Monday, February 19, 2024
Reaction: Shadowdark RPG
Thursday, February 15, 2024
Review: Dragons of Stormwreck Isle
Dragons of Stormwreck Isle is the introductory box set that replaced Lost Mines of Phandelver. Tough act to follow, as Lost Mines has received almost universal aclaim and affection for both its adventure design and being a touch point for a new generation of 5e players first adventure experience. So how does Stormwreck Isle compare? I've recently completed a playthrough of this adventure and so I do consider this to be a true review based in my play and prep experience as a GM (Spoilers follow for the adventure)
Bottom line, Stormwreck Isle is a very easy adventure to run--perhaps even easier than Lost Mines. I say this for a few reasons. First, the structure of the adventure is simple and straightforward without being linear. Second, the smaller geographic bounds set by and island make facilitating travel easier. Finally, the encounters are balanced to a less deadly level that makes sense for players totally new to the game (rather than throwing four goblins that potentially TPK a new group at first level, this adventure starts with a much more manageable three zombies).
These positives are strong, especially for a new GM with new players. However, I also feel that the adventure lacks much of the charm of the previous starter set. Dragons Rest isn't as strong or memorable an adventure hub as Phandalin. It doesn't have as many interesting adventure hooks, and its NPCs are largely unmemorable. I say unmemorable because there are around a dozen NPCs in the adventure hub location. Nor is there character art for most of them, making a visual association even more difficult.
The campaign is built around three dungeon-crawls, making the structure simple for a new GM. They are also easily interchangeable with advice for modifying encounters based on the party being level one or two included. In my opinion the hook to the shipwreck is the stronger of the two, particularly because of the opening encounter with zombies. My experience running that portion highlighted a gap in adventure design with the party not exploring the deepest portion of the ship to retrieve the item bearing the curse of Orcus and creating new undead. The situation was salvaged in a more satisfying way than simply sending them back because they hadn't solved the quest in the way the designers intended because they killed or drove off two harpies, cutting off the supply of ships crashed on the rocks and thus halting the undead at least temporarily.
The Seagrow mushroom cave was a more difficult sell for me though, with a hook as written of "hey, I'm worried about these sentient mushrooms that normally give me stuff. Can you go check on them?" from an NPC. The overall dungeon is pretty simple and straightforward once you get past the entrance fight with the octopus summoned by the myconids and the violet fungi fight in the fungus grove. I do worry that trigger-happy groups can see these encounters as license to take out the peaceful myconids. The tension really isn't there for me either I this dungeon, with a few steamdrakes and a glowing crystal firesnake egg blocking the outpipe for the gas under the island. The need to break the crystal isn't clearly telegraphed in the text either, so you kind of need to lead the players to that conclusion through your descriptions of the smoke and smell. It's not necessarily something a first time player of an RPG will think of. And then as a reward the myconids give the adventurers the ruby morsel that has been keeping their leader alive to be used to brew an elixer of health? Seems a bit odd to me that they'd give that item up and that it basically equates to a one-use rare magic item.
The Clifftop Observatory works better as an adventure in my opinion, offering guidance if the characters leave and then come back that maintains the pacing and easy to implement by directing you to have the blue dragon be conducting a ritual and immediately trigger a boss fight upon return. This also makes the dungeon more dynamic than both the previous ones and ensures that the characters will get to fight and slay the blue dragon wyrmling, definitely meeting the promise offered in the name of the game, Dungeons & Dragons. The dungeon design also generally works, although it's not obvious that the characters can approach some of the towers from the water. There aren't any real choke points other than unlocking the area where Aidron, the bronze dragon wyrmling, is being held prisoner. The characters may not necessarily find this, or solve the puzzle if they haven't explored the other towers.
Overall, again the adventure is simple and generally easy to run, with a few rough edges. It is quick and has much smaller travel scope, meaning that it really can be completed in three or four sessions for most groups. It ties into further adventures set on the Sword Coast, but can be easily transferred as an isolated island to your setting of choice without much modification (it's a bit like the bounded island tutorial area from Runescape, or any videogame tutorial area, if you're familiar, dropping you into the "real world" once you finish the introduction). The locations and maps can also be easily repurposed or reskinned, giving you some interesting locations even if you don't employ the story of the adventure as written. The pregen character sheets don't tie as tightly to the story as those in Lost Mines, and they're basically the same pregen characters, so don't get excited about any new there.
Would recommend if you are introducing a new set of players to the game, but be warned that it needs a light bit of work to knock the rough edges off for story consistency and pacing. I would use it again as an intro adventure for a group that has already played Lost Mines, but ultimate prefer that adventure as a starter campaign.
Sunday, February 4, 2024
Offering New Character Options
Arcadia 2 Reactions
Arcadia 2 arrives. This cover is by Ejiwa “Edge” Ebenebe. There are certainly elements of psychedelic style here that make my mind go to the beauty and distortion of the Feywild.
Arcadia 2 cover.
While the inaugural issue featured four articles, this issue settles down into the more normal three article composition for Arcadia. Due to this, it comes in about six pages shorter. James Introcaso writes the introduction and notes the effort placed upon the art in this issue that serves to enhance an article providing season-themed subclasses, new elemental monsters, and an adventure.Subclasses of the Seasons, by Joshua Mendenhall serves up four subclasses (one for each season). These are the Order of Hibernation mage, College of Springtide Bard, Child of the Sun Bloodline Sorcerer, and the Horned One Warlock. The art by Marlowe Lune is reminiscent of very nice playing or collectable cards to me. My personal favorite of the four pieces is the image of the Horned One Warlock. I'll admit I was a bit confused initially that with the theming these were all subclasses for different base classes. Perhaps that's some unconscious bias caused by the season changing abilities of the eladrin ancestry option. I haven't had the opportunity to playtest them myself, but they seem to lean quite heavily on supplying additional spells as part of subclass features. Part of the reason I particularly enjoy the Horned One Warlock is that it dovetails nicely with a deity of the same name in Kobold Press’ Midgard setting.
The Periodic Table of the Elementals, is by MaKenzie De Armas, another well-known 5e designer currently working for Wizards of the Coast. While I've noticed De Armas author and design credits several times now, I hadn't looked into her bio until finding the link to her website. Her work is impressive, and the first time she played D&D was in 2018. It's encouraging to see such success from someone who's essentially a contemporary of mine in both age and adoption of TTRPGs. There is room for the new generation. But enough soapboxing, how are the new elemental monsters in this section?
The Comburo is a volatile burning elemental, with some interesting traits that can allow it to do damage to enemies that hit it within a certain range, among other things. It has both a slam attack typical of elementals, but also a unique recharging ranged attack. If I were to do my best Keith Amman impression, I’d note that this thing has the profile of a brute, and as a force of nature isn’t very smart. If we follow the fantasy, it’s a ferociously reacting elemental, likely to use its first volatile burst attack once it recognizes a threat, then probably uses slam attacks. As its reaction continues to burn, it doesn’t retreat or withdraw, instead fighting until it is extinguished. Next are Conducere, which are basically composed of conductive metals. The art for this one is by the talented Grace Cheung, MCDM’s on-staff artist (and I feel bad saying this, but the Conducere is probably my least favorite piece from her. The other elementals are alright, but something about the contrasts in the Conducere art just doesn’t do it for me). The ability scores reflect a strong, resilient brute, but there’s less interesting here than the Comburo. The most interesting thing is the Conducere’s reaction that will allow it to redirect a spell or magical effect at another creature once a round as a reaction (they “conduct” it through themselves, get it?)
The next elemental is the Elektron, essentially electricity themed. Once again, essentially a brute with high DEX to model a highly maneuverable creature composed of pure energy. The real unique thing for this CR 4 monster is its lightning charge trait, which allows it to increase its size by one category each time it is hit with a metal weapon. There is some clever design here, as it gains multi attacks and a passive effect to demonstrate the increasing energy as it grows in size. This is balanced essentially by its lower hit points. This isn’t a smart or very wise creature, so it’s likely to focus on those adversaries attacking it, perhaps with its average WIS, it is capable of recognizing that being attacked with metal weapons increases its size and power.
Finally the Noxa, made of the “toxic, odorless gases,” according to the flavor text. Because of this, the elemental is invisible. Once again, this creature is not very intelligent, meaning that based on it nature it may not even intend to engage with the party and simply wanders into the same space, beginning to suffocate them. In any case, I’d probably have the Noxa get a surprise round to use it Asphyxiation feature against one party member in its space, then calling for initiative. This elemental is particularly difficult because of the invisibility, and I wouldn’t use it unless your party has access to fire or lightning damage that causes it to glow, otherwise I see this very easily being a TPK. The Noxa also has my favorite art of the four.
Finally the article provides some unique additional rules on reactivities, basically giving Legendary Action-type powers to elementals working in combination. This is a really unique design and I quite like it as a way to turn an encounter with creatures relying upon their slam attacks into something more special. These don’t just use the new elementals, instead also enhancing the SRD versions of the four normal elementals too. Great theming for an Elemental Evil campaign, or dipping into the Inner Planes, or even exploring the reactions when bound elementals in a setting like Eberron get loose.
The final article is an adventure for eighth level characters, Well of the Lost Gods, by Rich Lescouflair, the lead creator and designer behind Esper Genesis. Art is from three different creators, Nick De Spain, Faizal Fakri, and Jason Hasenauer, with cartography by Diana Muñoz. Anomalies like green smoke and crystal is appearing and strange objects are falling out of the sky. Some other adventurers found a strange portal they’re calling a well in the mountains. The characters are contracted by leadership of the town to investigate. One thing I dislike about this adventure is the first puzzle included in it. My issue with the puzzle is that it amounts to "push all the buttons on this handout." Is there a specific order or pattern? Nope. The adventure just says "When the buttons are pushed along the linear pattern [it opens]." Did the author intend for something more robust? If so then it's unclear to me. Helpfully, the adventure also provides directions of your players decide to simply smash it open, triggering a battle with what is essentially a CR 10 robot.
I don't know that the adventure overview outlines the adventure structure very well either. The beginning feels a bit disjointed to me. Although I do appreciate that two nodes were included in the initial investigation of the strange anomalies occuring in the town, allowing for a bit of player choice, even if it's ultimately circular in structure, looping the players between only two situations to ultimately direct them to a dungeoncrawl. However, the two dungeon maps are linked by a portal, taking the party to the second dungeon portion that in the tradition of Expedition to the Barrier Peaks seems to be a genre-bending lab from an ancient civilization or from an ancient spacefaring people of high technology or magic.
Once again, we also have a puzzle--this one is better, involving exploring the dungeon and activating various panels (more like a Legend of Zelda dungeon design). However, it still has some clunky prose description on the feedback mechanism to tell that you're unlocking a door: "A 10-foot-diameter metal plate is set into the north wall.Three crystal orbs are embedded into its surface in a diamond-shaped pattern." Don't three points make a triangle, Dave? There are four rooms to explore, activating panels to light up these orbs, but the adventure notes that "only three need to be activated in order to open the door..." But perhaps this confusion is just personal. Once again too, if your characters fail their intelligence checks to activate the panels then the room seals and they get to fight more robots and what are essentially small lightning (electrical) Elementals, which then causes the light to come on instead of completely halting progress. Opening the door brings on a final boss fight with another robot and then a skill challenge or slugfest to break the labs generator and make all the weird anomalies that were the adventure hook to stop.
The enemies included with the adventure are interesting, but nothing crazy to write home about. They're use abilities similar to many monsters and are primarily brute-types. The maps are again a bit monochromatic and don’t have any dead space or looping in anyway, but understandable with space constraints.
That sums up Arcadia 2. Some interesting topics and monsters here, but overall not quite as heavy hitting for me as the first issue. Onwards to Arcadia 3!
Sunday, January 21, 2024
Cubicle 7's Uncharted Journeys Reactions
Wednesday, January 3, 2024
Piety Rewards
One focus area I’m working to improve as a GM on is providing rewards to my players for their efforts to role play and take their character in interesting directions of their own choosing.
In my Lost Mine of Phandelver campaign I have a light cleric of Helm who does a great job roleplaying their devotion to their deity. In a recent session the party visited Helms Hold on their way to the ruins of Thundertree, and the cleric took the time to pray in the Cathedral of Helm...while of course the rogue pilfered from the offerings box. How can we reward great roleplaying like that?
Inspiration is a great way to reward players for roleplaying (when you remember to hand it out), but I think that the cleric's efforts deserve a more substantial (and more mechanical) reward.
I found the inspiration for how to implement this from a YouTube video by WebDM on the book Mythic Odysseys of Theros. They suggest that it almost acts as a sort of Deities & Demigods for 5e, just that you can “file the serial numbers off” and take the piety rewards for devotees of the various gods for use with the pantheon of your own world of choice.
As an example, I took the rewards for the god Helios and modified the flavor slightly so they could go to a follower of Helm. The powers from a couple appropriately themed gods became those of the wizard acolyte of Oghma.
I think this tip from WebDM is a great idea, especially to make use of the design work done for no fewer than fifteen gods in Theros. This also happily squeezes more value out of this book than it merely being a Magic the Gathering or a pseudo-mythic Greek setting (I will get around to a reaction post about Theros eventually). The mechanics for these gods effects also provide good templates to create additional ones for more specialized or distinct portfolios depending on your own pantheon. There are other similar systems, like Concordance from Strongholds & Followers, but I think the Theros implementation is particularly robust in terms of design that can reward a player throughout play.
In the future I’d like to explore the theme of divine power in D&D, along with looking at various products and supplements that look at this topic. There are also only a few of these types of beings that have stat blocks, which is another area I’d like to explore, at the upper reaches of CR where reality and collective play experience start to get thin.
Spelljammer 5e Reactions
The big bearded holiday fellow with the tiny fey and sleigh pulled by animal familiars left me a copy of Spelljammer under my artificial tree this year. Let’s take a look. There will be spoilers about the adventure Light of Xaryxis and the monsters, so jump off the train now if that’ll put a pin in your future fun.
So what do I think of Spelljammer? First off, I’ll agree with one of the big critiques which others have already voiced of the slipcase set (which is beautifully produced with fantastic art). It’s a bit thin, and the material would’ve probably been better presented to the user as one larger hardback. Much as I love the cover art on each of these books, they are about as thick as my kiddo’s picture books, and that’s basically what they feel like when you read them with the heavy, almost card stock paper that’s obviously been chosen to fill out the books volume. It is much easier to sit and read one of these picture—I mean game books.
The brevity meant that Boo’s Astral Menagerie is the only bestiary on my shelf that I’ve been able to read in an evening and only the second one I’ve read through completely, cover-to-cover (I went on a Monster Manual binge read early during my time in the hobby). Maybe at some point I revisit how the monsters play, but not having used them yet, I can’t necessarily speak to that. The random encounter tables are quite good though, and I would definitely use them. They aren’t organized into separate tables by CR though, only by environment, so they may not necessarily be balanced for your group (and the GM is forced to do their own encounter math if they want to balance it). The tables are however weighted to try to minimize encounters with the high CR monsters. The attitude roll to determine potential hostility or friendliness is a helpful tool though that I think can spur some interesting improvisation. I know it’s a bit low rent to include monsters from another source in addition to the Monster Manual or SRD, but wouldn’t have minded seeing some suggestions using Mordenkainen Presents Monsters of the Multiverse either (it has plenty of monsters that are native or work in the Spelljammer setting—I mean, an Astral Dreadnaught is on the cover!). The ship encounters table is very flavorful and offers some great inspiration for how to flesh out your own NPC Spelljammer ships. Captains’ names and full crews included.
As for the monsters included, I very much enjoyed their descriptions and saw some interesting abilities from some of the stat blocks I read. Most are concentrated in the 0-10 CR range, which is where most of your play happens. There tend to be a lot of low CR, NPC-type stat blocks for various ancestries of spacefaring creatures, which seems designed to allow you to populate a ship with a number of lower CR creatures. As we’ll get to, there’s not a ton of setting details presented in the set, but the monster descriptions do a lot of heavy lifting and might even redeem the product as far as usability. I like the Psurlons as a nasty group of aberrations that work with Mindflayers when convenient. There’s plenty of interesting creatures to populate adventures with as far as I’m concerned. If you need more, grab some wacky monsters from Kobold Press. Some of their weirder creations will gel better with the Spelljammer setting than they do in Kobold Press’ default Midgard setting (and I say that with affection for Midgard).
The adventure, Light of Xaryxis, takes the Astral Elves included in the monster book and as player characters and makes them morally ambiguous bad guys harvesting the light force from other worlds to continue powering their own dying sun that gives them great magic and power. Pretty dope. Even cooler because they give you that summary at the beginning instead of forcing the GM to read the end to actually figure out who the bad guys are. The adventure module is for characters of fifth to eighth level, and this brings up some advice in the book that I quite appreciate; how to set up higher level characters to start a campaign. The advice is to build up to fifth level as written in the Player’s Handbook and then to give them 625 gp to spend on additional non magical gear, and give each character an uncommon magic item of your choice (they suggest the latter if you are “running a high magic campaign,” but I don’t really think Spelljammer is for you at all if you’re into low magic. The magical flying ships and space whales have sailed on that—pun intended and no apologies). It also makes me wonder why no advice on starting at higher levels is provided in the core rules. Might have been helpful…
The adventure is episodic in the style of Flash Gordon (which the writers recommend you go watch to really capture the adventure style). It’s a fairly linear jaunt across Wildspace and the Astral Plane to multiple systems. The adventure’s descriptions of Xaryxis Space and the Doomspace systems does double duty, as according to the Astral Adventurer’s Guide they are intended to be examples for you to create your own Wildspace systems and locales. I was pleasantly surprised at how much I enjoyed them as examples, but the taste made me wish that this product included greater GM support in the form of more examples, or blank star maps that could be labeled with your own systems. That leads into my thoughts on the Astral Adventure’s Guide.
The Astral Adventure’s Guide again clocks in at 64 pages. It features sections on the unique rules of Wildspace and the Astral Sea. However, it omits rules on color pools, instead referring the reader to the DMG. The book also includes almost no setting information, instead acting mainly as a catalog of various deck plans and short descriptions of Spelljammer vessels. There’s also the character rules, but no additional subclasses, which feels like a missed opportunity. I also noticed that my set is one of the original printings without the corrected errata and changes to the problematic sections about the Hadozee (I’ll probably print a copy of the errata to stick in the book as a reference at some point). Finally it concludes with a very short section of the Rock of Bral that largely seems to be a rehash of the original Spelljammer accessory product of the same name (which is far more detailed). I do like the Rock of Bral as an adventure or almost extraplanar hub (it sits in Wildspace in whatever system you find most convenient), but the level of detail almost makes this a players guide, not a more detailed GM-focused product as it purports to be. This book could have been much more useful with random adventure seed tables and setting information included with random tables for non-combat encounters, like a Fizban’s or Bigby’s. As is, there is just not much support for the GM to create their own content or inspire creativity beyond the static examples provided by the adventure.
For those interested, the GM screen isn’t terrible in my opinion, at least for my style of play, but it does leave some important Spelljammer rules off. A lot of space is devoted to reprinting the random encounter tables from the monster book, which can be helpful for improv. Relevant rules like suffocating and weightlessness are also included, along with illustrations of the Astral plane and the way gravity works in Wildspace (I don’t know that I think the illustrations are necessary). What is missing is any sort of ship crew roles on the screen and the rules about how long air bubbles last (so basically most of the included new rules that you probably need to run aren’t there).
All in all, I don’t regret getting the set (I have it on good authority that bearded fellow found them for 38 bucks), but I wouldn’t grab them at full price. All that aside, while there’s some interesting details in the set, overall it really is lacking in detail, nor does it tie in will or include additional lore about the creatures to be found in the Astral Sea and Wildspace (you’ll have to find old copies of Mordenkainen’s Tome of Foes and Volo’s Guide to Monsters if you want lore about some like Githyanki, Elves, and Beholders beyond their basic monster descriptions). You’ll need to do a lot of your own work to come up with adventure locations in the Spelljammer setting, but if you’re interested in gaining a little bit more information about the setting then picking it up with some of the older Spelljammer titles up from DriveThruRPG is probably worth it.
Lore Book: The Edict of Deviltry
The lore book below was created to facilitate a church trial in my Ptolus campaign on the fate of the Ghostly Minstrel of the famous inn nam...
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Browsing at the time I began this article, I found a great post from Gnomestew on starting your next campaign with a wedding. And I thought...
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In a recent Twitch stream, Mike Shea of Sly Flourish mentioned his plans to set his next campaign in Kobold Press’ Midgard setting in the D...
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Today we’ll be discussing one of my favorite bestiaries, and one of the earliest books I acquired for 5e. The Book of Fiends , from Green Ro...