assassinations Bob so enthusiastically told us about.

Extradited. Hanged. No mo’ Jack Hack the Australian Hit Man/Archaeologist!

Thanks for reading. We’ll see ya’ll next time.

How-To DM: Building Encounters (Part 2)

Hello Everyone and welcome! Last week we discussed one philosophy behind building encounters. Today, I’d like to talk about some practical mechanics behind implementing those philosophies into a game.

For our purposes here, let’s assume a party of 5 4th level characters: a Goblin Totem Barbarian, a Human Moon Druid, a Human TWF Ranger, a Tabaxi Archer Ranger, and a Human Archer Fighter.

They have unwittingly wandered into a kobold complex, and I want to really challenge the Druid and Barbarian with the very real possibility of death without instantly dooming the rest of the party.

So let’s talk about tips on the mechanics of building encounters in this week’s How To DM!

Don’t Trust the Challenge Ratings (CR): I find CRs only marginally useful because they are a limited tool at best. A creature’s CR just can’t account for things like a party’s use of tactics or spell selection or the effects of terrain. CRs also don’t reflect a party’s ability to capitalize on things you didn’t consider in your design or a mistake in your placement of bad guys. I’ve had groups waltz through “deadly” encounters with barely a scratch only to lose several members to an “easy encounter” later on.

Determine the Total HP of the Party and the Opposition: I always start here because the results can be deceptive. On paper, the party has 142 total HP on paper. However, the barbarian effectively has double his HP due to damage resistances, so that brings the total to 187. The Moon Druid likes the Dire Wolf shape right now. With two Wild Shapes, he can add as much as 74 more HP to the group, so now we’re at a whopping 261 group HP!

Considering that the average kobold has 5 HP…that’s 52 Kobolds just to equal the party’s effective HP in one fight!

Consider the Action Economy: I always compare the party’s action economy to their enemies. The party can put out 7 attacks a round (if the TWF Ranger can use Horde Breaker).

The kobolds? 52. Even if you send them in waves, that’s a lot of Kobolds!

Determine Damage Output: Enemy AC isn’t normally a factor for me; I just calculate maximum damage and assume all attacks hit. Now that equals an average damage of around 50 points a round, but any damage output over 35 points is wasted because Kobolds only have 5 HP each.

But the Kobolds have 52 attacks, at 4 damage each. But Pack Tactics gives each Kobold advantage as long as an ally is within 5’ of the target. That’s potentially 208 average damage a round once the kobolds swarm over them. Even at half that damage rate, the party has maybe 3 rounds before they’re wiped out.

Conclusion? Now we have a clearer picture of what each side brings to the table.

In a straight up fight – with the Kobolds fighting with even minimal brains – the party is doomed to death from the beginning. Mechanically, they really have no way to win.

But, sending them in in waves of 10 is no challenge at all, and waves of 20 will maybe challenge the Druid and Barbarian somewhat with the very real possibility of killing some of the other party members.

So, what can we do with this mess? How do we construct this encounter to be both challenging and fair for all our players?

Come and see us again next week when we talk about Including Victory Conditions into our encounters and how to balance combat with Terrain and Targeting. What tips, tricks and advice do you folks have? Put them in the comments below, so we can all share in the info.

Thanks for reading, and we’ll see you next week for another installment on How To DM!

The Dancing Hut: Return With an Offering

So…everyone, by now, should know that I try to tell these stories objectively; that is, I try to tell the story as it happened and no more. I really can’t do that today…it was too funny and just too bizzare. If my objectivity breaks, well, I apologize…also, I don’t have too many pictures for this one, so my apologies for the mostly text.

When we last left our heroes, they were leaving to find a young woman to be willing to serve Baba Yaga for a period of 2 years (in absolutely grueling work) in exchange for treasure and magic items.

Upon leaving the hut, they found a youngish woman lounging in a chair with sunglasses. Introducing themselves, the woman introduced herself as Tasha…

After some decidedly witty banter, in which Tasha found out that they have the Nether Scrolls, that she refers to Baba Yaga as her “mother,” and that Tasha wanted the Nether Scrolls, the party parted ways, feeling more than a little uneasy.

With that, the party headed to Waterdeep.

They decided that an orphan who wished to “change their stars” would be their best bet, and visited their own adopted orphans (whom they immediately discounted) to get a lead. Finding out that there was an orphanage in town, the party left for that location, led by Squiddly, one of their own former orphans.

Finding that Alanna was the oldest orphan and having not been adopted due to her older age (17), they immediately decided she was the one. After doing the adoption paperwork and paying the city fee, the party took her out for food and clothes shopping while explaining to her that she would be staying with a “friend” and that, in exchange for two years of work, she would be rewarded with near unimaginable treasures. She agreed.

On the way back to the hut, the party was accosted by 5 mind flayers surrounding them in a glade. The leader, whichever it was, demanded the scrolls as “Iouloum and Uosbinoss wants them.” Recognizing these names as the names of two of the arcanists of Netheril that were named in the cache inscriptions, the party denied their request, and the mind flayers proceeded to all mind blast the party. A pitched battle ensued, but after all was done, the party stood victorious and Alanna surviving (barely). After healing Alanna, the party continued.

Arriving at the hut, the party looked for Tasha, and not finding her knocked on the hot door. Getting no answer, the party headed inside, quickly realizing that they were going to have to locate Baba Yaga themselves.They went through the ways they had already known until they came to the room they affectionately called the tea room (the laboratory). One of the party noticed something on the back of the door, a symbol of fear. Everyone but one of the party failed their save and they ran across the room and down a set of spiral stairs. The one person who made their save quickly followed suit.After a good minute of running, the party found themselves in some sort of mechanical works. In the mechanical works, the party dodged and ducked and dove out of the way of pistons and bursts of scalding steam littering the room at uneven intervals. The bloodhunter/rogue, however, found a bronze door inset into the floor.unable to get to it, the party looked around the room and found two additional rooms, which appeared, upon inspection, to contain buttons and dials for controlling the pistons and the steam vents.

After much trial and error, the artificer figured out how to turn off all of the events and the pistons.The party carefully approached the bronze door and knocked a pattern on it which opened it into a room full of cabinets, where the gravity was reversed in the room so that they were coming up through the floor although they were going down through the floor in the room they were currently in.Inside the room, they found a cabinet after cabinet with, apparently, stuffed animals put inside of dioramas of their natural habitats.Seeing a hallway bisect to the room, the party looked and saw to their left, a gold door, into the right, a bronze door. 

Deciding to try the bronze door, as well as the pattern that they have had success with regarding bronze doors, the party opened it. What the party saw confused them: a 20 ft by 20 ft room with a door on each wall centered. Each door was bronze. Party members tried to go in one at a time, and seen by the party members remaining outside. Each party member seemed unable to bump into another but each one seemed to be seeing a different thing and unaware of one another or those still outside the room. After a lot of trial and error, the party members managed to get a door to appear for each of them.

The party members each walked through their door, with some members being reunited, while others were separated. The sorceress, Alanna, The gnome wizard, and the dwarven spicy cleric all found themselves back inside the room with the cabinets and dioramas. The paladin found himself inside what appeared to be a strange armory. The rogue/blood hunter and artificer found themselves in a strange room with cabinets.

The artificer, deciding that enough was enough, decided to make a mess of the contents of the cabinets in order to summon Baba Yaga. He and the bloodhunter/rogue were unfortunate in getting her attention, being transported to her prison after cleaning up the mess the artificer made.

The paladin, seeing nothing else to do and refusing to steal from Baba Yaga, crossed the room and walked up the stairs which somehow led back to the laboratory!After an attempt to open one cabinet ended in an encounter with a rat infected with vampirism, the ladies of the party called out again for “Grandmother” with her answering this time. Some serious negotiations ensued, with Alanna realizing her plight. She turned to Gram-Gram and said, face deadpan, “I will never forget you,” and agreeing to be Baba Yaga’s servant for two years.

Gram-Gram asked for the location of another cache, and was granted it: it is located in the area formerly known as “The Hollow,” a former Netherese city that was a precursor of the ancient floating Netherese cities.Securing the release of their companions, the party departed the hut, not knowing when or where they would see Baba Yaga again, but knowing that, in two years, Alana would be again delivered to that spot.

What will the party do now? Will they go after Connor on the Plane of Fire? Will they go after the next cache? Will they find out why mind-flayers are now involved?
Join us next time to find out, dear readers!

Author’s Note: due to my health issues and at the insistence of my players, as well as due to the holiday coming up in the United States (Thanksgiving), there will be no update for this coming Sunday’s or Tuesday’s games. Instead, I will have another article for you, whether that be a miniature painting update, a DM story, or something of the like.

The Dancing Hut of Baba Yaga: Meeting Baba Yaga

Due to my being behind and the fact that I haven’t painted anything (my MS tremors have prevented me from doing so), I’m going to catch up from last Tuesday’s session! This is especially essential considering tomorrow’s post is the continuation.

The Dancing Hut of Baba Yaga (D&D module).jpg

When we last met, our party found themselves in a rather off kitchen, with a large dragon-headed oven.

The party opened the western door, finding…a pinkish red tunnel with a foul sludge on the bottom. The person opening the door was unable to enter the tunnel, and others who poked around inside, gave the person who opened the door a little indigestion. Realizing what was likely going

Seeing a dumb waiter, the party sent the smallest member, Iul (the gnomish wizard) up inside to the next floor (or, at least, another floor) finding a smallish room with glasses and a decanter and other serving objects.

Coming back down, the party debated on how/if they would be trying to shrink themselves into the dumb waiter, and after looking into the oven, saw a door on the opposite side.

After trying various methods to dim or stop the fire, the party realized that they could use the oven pots and the pole hooks to push people towards the door, and that, for a short time, allows that person to ignore all fire damage; long enough to open the door, even.

Taking that measure, the party pushed a hook through, and allowed the person on the far end to pull people though.

On the far side, they found a room shrouded in darkness so thick that not even their darkvision was working! An agonizingly large yell emanated from somewhere inside the unknown room, with crashes and bangs sounding all around. The party sorceress let loose with a light spell, dispelling the darkness just enough to see a ghostly black rider on a black horse, who, after being ineffectively attacked by what the party realized was a cyclops, ran away.

Seeing the party, the cyclops roared, and the party attacked!

After defeating the cyclops, the party found a bonfire burning in the far corner, the cyclops’ magical club of smashing (like a sword of dancing, but a club) and found several strange sets of markings, all in sets. Making a note of it, but not knowing what to make of it, they exited out of the only other door they could find, which was a silver door opposite of their current location.

Entering that door, they found themselves in a section of a large greenhouse that seemed to be on a different and alien world with two suns and three moons in the skies.

To make matters even more creepy, the large black sunflowers in the room constantly turned their “faces” towards the party, wherever they moved.

Black Sunflowers | Black flowers, Black sunflower seeds, Black garden

They found that the opposite of the silver door they entered was some sort of glass on the other side.

In addition to the various plants and herbs around the room, the party found three stacks of flowerpots (bottom up), each with the letter Q printed on the top, and each of the stacks had a differing number.

To make things more bizarre, the party found two other exits from the room, one gold, to the northeast, and one glass, going south.

The gold door opened to a room filled with trees and other rooms, and the sound of a large…cat. Closing that door, the party entered the south door, which now faces…East?

The door opened into a 10′ wide hallway in a “+” configuration. Upon entering, the party artificer noticed (read: passive perception) a secret door immediately to his left. Entering the door, the party found a lavish bedchamber. Searching it they found a curious note:

“Silver polish is made from
four parts baking soda, three parts salt, and
five quarts of water. Questrix.”

At last, the party seemed to find the name of the mysterious “Q.”

Unfortunately, this didn’t finish the task of finding who Questrix was, if they could find him at all.

Continuing onward, the party wondered why there were secret doors next to the actual doors, and the dragonborn walked through, disappearing!

The party was more than a little panicked.

The dragonborn found herself trapped in a cramped compartment…somewhere.

After some searching, the party found a series of glass containers set in the middle of the intersection, covered by a large rug. They found their sorceress in one, an empty one, one with a young woman, and one with a basilisk in it. Covering the basilisk one, the party freed the young woman who told the group about how and why young girls are held “captive” within the infamous hut. Setting her free, she left, knocking on the silver door to the previous area in a familiar pattern, one of the pattern of the clues from Questrix.

The party tried the knocks and found a room with some sort of art gallery inside. Closing the door and reopening it, they found themselves looking back at the greenhouse. The party crossed to the door opposite of the one they had been investigating (the “normal” looking door opposite the silver door leading to the gallery/greenhouse), and found themselves in some sort of laboratory.

Exploring the laboratory, they found another clue from Questrix (in the underside of the sugar bowl), leading them to be able to open the cupboard. They were amazed at the sheer number of spell components and potion ingredients. As they reached inside, they heard a creak, as if squeaky shoes, and a haggard “Ahem…just what do you think you are doing in my cupboard?” Turning around, they saw her: Baba Yaga.

Quickly explaining that they “were just looking” and looking for her, she teleported them all to her throne room, where she asked them what they wanted. After asking a series of questions, the party saw that the dwarf (i.e. the spicy cleric) was beginning to age with each question asked. When she noted the party’s confusion, she simply said “People who know too much grow old before their time…” The party also noted how Baba Yaga (who requested that she be referred to as “Grandmother”) was growing younger.

Baba Yaga agreed to answer their question regarding the next location of a chapter of the Nether Scrolls on the condition that they find another girl to serve her in exchange for her usual deal, a magical item of some considerable power.

Will they find some poor girl to work for Baba Yaga? Where will the next cache be located?

Find out tomorrow!

Rime of the Frostmaiden: Cauldron Conundrum and Ghostly Possessions

Having left off before a fight, the party engaged the three duergar. Seeing they were outmatched, one tried to run, to warn Xardorok, but was shot down quickly by party spells and arrows.

Having dealt with the evil dwarves on the ferry, the party decided to head off along the coast to find the lost fishermen. It wasn’t long before they came across a series of caves with the fishermen’s boat, a rowboat, floating nearby.

The party did some searching and found footprints leading to the southern-most caves, although there were large wolf prints leading to the next northern cave. Leaving their axe beaks, the party headed after the footprints, across a frozen river, and coming across a 10′ frozen waterfall.

The party, wearing crampons, began to climb, but not before the half-orc cleric, the silver dragonborn sorcerer, and the gnome wizard fell, cracking the ice (although not falling through it). A strange burst of water that stayed in the air, and the size of a horse, loomed above the three fallen comrades, and attacked the cleric!

A water weird!

The party fought valiantly against it, the cleric nearly dying and being drug beneath the frozen later into the waters below it, but becoming wet anyways due to the creature’s nature.

Taking a moment for the party to dry off and the cleric to change, the party headed to a side cave instead of following the frozen river. The cave they found was filled with bones of varying kinds, but of note was a giant’s skeleton and blood, likely fresh, all over the floor!

Sensing a trap, the party headed across, and, as they predicted, the giant skeleton attacked! The battle was fierce and the barbarian took more than a little damage from the mighty swing from the skeleton’s massive axe. In the end, though, the party was victorious and the giant skeleton was defeated.

Moving onward, they found an intersection, with a path heading to their right, where a light was showing. Deciding to move this way, the party headed further in.

The sight that they beheld was gruesome indeed…

Seeing themselves likely outclassed by an old woman (probably a hag, based on the dead men butchered nearby) and a nearby willow-the-wisp, she engaged the party in small talk, the party seemingly happy to go. Until she started angrily staring at each of them…when the barbarian fell and began making death saves!

The ranger took a shot, whereupon the old woman revealed herself to be a sea hag! The party gazed upon her with trepidation but fought her in any case. That is, until she called for parley, and agreed to give up the cauldron and the location of her hidden treasure, if they leave her to go peaceably. The party agreed, and the hag gave the party instructions on how to go about actually using the cauldron. The party realized, after the hag left, that the cauldron would be nearly priceless in Ten-Towns, where food was a scarcity, especially considering it could feed upwards of 360 people one meal a day. That was half the population of Easthaven!

The party cleaned the cauldron, waiting the appropriate amount of time (until midnight) that the hag wanted to clear out, hunted down the stash of gold that she had hidden, and bounced back out of the cave…to find three of their axe beaks slaughtered, the other three gone, their gear strewn all around, and large paw prints leading up to that cave that was second from the southern one they entered.

The ranger found the three missing axe beaks, and using them, the party made their way back to Easthaven. Realizing what time of night it was, the party headed to the Inn for a long rest, and then became interested in the seance that the halfling “bard” that was there was known to do. Participating, the party actually got to meet the White Lady, through the halfling acting as an intermediary…

Rinaldo during his seance…

During the seance, the party learned the general location of a lost and ancient city, called Ythryn. The spirit warned them that they were not powerful enough to face the challenges therein (cue party jokes of “Did I ask for advice? NO! I asked where the d%@$ city was located!). The party then asked where Xardorok could be found, and were told that he was in the secret dwarven fortress of Sunblight, where the party has a map to, but got confirmation of his location. The last question was how to end the curse upon the land, to which the spirit responded, “Defeat Auril…all three of her…” Disconcerting at the least!

The party decided to head to the Speaker’s office at Town Hall (it was 8 am and still dark at the time) and attempt to sell the cauldron of plenty. After some fierce negotiations, the party was awarded 10 gems worth 500 gp each, with three guarunteed to be diamonds (for future raise dead castings that would likely be needed over the course of the adventure), as well as three axe beaks to replace the ones eaten (likely) by a dire wolf.

Speaker Danneth Waylen of Easthaven

As they went downstairs, several of the party noticed the receptionist releasing a flying snake with a note tied to it. Knowing that these are usually associated with the Zhentarim, the party realized that they would be making a grab for the cauldron.

The ranger went back and got the party that was resting (except the barbarian that was still at the Town Hall speaking to the Speaker) and came back, only to find that there were three brutes trying to break in, and the receptionist around the corner as lookouts. The party attempted parley, and when they wouldn’t back down, attacked! After the battle, they noticed the receptionist on an axe beak making a break for it.

The ranger, having a sharpshooter ability, fired two volleys of arrows, one at her, injuring her, and one at the axe beak, killing the beast, and throwing her off, killing her.

Reporting to the Speaker and Captain of the Guard, who were disappointed in the death of the receptionist, allowed the party to go while they had the town militia clean up and posted as guards over the cauldron.

Believing themselves a job well-done, the party finished their rest at the White Lady Inn.

Where will the party head next? Onward to Good Mead? Off to Termalaine? What will they do about Xardorok and the “dragon” he is creating?

Join us next week to find out!

DM Story: Tapping Him Gently With My Warhammer

Ah, the mid-1980’s. We had no computers. We had no cars. What we did have is the living room of my friend Bob’s house and his saintly mother who never complained about a mob of teenage boys in her house every Saturday and Sunday for hours at a time.

Warhammer Fantasy Roleplay was my 2nd game after D&D. A friend of ours named John turned us on to it, and we were immediately hooked on the grimness of it, the horror elements…and, of course, Ork humor. But John’s schedule (and our lack of four-wheeled transport) meant that one of our group had to pick up the torch and help the others defend the Empire. And “one of us” meant me.

So, I borrow a copy of Shadows Over Bogenhafen (an awesome series of adventures to a larger campaign) and off we all go a-murder hoboing.

They get hired to investigate a possible Chaos infestation in the town. Immediately, bodies start dropping. The only survivor of their initial investigations is a single sod who they suspect is spying on them. After the standard round of preliminary torture, Matt – the party wizard – uses the WH version of prestidigitation to produce a small frog and somehow convinces their captive that Matt has trapped his soul in this frog. We’d been playing for 4 hours at this point, and they’d not gotten on step closer solving anything, so, miraculously, this innocent shopkeeper turned into a very well-informed cultist in a matter of seconds.

Now armed with the Chaos shrine’s possible location, they set off for the sewers and almost die en masse to the most inept group of local smugglers ever to grace RPGdom. Even a group of mentally defective, one-armed kobolds would have been more of a threat. They locate the shrine and curb stomp a mutant with no preamble or conversation.

While the rest of the party is celebrating their first, epic victory, Matt – ever curious – touches the Chaos shrine, promptly fails his save, and now he has an arm that is turning into a purple tentacle. He is now infected with Chaos which, in Warhammer, is a quick trip to be BBQ’d on a big stick. Wisely, he chooses to hide his new accoutrement from the rest of the party fearing they might might…you know…kill him with sticks.

Somehow…and I really don’t know how…the party becomes convinced that the town alderman is complicit in the cult, even though he is the person who hired them to…umm…stop the cult. Some want to rush right over and arrest him. Others want to break into his house in the middle of the night because they at least feel that it’s only fair to get some evidence before they kill him. Reluctantly, my rather bloodthirsty friend whom I’ll call Dave agrees.

So off they go to break into the alderman’s house, find the appropriate evidence of his perfidy, kill him, and then reap the rewards as befits their newfound status as saviors of the town.

They are all heavily armed and armored. Matt is the sneakiest of them all simply because a wizard can’t wear armor. They fail every attempt at burglary and finally just decide to let Steve’s psychotic Troll Slayer dwarf smash down the door. Now everyone is awake screaming. Steve is running through the house like Lancelot in Swamp Castle screaming “Don’t run!” as he butchers everyone and everything he comes across. Matt is desperately scrabbling through every book or batch of papers looking for the alderman’s “spellbook” in hopes of finding a cure for his baby tentacle-arm.

Finally, Bob – who was playing a sturdy, barbarian-type – cleverly spots the old alderman trying to hoof it out a back door. Bob’s next statement to me…

Bob: I want to gently tap him on the back of his head with my Warhammer.

Me: Ummm…come again?

Bob: I want to tap him with my Warhammer, but…you know…just a little bit.

One Warhammer attack and one critical hit later, the alderman’s head is sitting where his lungs used to be, the house is a bloodbath, they’re not finding any of the evidence they were looking for (because there isn’t any), and the neighborhood is roused calling for the Watch.

Then…then gentle Readers…instead of running…they decide to manufacture some evidence real quick in the few minutes they have until the Watch arrives.

They are all actually arrested in the middle of forging this “evidence”. Matt’s mutant arm gets detected which earns him a swift escort to the bonfire. The rest are hung the next day. TPK. The End.

So, my friends, never try to “tap” anyone with a Warhammer!

Thanks for reading, and we’ll catch you next time.

How-To DM: Building Encounters – Design

by yourdorkmaterials

A Moon Druid, a Barbarian, a Rogue, a Monk and a Wizard walk into a cave…sounds like the start of a joke, doesn’t it? But a party like this can be a nightmare to build challenging encounters for. The Druid and Barbarian effectively have twice (or even three times at low levels) the hit points of the squishies. You could take out the Druid and Barbarian with any number of low level control spells…but then they  just have to sit there probably paralyzed, taking critical hits, while the rest of the party gets slaughtered (which is hardly fun for anyone, even me).

Party of 6 underdark RPG adventuring party (152) | Fantasy artwork,  Dungeons and dragons classes, Character art

Or maybe you have a group of experienced players who know how to fight as a team, so the Druid entangles your Horde of Evil while the Wizard nukes them from afar and your Rogue snipes them…and your Monk and Barbarian sit back and eat a sandwich or something.

Personally, building fun encounters that are challenging and rewarding for each of my players can an exercise in frustration. Too easy, and your players get bored and usually go a-murder hoboing. Too hard, and they get frustrated and disengage. If every fight turns into an episode of Hold Person vs. the Barbarian, then that player can easily think your picking on them (because you are).

Ultimately, none of this is fun for anyone.

This turned out to be a much bigger subject than I originally thought. So, this week, I’d like to discuss some ideas on the philosophy (for lack of a better term) of designing encounters, and, next week, we’ll look at some practical tips on the mechanics of encounter design in Part Two. In Part Three, I’ll post an actual encounter I designed based on these principles.

So, let’s talk about tips on designing encounters in this week’s How To DM!

Free D&D Random Encounter Table for Levels 5-10 - The DM Lair

What Do You Want from the Encounter?: I never kill PCs due to bad luck with a math rock. I’ve implemented rules for maiming to add more interesting (IMO) consequences. However, I have no problem killing them due to their own poor planning, bad decisions, and all-round questionable judgement.

So, I always start with trying to devise a purpose for an encounter. What am I trying to accomplish as a DM? More importantly, what are my Foes trying to accomplish by opposing the players?

I mean, why are the Kobolds attacking the party? Why not just hide in their tunnels until the PCs get frustrated and leave? Are they trying to kill the party, or just delay them? Would they really risk open battle, or are they trying to lure them away from the children? I find that establishing solid goals for my Foes helps me greatly with establishing clear Victory Conditions (more on that below), and these, in turn, push me creatively to come up with more interesting challenges for my players beyond “I walk up and cast Fist twice on that kobold bastard!”

D&D Monsters — Kobolds Mounted for Combat – Nerdarchy

From a meta-game perspective, I also find that having a game purpose for an encounter can lead to some very interesting places. Do I want to put some fear into the party? Do I want to force a hard decision on them? Or do I need to work on breaking the player’s “video game” mentality (more on that below too).

To me, these kind of decisions have led to some of my best, most fun game moments (according to my players anyway) while also pushing me as a DM to become more creative with my games (which makes DMing tons more fun for me).

Neverwinter on Steam

Breaking the Video Game Mentality: I don’t know any RPG players – no matter how old – that also don’t play RPG video games. This hobby sort of sinks into your skin, and you can always find a screen when you can’t find a table.

But this also leads to a very specific mentality that most players have to unlearn when they come to the table which I like to call “Death or Glory Syndrome” – which I guess is a form of murder-hoboism.

How many times have you built a deliberately unbalanced encounter where the PCs are obviously outmatched…and they stubbornly stand their ground and fight to the death anyway because they’re not accustomed to “losing”.

In a video game, you either win and progress, or you lose and respawn. But, even if you are very generous with raising PCs, there is no respawning in an a TTRPG when they’re all lying broken on the ground asking themselves, “Why did I sass that dragon?”.

In a very real sense, breaking them of this mind-set helps protect the game that you’ve worked so hard to develop. I always talk about this during a Session 0 (and, if your not having a Session 0, you really should consider it) to establish expectations…but they never really listen. So, especially early on, I specifically design encounters to reinforce the next two points.

Building 1st Level Combat Encounters: Sly Flourish

Creating Victory Conditions: The great thing that TTRPGs have that video games don’t is the ability to implement multiple solutions to the same problem. In fact, video games that try to implement that level of freedom turn it into a major selling point, right? But, ultimately, the games are limited to their scripting.

Our games are scripted too, but we can build in as much player freedom as we want and change things on the fly more effectively than the most sophisticated video game.

So, I always build in as many victory conditions for both my players and my foes that: a) make logical, consistent sense, and b) speak to my purposes for the encounter.

This way my players can “win” without painting the village square in the blood of its inhabitants and also “lose” without a TPK.

I also find this really helps me manage the chaos of large encounters, or the inevitable fickleness of the dice gods, on the fly without my players even knowing it.

Which leads me to my last point (and bless you for your patience if you’re still reading this…)

Adventure Party | Fantasy artwork, Fantasy, Dnd art

Sometimes They Gotta Leg It: Always give them a way out – both your players and your Foes. After all, even psychopaths rarely fight to the death. This goes for your Foes too.

But it’s up to us to teach our PCs that this is an option for them. Give them plenty of hints, especially in the beginning of the campaign. Be flexible in your rulings when they try to run. You don’t have to make the Foes pursue them every time.

I’ve found doing this helps me manage encounters more effectively, with much less stress, which is always a bonus.

What tips, tricks and advice do you folks have? Put them in the comments below, so we can all share in the info. Thanks for reading, and we’ll see you next week for another installment on How To DM!

Player Character Party Highlight

This week, instead of my normal Tuesday Game Summary, I wanted to do something different.

So…I’ve been thinking of explaining why the varying adventuring parties do what they do in my posts, but it always seemed to get in the way of telling what happened. Therefore, I’m going to give you an idea of who was where and when. Today, I will go over the Rime of the Frostmaiden group. Player’s names will not be used, for privacy reasons, so I will refer to everyone by their character’s name (all pictures are the property of their respective creators and all rights are reserved for them).

First we have the player who has made two characters, the half-drow bard (which he found wasn’t nearly as fun as he’d hoped), who switched out to a dwarf paladin. His name is Hendel and he’s the designated tank of the party. Every party needs a battle-turtle.

Next we have J’zargo. I know, creative name. And take a wild guess at what his race and class are…Yeah, exactly: a tabaxi rogue. Real creative, buddy. This guy is the high-damage sneaky support/door opener.

Then we have Dell. He’s a half-elven ranger that, with a longbow and hunter’s mark, makes a killing with the enemy. I’ve seen him dish out minimum damage at around 13 points. It’s kind of an impressive build that makes a RAW (Rules As Written) ranger redeemable.

Next is our wood-elf monk, River. She’s the kind that has a high damage output due to her flurry of blows ability. When she learned that her quarterstaff is one heck of a monk weapon when used with two hands, she giggled. *visible DM shudder*

Now comes Enrir, our gnome wizard. What a glass cannon! He does a really good job hiding behind the bigger guys and sniping at the enemy with whatever he has. He likes fire-based spells. A lot. fire bolt and burning hands are favorites of his, to great advantage and effect.

Next, we have our Dragonborn sorcerer (silver, go figure), Eldeth, who is just as much of a damage output as the wizard, but uses those sorcery points to amazing effect, getting in extra spells or increasing her damage. It’s done some good work. Her player hasn’t been around for a bit due to things going on, but when she’s there it’s noticeable.

Lastly, but definitely not least, is our half-orc War Domain cleric, named Garark. He’s been acting as the party tank until the Paladin showed up. He uses his channel divinity to great effect to either get extra melee attacks or to increase his ability to hit things. Hard. His favorite spell has to be cause wounds. He uses guiding bolt to help the party out with hitting things, and sacred flame when he doesn’t want to burn a spell slot.

Together, this rag-tag group of semi-murder hobos is an effective team able to take on anything I’ve thrown their way, and with ease. As we move onward to Easthaven, Lonelywood, and Dougan’s Hole, we’ll see how they continue to do…

Until next time, Dear Readers!

How-To Paint Minis: Painting Mins (and Boo)

Welcome to another addition of How-To Paint Minis!

Today, I’ve decided to do something a little different. Today I am the miniature that I got with the D&D brand (by Army Painter; you guys seriously rock!) miniature paints. And I’m going to paint him mostly with the paints that they provide in box. When I say mostly you’ll see what I’m talking about.

Theoretically, this is what he’s supposed to look like:

Here he is; at least, what he’s supposed to look like at the end…

Here are the paints that I used. Again with the mostly. If you look at the above picture, you can see that they want us to use grey primer(?!) to do some accents!! AS IF!

Additionally, for those familiar with Minsc, he has purple facepaint on half his face. Purple. The basic box doesn’t come with purple. So there’s that.

As you can see, this is what our lineup is. Keep in mind, that if you don’t buy the box set of starter paints, it’s okay. Each one has an equivalent. Here they are:

Mithril Silver = Plate Mail Metal
Alien Purple
Flumph Pink = Barbarian Flesh
Kraken Blue = Ultramarine Blue
Lawful White = Matt White (Not called for, but how else are we painting that adorable hamster?!)
Bugbear Brown = Leather Brown
Dragonfire Red = Pure Red
Dungeon Grey
See below:

As per usual (not always, I do make mistakes on occasion and forget), I washed Minsc and applied a nice coat of primer. Yes, I realize that I didn’t prime the sides of the base. Yes, I will do so before painting the base.

I started with his boots. I tend to work with the things that will likely not need touching up, but will get touched up on. This will make sense later.

As you can see, the tiefling and Artemis are still laying there…unpainted. YES, I’M PROCRASTINATING AND I DON’T KNOW WHY….ahem.

Next, his pants, in the Kraken Blue. Remember to water down your paints, kids! Many light coats are better than one heavy one! Paint sticks better that way.
On that note, I’ve recently discovered the wonders of a wet pallet. Once I get mine, I will gladly tell you all about it, with pictures!

Next I did the face, arms, and hands. Yes, I missed a spot on the sword. It was semi-intentional. You’ll see why I say that in a few minutes, after the next part I do.

Now, I work on the cloak. This one is where it is VITAL that the paint be thinned out with water for the express purpose of getting into the nooks and crannies. He’s starting to look pretty good…

And in case you don’t believe me, here’s his back.

Notice the touchup I did. I “forgot” some brown parts, namely, on the sword handle(s).

Began painting the metal bits. Yes, you can see that I’ve been doing some touch ups. I’m kind of OCD when painting, so if I see something blatantly missed, I can’t help myself but to go back and fix it.

No, our boy isn’t finished, but next week I’ll show you how to finish him up, and what he’ll hopefully look after shading! With any luck, he’ll look something like the picture. Fingers crossed!

Until next time, dear readers!

P.S. – There is currently a special going on for my Patreon account! For those that donate there, or who donate via this site (under the “Support Us” page), and emails me the confirmation of their donation (with an address), I’ll send you a personal thank-you note! For the first 5 people that donate at least $50.00 USD, I’ll paint a miniature just for you and mail it to you wherever you are (postage outside the US and Canada apply). You pick the mini, and I’ll paint it up for you! That all said, if you subscribe to my Patreon, there are even more goodies, like coffee mugs, t-shirts, etc…to be had with your donations. Please remember that donations mean even more content, and even more than one post a day!

Rime of the Frost Maiden: Ascent of Kelvin’s Cairn

When last we left off, The party was at the abandoned base camp at the foot of Kelvin’s Cairn, having found Garret’s dog sled and dogs, as well as those from the adventuring company he was guiding.

Secure in the knowledge that the dogs would be safe, the parties staked their axe beak mounts and began The asset of the mountain.

It wasn’t long until they came across a small group of mountain goats. The party, still having their potions of animal friendship, decided to imbibe one of them and befriend the goats. Deciding that one of them would make a great mount, the gnome wizard happily rode upon the one that would accompany them, naming him “Steve.”

Writing upon the sure-footed mountain goat, the gnome took point. It was a good thing too, as the mountain goat and the ranger were able to warn the party in time of an impending avalanche, which the party’s dwarven paladin only barely escaped from.

Continuing the climb, the party came across to Garret, barely conscious in the snow. After trying for him, the party and Garret were costed by two crag cats, enormous and ferocious animals that can reflect magic aimed at them. The party made a short work of them.

Continuing onward, the ascent of the mountain became steep and perilous, but the ranger guided the party upwards with ease.

After the remaining journey upwards the party came across a large cave opening, and the ranger discovered recent footprints of a yeti that had left the cave.

Our band of intrepid heroes cautiously enter the cave, hearing the cries of someone inside. Coming around a corner, they found two hiding adventurers, a goliath paladin and a human fighter! These two adventurers were with the other three, having joined in Caer Konig. They recounted the ambush in which their wizard ran further up the mountain, and Garrett having tried to escape by running downward. These two were trapped inside as their halfling cleric was captured and being used as a toy by the offspring of the mated pair of yetis.

With the combined might of the two new companions, the party entered the cave further and came across the mother and offspring yetis. The mother guarded her young, allowing the party to escape with the cleric, who was alive albeit beaten and battered.

The party began to leave, but not before being confronted by the returning male yeti.

Battle ensued, and the party made quick work of the male yeti. afterwards, the party decided that the irredeemable nature of the yetis made them a threat to the folk of Ten Towns, and decided to eliminate the remaining yetis, which they made quick work of.

The yeti tyke.

Taking a rest, the party moved up where the mountain, looking for signs of Astrix, the tiefling wizard companion. They found her, frozen solid next to a long dead dwarf with blue boots. Taking her and the dwarf’s bodies (the dwarf at the behest of the paladin), as well as her spell book and potion of healing, the party descended the mountain and headed back to Bryn Shander, where the dwarf gave the body of the deceased dwarf to the local dwarven smiths to have returned to family.

The halfling cleric decided that her adventuring days were over and parted ways, taking the body of Astrix with her, promising to return her to her family.

After some discussion on what to do, the party headed for Targos, returning Garret to his husband, and gaining the scrimshander’s reward. Their pockets with a little bit more gold than they started, the party headed off to Easthaven, having heard rumors of problems with wolves, the ferry (where they had found a note alleging duergar inside of), and a wizard being burned at the stake for the crime of murder.

Be a party arrived in time to watch the execution of the wizard. It was a gruesome site.

Afterwards, they were approached by the captain of the guard, who asked them to look into an issue regarding missing fishermen off the coast, which the party agreed to help with.

Looking for the duergar, The Ranger found footprints leading up and down the dock towards the ferry. The party cautiously entered, finding evidence in the aft cabin of four dwarves. Hearing something in the corner, but seeing nothing (and knowing that duergar can turn invisible at will), the party loosed spells and arrows at the corner, a burger in robes appearing and falling dead.

A face only a mother could love…

After searching the room, they heard footsteps approaching. More duergar!

Will they discover why the wizard killed the adventurers? Will they unravel the mysteries around the missing fishermen? Will they defeat the duergar and thwart the plot of the mysterious Xardorok?

Join us next week, dear readers, to find out!

Dear Readers…

Sorry for the lack of a post today. I haven’t been feeling well and couldn’t get a post going. I’ll definitely have one tomorrow, and will use Friday to catch up what happened in last night’s Family Game in Curse of Strahd.

Thanks for your continued readership and support.

Enjoy some D&D memes!

Again, thanks and I appreciate each and every one of you!

~The Daily Dungeon Master

Another Tuesday Prequel

So the last time I updated everyone on what happened in the Tuesday game before I started recording, was the 25th of September.

We left off with losing track of Tilna, and the party locating her somewhere in the sewers. Following their locate person, they began seeing a strange symbol written in chalk on the walls…

Several of the party groaned in near-despair: this was the symbol for the Xanathar Guild, a notorious crime syndicate operated, it is said, by a ruthless beholder. As of this wasn’t that bad enough, the party grew more and more restless due to how far into the sewer they were heading.

Initially, they heard the sound man speaking.  Entering into a door, they found a crazed looking man with a strange hat, beating me a singular goldfish in a very large round fish tank. 

Exiting the room, the party waited for the man to leave, they heard another voice that was much deeper and louder, doting over the fish, whose name was apparently Sylgar. The party waited for the deep voice to leave and entered the room. They found Tilna, turned to stone, and the creepy man with the strange hat telling them to leave before “he” finds out they are there.

Before they could do much else, the “voice” came back, and what floated into the room was an abomination to behold:

Xanathar and his beloved Sylgar, the only thing Xanathar actually cares about…

After a tense standoff while getting Tilna fixed, and holding Sylgar the goldfish hostage, the party ran as if their lives depended on it (which it did!), escaping the sewers.

Tilna, of course, gave back the bag and promised to try and disappear. She told the party that the group paying her were definitely Thayans, but not from the conclave in Waterdeep. The party ruminated about this subject and the earth genasai barbarian decided to head to that conclave to pick up the shield he ordered. He found that they had been waylayed by unknown assailants and disappeared with the gold that they had spent (the odd Netherese gold).

The party decided to rest up and head back to the Yawning Portal Inn, their base of operations, when they realized that their next door neighbors’ behaviors previously were suspicious. When asking the daytime barkeep, a young woman, she appeared confused as “the party” just walked upstairs a few minutes ago. They entered their own room and found nobody there, but realized that it must be their neighbors!

The party prepared to enter the room, and were interrupted by Tilna who came to warn the party of the danger of their neighbors, although the party had figured it out.

The party burst into the room and fought a hard-won battle with assassins and a wizard, seeing Jonathan tied to a chair at the back center of the room, looking bloodied and bruised. Before the party could fight their way to him, a strange, tall, wizard appeared, his back to them (thus keeping the party from identifying him), speaking a powerful word at Jonathan (power word kill), and then, at Jonathan’s death, teleported away. Luckily, a party member had a spell to bring him back, and revived him.

After saving Jonathan and dispatching the rogue Thayans, the party was rewarded with a small monetary reward from the Scribe’s Guild, as well as the knowledge that Jonathan, indeed, is an expert on the ancient civilization of Netheril. Giving the party a map of the old nation, as well as a book to allow them to translate the texts they come across (and the translation of the inscription), the party set off for the next likely place a cache would be.

The inscription at the Old Owl Well read as follows:

I, Terraseer, Arcanist of Netheril, with Congenio, Iouloum, Uosbinoss, and Chronomancer of the same, hereby lay this cache, that if my visions become reality, that Netheril may yet survive its hubris. Other caches of similar kind are in similar locations as this.

Having no idea what sort of cache lay at the Old Owl Well, the party set out for the northeast, towards the Sword Mountains…

Until the next Prequel, Dear Readers!

How To DM – To Roll or Not To Roll

by yourdorkmaterials

We all love our shiny math rocks what go clickety clack. And rolling dice is the core mechanic of the game. But when do you let them roll?

Not often enough, and your players might feel like they’re just observers. Too much, and the game bogs down, and your players are rolling for everything no matter how trivial or impossible. How do you strike that perfect balance because, in my opinion, every unnecessary roll bogs down the game or – dice gods forbid! – potentially derails it.

So let’s talk about tips on how to roll in this week’s How To DM!

Does the Roll Make Sense?:

I realize using the term “realistic” in an epic fantasy game might be a tad ironic, but, seriously, would a frost giant ever be faced down by a halfling, like…ever? To my mind, this isn’t even an issue of disadvantage; would you be bullied by something the size of a five year old? Some things are just impossible, nat 20’s or not. And we all have had players to roll for something ludicrous because they’re counting on that 5% chance of an autosuccess. I have no problem telling the halfling he’s not going to intimidate that frost giant no matter what he rolls.

Is success/failure Really Important?:

If it important to the story, then I usually just tell them what they want to know. “You know what? You’re a trained, experienced Fighter, you would know if those wounds on the orc were made by weapons or claws.” My players have told me that these little perks associated with their class actually helps them get into character better, and it dramatically speeds up the game.

Are You Prepared to Live With the Results?:

If they roll, then you are the one at the mercy of the RNG gods. I’ve had more than one adventure wrecked by a crit.

The $#!!&%! Guidance Spell Spam:

Most spammed spell in my games. I allow it but strictly enforce the concentration rules. It’s our only defense, unless you just want to ban it.

The Help Action Spam:

Second-most spammed thing in my games. I only allow 1 other player to “help”. For Knowledge-based skills or skills requiring training/experience (like Survival), I require both characters to be proficient in the skill. I also only allow one attempt to avoid the “Well, we’ll try it too I guess” rolling.

Group Checks:

I tend to limit these under the “realism” concept…especially when it comes to Stealth rolls when half the party is clanking around in plate armor.

You Can Always Say No:

Remember: There’s no rolling until you call for a roll. This will help fight the infamous double-rolling trick where a player says quickly “I want to do x” and rolling. Then rolling again when you call for it (if they obviously failed) or complaining because now they can’t use that nat 20 they rolled.

What tips, tricks and advice do you folks have? Put them in the comments below, so we can all share in the info.

Thanks for reading, and we’ll see you next week for another installment on How To DM!

Tuesday News

So, funny story: my Tuesday group wasn’t able to meet! I had three players not show for varying reasons, so my players played at a different table.

That said, I haven’t been idle.

Mimic distraction, go!

Now, I haven’t done any shading, so he’s not done. But that said, he is coming along quite well. Additionally, I have a gelatinous cube I’m working on.

The inside portion still needs some work. But it’s coming along.

Lastly, I realize that the picture of my original miniatures I made, my skeletons never did come out very well. So here is my little squad of skeletons rust covered weapons and shields.

Also, although I was working on the mimic, I have decided I’m going for it with regard to Xanathar. He’s going to be epic. I just need some metallic colored paints.

In other news, I have other miniatures I’m wanting to paint that are not D&D Minis, per se.

Man, do I wish there was an RPG for these minis. That said, I have, in addition to Optimus Prime, Bumblebee, Megatron, and Starscream. I seen another on the shelf, but I’m not too thrilled about that. I am honestly terrified of screwing up the miniatures for one of my favorite cartoons ever.

But that’s okay.

Until next time, dear readers.

Miniature Painting Highlights: What I’m Working On 11/3/2020

Here we are again for another Mini Painting Highlight, and in the U.S., Election Day (as an aside, a big shout out to my Dear Readers in China, France, Pakistan, India, Canada, the U.K., and any other place I’ve missed: Your readership is very welcome!).

Without further ado, here’s what I’ve been working on, some you are aware of, some not:

First up, the infamous mimic. I did a better detail on his/her/its woodwork and began to make its eyes more orange. I also did a second coat on his tongue.

Cute, right?

Next up is one of two familiar fellows, at least if you follow the Forgotten Realms lore, Mr. Artemis Entreri himself. He has a lot of browns and blacks in his palate, so I need more paint (yay, an excuse to buy more paint!), but his cloak is coming along.

His swords were already painted back when I had a small spillage of a metal paint. It’s something I do often when these things happen.

Next up is another familiar face, the dark wizard himself: Manshoon. For those who are unaware, he was a purchase from the Dragon Heist days, in the hopes that I would run that version one day. Hopefully call me he’ll look something like this:

Right now, however, he looks like this:

I know, still a work in progress…

Lastly, but certainly not least, the infamous tiefling that it feels like I’ve been working on for decades. Like, I am seriously considering taking a break from working on him, he frustrates me so. Or not. I’ll finish him eventually.

I cleaned up some of his lines, colored his hair, and worked on his boots. I had a few extra minutes while I was working on Manson and waiting for one of his coats to dry to do some extra work on this guy. If you notice, I’m taking a very similar approach and paint scheme has the last one I painted, which incidentally came out of the same pack the last one did. I really liked the color scheme, and will be using that for the one that I was staying in my own possession.

Well, that’s it for now Dear Readers. Join me tomorrow for a recap of our Tuesday game. Considering that they are still in the Dancing Hut of Baba Yaga, It is sure to be an interesting time.