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    1. D6 TTRPG suggestions

      I have a group of work friends where we were playing D&D 5e (pretty infrequently) for a year and a half. We've been on a long hiatus from TTRPGs since last year after a couple problems with the...

      I have a group of work friends where we were playing D&D 5e (pretty infrequently) for a year and a half. We've been on a long hiatus from TTRPGs since last year after a couple problems with the game came to surface that some of them didn't like. One of which is the 5e gameplay. Out of the 3 players, none had any hands on play experience with any TTRPG. I had extensive experience with 5e so naturally I was the GM and it was the simplest way to jump in a play with my solid grasp of the rules. One player in particular did not have experience with games (table top or video games) beyond a few simple card games and classic games like chess and was more there to be happy to socialize and have fun with a story. She had a lot of trouble grasping the rules and feeling comfortable with polyhedral dice sets. The other issue was mainly the infrequency of playing and the players remembering the story and previous sessions, so that isn't really related to the system.

      Having said all of that, several months later that less familiar with games player came to me and said one of her main issues was she would get stressed when told to roll, then blanking on which dice is which and what she is rolling for. She thinks a big fix to this is playing a game "like" D&D 5e with story and socializing (a TTRPG), but with "normal" dice (D6's). Until then I had given up on the idea of a TTRPG with them but that reinvigorated me. I wanted to find a game that is D6's only, with simple enough rules for those inexperienced, but preferably with some numbers, crunch, and customizable characters to satisfy those with more gaming experience. Do any come to mind as favorites of yours that you'd suggest?

      TL;DR suggest your favorite D6 only games. Preferably simple on the surface for the inexperienced, but enough numbers and customizable characters underneath to satisfy more experienced gamers.

      13 votes
    2. Defective D&D magic items

      A while back I had an idea for some D&D magic items that were, in a shop keep's words, "Greatly discounted due to minor defects". The general idea was that these items would be a gamble to use...

      A while back I had an idea for some D&D magic items that were, in a shop keep's words, "Greatly discounted due to minor defects". The general idea was that these items would be a gamble to use each time, sometimes offering great benefits, sometimes offering catastrophic backfires, but all at a greatly discounted price any adventurer could afford. With my most recent addition (the Potion of Prior Authorization), it occurred to me that it could be fun to share my list here, for feedback and other potential additions to it. My hope is that the next time it's my turn to run a campaign, I can offer these items to my players.

      Weapons and Armor

      Broken Throwing Axe of Recall

      Weapon (Handaxe), Uncommon

      A heavy, pitted handaxe wrapped in frayed leather straps.

      • The Gamble: You can throw this axe at a target within range (20/60 ft). Immediately after the attack resolves (hit or miss), roll a d6:
        • 1–3 (The Pull): The axe locks in space and violently pulls you to its location, leaving you landing adjacent to the axe (or target) and knocking you prone if you travel more than 15 feet.
        • 4–6 (The Return): The axe flies straight back into your open hand.
      Shield of "Tag, You're It"

      Armor (Shield), Rare

      A beautifully polished steel shield painted with a vibrant red-and-white bullseye.

      • The Gamble: Grants +2 AC. When a ranged attack misses you, you can use your Reaction to attempt to deflect the projectile. Roll a d4:
        • 1: The projectile is redirected directly at you, automatically hitting for normal damage.
        • 2–3 (Random Target): The projectile is redirected at a random creature within 15 feet (excluding you). Roll randomly among all valid creatures in range (friends, foes, or innocent bystanders). The original attacker makes a new attack roll against that target's AC.
        • 4: You perfectly direct the projectile back at the original attacker, dealing maximum weapon damage on a hit.
      Dagger of the Overzealous Assassin

      Weapon (Dagger), Rare (Requires Attunement)

      A sleek, razor-sharp obsidian dagger that whispers encouraging murder tips to its wielder.

      • The Gamble: When you hit a creature with an attack using this dagger, you can declare an Overzealous Strike to deal maximum weapon damage plus an extra 3d6 Necrotic damage.
      • The Catch: The dagger demands follow-through. Immediately after resolving the attack, you must use your reaction to move adjacent to the next closest creature (friend, foe, or bystander) and make a melee attack against them. If no other creature is within reach, you must stab yourself.
      Helm of the Backseat Driver

      Wondrous Item, Uncommon (Requires Attunement)

      A sturdy iron helmet imbued with the spirit of a long-dead, incredibly critical dwarf adventurer named Barnaby.

      • The Gamble: While worn, the helm grants a +2 bonus to AC and Advantage on Initiative rolls (as Barnaby yells warning signs).
      • The Catch: You have Disadvantage on Stealth checks and Concentration checks. Barnaby never stops giving loud tactical feedback ("Watch the flank! No, your OTHER left!"). If you ignore his advice during combat, Barnaby pouts: the AC bonus drops to +0 until the start of your next turn.

      Wands, Rings & Cloaks

      Wand of Aggressive Empathy

      Wand, Rare (Requires Attunement by a Spellcaster)

      A twisted birch wand that vibrates with intense emotional resonance. Has 3 charges (regains 1d3 charges at dawn).

      • The Gamble: When casting a healing spell through the wand, spend 1 charge. The target receives maximum possible healing for that spell slot.
      • The Catch: The exact amount of HP restored is instantly dealt as Psychic Damage to a random creature within 50 feet (ally, enemy, or bystander--excluding the target and caster) as they are overwhelmed by the target's previous pain.
      Cloak of Screaming Invisibility

      Wondrous Item, Very Rare

      A magnificent crimson velvet cloak that smells faintly of throat lozenges.

      • The Gamble: You build up an "invisibility bank" by screaming at the absolute top of your lungs. For every 1 second (or 1 full round) you spend screaming out loud, you gain 10 seconds (or 10 rounds / 1 minute) of total Invisibility.
        • Attacking or casting spells does not break this invisibility.
      • The Catch: The screaming can be heard up to 300 feet away, instantly alerting the entire area to your presence before you go stealthy. While screaming to store up time, you cannot make Stealth checks or cast spells with Verbal (V) components.
      Ring of the Overconfident Gambler

      Ring, Rare

      A flashy gold band set with a single spinning die where the gem should be.

      • The Gamble: Before rolling a d20 for an Attack, Ability Check, or Save, you can call out a range of 3 numbers (e.g., "14, 15, or 16!").
        • If the die lands on ANY of your called numbers: It counts as an automatic Natural 20 (Critical Hit / Highest Success).
        • If it lands on ANY other number: It counts as an automatic Natural 1 (Critical Fail).
      Ring of the Dramatic Entrance

      Ring, Uncommon

      A flashy ring adorned with a polished ruby that sparkles a bit too brightly under ambient light.

      • The Gamble: Whenever you enter a room or combat encounter, you can trigger a flash mob of illusionary fanfare (pyrotechnics, trumpet blasts, and a choir shouting your name). Roll a d6:
        • 1–3 (The Hecklers): The illusion fails embarrassingly--a lone slide whistle plays as a phantom crowd boos. You take 1d4 Psychic damage and have Disadvantage on your first attack or initiative check.
        • 4–6 (Main Character Energy): All enemies within 30 feet who can see or hear you must succeed on a DC 13 Wisdom save or be Stunned until the start of their next turn out of sheer awe.

      Footwear & Accessories

      Boots of the Nudist's Escape

      Wondrous Item, Uncommon

      Light leather boots with wing patterns stitched on the sides.

      • The Gamble: Allows the wearer to cast Misty Step up to 2 times per day as a bonus action.
      • The Catch: The teleportation magic only transports organic material and the boots themselves. Every stitch of clothing, set of armor, backpack, weapon, and gold purse stays behind in a tidy, disappointed pile right where you were standing.
      Boots of Unpredictable Friction

      Wondrous Item, Uncommon

      Boots made of polished glass soles that constantly alter their texture.

      • The Gamble: As a bonus action, click your heels together to cast Expeditious Retreat (allowing you to Dash as a bonus action).
      • The Catch: When the spell ends, roll a d20:
        • Even: The soles become hyper-adhesive. Your movement speed drops to 0 until the end of your next turn.
        • Odd: The soles lose all friction. You immediately slide 15 feet in a random direction and fall Prone.
      Bag of Withholding

      Wondrous Item, Uncommon

      Acts like a standard Bag of Holding, but suffers from severe separation anxiety.

      • The Gamble: Reaching in to grab an item requires an action and a DC 12 check:
        • Strength (Athletics): Ripping the item out by force.
        • Charisma (Persuasion): Coaxing the bag into letting go.
      • The Outcome:
        • Success: You pull the item out cleanly.
        • Failure: The bag snaps shut, dealing Bludgeoning Damage. It refuses to open for anyone until the start of your next turn.
      Mirror of Honest Feedback

      Wondrous Item, Rare

      A handheld silver mirror that speaks in an insufferably smug voice.

      • The Gamble: As an action, hold the mirror up to an enemy within 30 feet to deliver a devastating personal critique. The target makes a DC 14 Charisma Save:
        • Failure: Target takes 4d6 Psychic damage and is Frightened of you for 1 minute as its self-esteem crumbles.
        • Success: The mirror turns to you instead, roasting your life choices. You take 2d6 Psychic damage and have Disadvantage on your next attack roll.
      Feather of Uncontrolled Flight

      Wondrous Item, Uncommon

      A bright peacock feather that twitches nervously when held.

      • The Gamble: As an action, hold the feather above your head to gain a Fly Speed of 60 ft for 1 minute (no concentration required).
      • The Catch: You can only fly in a straight line at full speed each turn. You cannot stop midway unless you hit a solid object (taking 1d6 Bludgeoning damage per 10 feet traveled). Changing direction requires your action and a DC 13 Strength (Athletics) check to manually shift your momentum.

      Consumables & Scrolls

      Potion of Prior Authorization

      Potion, Uncommon
      A colorless liquid that, for unknown reasons, appears jet black when inside of any container. Has a surprisingly bitter taste.

      • The Gamble: As an action, you drink this potion to submit a preemptive claim for emergency medical coverage. The coverage remains active for 1 hour. If you are reduced to 0 Hit Points while the claim is active, you do not immediately fall unconscious; instead, you immediately roll a d20 to process your claim:
        • 1 (Claim Denied -- Pre-Existing Condition): Your claim is flatly rejected. You fall unconscious as normal and immediately suffer 1 automatic Death Saving Throw failure due to processing delays.
        • 2–10 (Claim Denied -- Out-of-Network): Your claim is denied on the grounds that the damage type, enemy, or environment was non-covered or out-of-network. Nothing happens, and you fall unconscious at 0 HP as normal.
        • 11–19 (Claim Approved -- Subject to Deductible): Your claim is approved! You immediately regain 50% of your maximum Hit Points. However, to cover your deductible, you instantly lose gold equal to Your Character Level multiplied by 10 (or your highest remaining spell slot if you are broke).
        • 20 (In-Network Miracle): Fully covered with zero copay. You immediately regain 50% of your maximum Hit Points and gain Advantage on your next roll out of sheer bureaucratic relief.
      • The Fine Print: If you have taken damage from the same type of creature earlier in the day, the DM may rule the damage a "pre-existing condition," imposing Disadvantage on your claim roll.
      Potion of Delayed Reparations

      Potion, Uncommon

      A bright pink, fizzy liquid that tastes like strawberry soda and impending doom.

      • The Gamble: Drinking this potion instantly heals you for 4d8+4 HP.
      • The Catch: At a time to be determined by the DM, between now and 1d4 hours later, a spectral glowing fist materializes out of thin air and punches you square in the jaw. You take 2d8 Bludgeoning Damage, and must pass a DC 12 Constitution Save or be stunned for 1 round.
      Potion of Schrödinger’s Healing

      Potion, Rare

      A murky gray liquid locked inside a completely opaque lead flask.

      • The Gamble: Upon drinking, the DM rolls 4d4 for healing, but does not reveal the total to you. Your HP on your character sheet does not change.
      • The Outcome: The healing exists in quantum superposition. The exact moment you take damage that would drop you to 0 HP, the potion's health retroactively triggers 1 microsecond before damage is applied, potentially saving your life (or leaving you dead if the roll was too low).
      Scroll of Almost Fireball

      Scroll, Uncommon

      A scorched leather parchment that smells faintly of sugar and lemon juice.

      • The Gamble: Casts a 3rd-level Fireball spell (20 foot radius, range 150 ft).
      • The Catch: Instead of fire, the point of impact explodes with billions of aggressive Fire Ants.
        • Creatures in the area take 8d6 Piercing/Acid Damage (Halved on DC 14 Dexterity save).
        • The area becomes Difficult Terrain for 1 minute. Anyone starting their turn in the zone takes 2d6 Acid damage and must pass a DC 12 Constitution save or suffer Disadvantage on attack rolls due to ants crawling in their clothing.
      Scroll of Summon Bear (Subjective)

      Scroll, Uncommon

      A scroll bearing a crude drawing of a furry creature. The definition of "Bear" is left up to cosmic interpretation.

      • The Gamble: You cast the scroll to summon a creature for 1 hour. Roll a d4:
        1. The Ursine: A standard, extremely territorial Polar Bear. It attacks the nearest creature every turn (friend or foe).
        2. The Huntsman: A large, hairy, and very flamboyant Human Barbarian named Barry appears. He speaks with a booming voice, has a glorious handlebar mustache, gives great fashion advice. Barry wields a great axe (1d12 damage). He will defend you as long as you regularly compliment his mustache.
        3. The Softie: A tiny, mundane Koala. It has 3 HP and 0 attacks. Whoever carries it gains Advantage on Wisdom saves and immunity to being Frightened because it is absurdly calming to hold.
        4. The Drop Bear: A carnivorous Koala lands on the head of your target, dealing 3d6 Slashing Damage and blinding them until they spend an action to pull it off.
      44 votes
    3. Session 1 of AD&D's I6 Ravenloft

      AD&D 1e. First session of the module I6 Ravenloft, adapted to my campaign setting. Two of my regulars will be unable to join us, and we recruited two new players from friends, for a total of five...

      AD&D 1e. First session of the module I6 Ravenloft, adapted to my campaign setting. Two of my regulars will be unable to join us, and we recruited two new players from friends, for a total of five players. One of them has only had experience playing and running D&D 5e, while the other has only touched D&D briefly, back in the 3e days. Funnily enough, he played through 3e's Ravenloft.

      Module spoilers will be found ahead. Given that it's expecting mid-high level characters (six to eight of levels 5-7), I allowed the new players to create their PCs with 55k total XP, which is ~11k less than the next highest among my regular players, and rolled for magic items per DMG Appendix P. The full party is:

      • Rowan, Human MU 7
        • Henchman Freya, Human Fighter 5
        • Henchman Rikka, Human Fighter 5
      • Iskandar, Human MU 8
        • Henchman Thorgisl, Human Fighter 2
      • Bo'Bert, Human Cleric 7
      • Elowyn, Elf Fighter 5 / Magus 5
      • Nobar, Dwarf Fighter 5 / Thief 6

      After introductions were made, we got right into it. They dismounted in the courtyard and their horses led to the stables in the back. They're led through the foyer, into the dining room, and begin to eat as they have a short conversation with the Count. After a few minutes, I kick the module proper off with the doors slamming shut, lights going out, and the Count disappearing.

      A couple of them pull out glowing magic weapons while Bo'Bert removes an amulet of continual light from under his clothes. They set up a marching order and set out, heading up and discovering the accountant's office, where they have a rather befuddling, albeit cordial, conversation and push forward into the audience hall. After a little poking around, they find the secret door on the southern wall leading to a turret and a set of stairs, but they forgo these to move through some ornate doors into a large, 20'x70' hall.

      As they move through the halls, they're set upon by a baker's dozen gargoyles, swooping in from above. Despite best efforts, several characters are whittled down, a spell is lost from damage, and general pandemonium is at hand. Iskandar uses knock to get the closest set of doors open, Elowyn tries to open with magic missile but a tail swipe knocks her off balance, Bo'Bert blesses the party, Nobar is attempting to train his crossbow on a gargoyle, and everyone else is fending them off with their weapons. On the second round, the party splits into two groups to try and mitigate attacks going towards the casters while Freya stands her ground and continues attacking. By the end of that round, Freya, Rikka, and Thorgisl have formed one group while everyone else formed a second group. The gargoyles ended up splitting between them in groups of 10 and 3, respectively. On the third round, Iskandar releases a monster summoning 1 as Elowyn successfully looses her magic missiles and Bo'Bert eases some of the damage taken by Rowan with a cure light wounds. Everyone else is doing their best to remain alive while in melee with these creatures. They managed to kill one of the thirteen gargoyles this round. On the fourth round, Rowan attempts to withdraw further away from his group while Rikka and Thorgisl do the same from theirs, both incredibly injured by this point. Iskandar looses his own magic missile and, with the efforts of others, kill another two gargoyles. At the end of the round, several manes demons form out of the shadows, and the gargoyles seem to break, choosing to flee from the fight.

      Surprised to have made it through that endeavor without anyone dying, the party takes a few minutes to tend to their wounds and distribute a few magic items, before taking a set of stairs down to the chapel. After noting the age of the place and its apparent disuse, they strip the long-dead corpse of a cleric and Bo'Bert removes the Icon from the altar; being Neutral Good, he stands unsmote.

      The party has decided to attempt to rest a few hours, just enough to get a couple of 1st level spells memorized. The general state of the chapel has led them to believe that this chamber is the closest thing they'll find to a... "safe"... room. Even if that simply manifests as a lower rate of encounters, it's better than nothing, in their eyes.

      That's where we left off for the evening. I've not yet rolled the encounter checks to see if they make it through unbothered.

      6 votes
    4. Temple of Elemental Evil, Ravenloft, and the next thing

      Looking Back on Temple of Elemental Evil My table wrapped up T1-T4 Temple of Elemental Evil a few months ago, and I decided to take a break before moving on to I6 Ravenloft to play some video...

      Looking Back on Temple of Elemental Evil

      My table wrapped up T1-T4 Temple of Elemental Evil a few months ago, and I decided to take a break before moving on to I6 Ravenloft to play some video games for a bit. It's a good thing, too, because there's been several hospitalizations and deaths so far this year, but that's a topic for elsewhere.

      After having finished it, I can confidently say that I don't really get all the hype T1-T4 gets in this day and age. Perhaps when it was new, but I still see people today lauding its greatness. It was... fine. T1 had a very strong start, no real complaints there, but as the book went on it meandered more and left a lot to be desired in the third and especially fourth floors of the dungeon. I've heard rumors that Gygax was unable to finish it in time due to being pulled away for TSR business often, so he gave all his notes to Mentzer to complete the work. I would believe it, personally. I've also since been told that the campaign book has an errata, so perhaps that fixes a lot of our issues with it, but I've not read it; no real interest in running this again.


      The Upcoming Ravenloft Run

      Moving past that, though, we'll be starting back up on April 11th with the group's first batch of characters going to the castle representing Ravenloft to have dinner with the Count; some of them received a letter inviting them over to congratulate them on their work within the region and on the power they've gained. The players know what they're getting into, but the characters don't. Joining us this go around are:

      • Rowan Human Magic-User 7 (~66k XP)
        • Henchman Freya, Human Fighter 5 (~18k XP)
        • Henchman Rikka, Human Fighter 5 (~18k XP)
      • Iskandar, Human Magic-User 8 (~106k XP)
        • Henchman Thorgisl, Human Fighter 2 (~2k XP)
      • Ser Duncan, Human Paladin 6 (~55k XP)
      • Melceth, Human Cleric 7 (~55k XP)
      • Elowyn, Elf Fighter 5 / Magus 5 (~55k XP)

      Looking Ahead to the New World

      Regardless of what the results of the Ravenloft module are, there will then be a time skip of a couple or few years before a portal to a new setting, Jovian, will be made available to the group; a planet with two suns--a very large, incredibly bright one representing Bahamut and a much smaller, dimmer one representing Tiamat--that is bathed in an eternal twilight. Two major themes I aim to hit with this setting are reclamation and perseverance.

      To go along with the change in setting, I am also planning on making other changes to the game. We are:

      • finally getting rid of the gnome
      • retaining the half-ogre
      • adding the mul, which are a half-human/half-dwarf race from Dark Sun
      • removing the Assassin class
      • adding the Runecaster class
      • replacing the base Cleric class with a specialty priest for each of our 17 deities
      • allowing halflings to be Illusionist in the absence of the gnome
      • allowing mul to be Occultists, a custom class of my making
      • allowing half-orcs to be a Magus, another custom class of my making, in the absence of the Assassin
      9 votes
    5. D&D campaign recomendation for solo/two people

      I'm really tired of finding groups of people to play D&D (in person), is there any solo/two people campaign that me and I friend can play with? Please something simple, I have a little more...

      I'm really tired of finding groups of people to play D&D (in person), is there any solo/two people campaign that me and I friend can play with?

      Please something simple, I have a little more experience playing it but have never DM'd before, but we're both very creative, so I can think we both can still have fun

      28 votes
    6. How do you design your campaigns?

      Let me define a campaign as an episodic story with a clear hook, rising action (or actions), climax, and ending. It would ideally be a story that goes for multiple (at least 4 or 5) play sessions...

      Let me define a campaign as an episodic story with a clear hook, rising action (or actions), climax, and ending. It would ideally be a story that goes for multiple (at least 4 or 5) play sessions so as to distinguish it from a one shot.

      How do you, as a DM, develop and run these?

      Over the years in my group we've all taken turns running campaigns, one shots, sessions, etc and what's always fascinated me most is how everyone's planning style is so different. Some get into ridiculous detail, while others (guilty...) tend to improv.

      19 votes
    7. The Mul: A half-human, half-dwarf race from Dark Sun

      I have been working on adapting the Mul from AD&D 2e's Dark Sun into my general AD&D 1e campaign to coincide with the deletion of gnomes (they deserve it). I chose to not simply take them 1:1...

      I have been working on adapting the Mul from AD&D 2e's Dark Sun into my general AD&D 1e campaign to coincide with the deletion of gnomes (they deserve it). I chose to not simply take them 1:1 since even the dwarf has different mechanics in Dark Sun. I took into consideration what the dwarf is good at, as well as how the half-elf and elf relate, and tried to model it in the same way.

      What I'd like is opinions from people with experience in the pre-WotC editions of D&D that are pre-disposed to picking demi-humans on whether the mul is something they'd pick.

      Note that the Runecaster is a Fighter subclass from a 2e supplement that I've ported back and the Occultist is a personal creation that combines the cleric and magic-user with additional abilities in the way that the 1e bard does with the fighter and thief.

      • Requires Strength 8 and Constitution 6
      • Gains +1 to Strength and -1 to Charisma
      • Gains +1 to poison saves per 4 points of Constitution
      • Can detect certain aspects of stonework within 10'
        • At 30%, detects grade/slope, new construction/passage, moving walls/rooms
        • At 25%, detects traps relating to pits, falling blocks, etc. as well as approximate depth underground
      • Thief adjustments as follows
        • -5 to Open Locks and Read Languages
        • +5 to Move Silently and Climb Walls
      • Infravision 60'
      • May qualify and check for psionic ability per the PHB Appendix 1
      • Classes Allowed (Level Limit), with dwarf for comparison
        • Cleric (U), 6* for dwarf
          • Druid (6), NA for dwarf
        • Fighter (8), 7* for dwarf
          • Runecaster (9*), U for dwarf
        • Thief (U), 10 for dwarf
        • Can qualify for Occultist, NA for dwarf
          * Having a prime requisite of 17 or 18 will increase this limit by 1 or 2 levels, respectively.
      8 votes
    8. DM-ing with a stutter?

      I have a friend who plays in my regular D&D game and has a pretty significant stutter. The rest of the party are great about this and are very patient and understanding, so I'm not looking for...

      I have a friend who plays in my regular D&D game and has a pretty significant stutter. The rest of the party are great about this and are very patient and understanding, so I'm not looking for advice in that area, but this friend has also expressed a desire to create and run a campaign. I would love to play in his game, but I know he worries that his stutter would severely restrict his ability to be an effective DM. Unfortunately, at least as far as traditional DM-ing is concerned, I think he's just objectively correct. But that got me wondering - are there ways to work around his impediment or rearrange the typical flow of a D&D session that could allow him to do it?

      Things we've considered:

      • Asynchronous play by text (in Discord): This technically would work just fine, but it obviously doesn't feel the same as real-time play where everyone is in the moment together. IIRC, the last time we talked about this, he didn't really sound interested in pursuing it.
      • Him doing the writing and prep and me actually running the game: This also would technically work, and I told him I'd be honored to do it, but I'm sure he'd prefer to not have to filter his ideas through someone else and trust that person to execute them faithfully. I know I would feel bad every time I failed to deliver something the way he intended. I also wouldn't be able to be a player for him if we did this.

      Things I've wondered about but not suggested yet:

      • Is there some sort of text-to-speech (TTS) engine that he could use to help him run the game in near real time? I'm thinking like a Stephen Hawking situation. This would relieve the social pressure of having to overcome the stutter, and it would also allow him to write chunks of speech ahead of time and just paste them in at game time. There would of course be delays as he types out improvised parts, but it would still be closer to a traditional experience than something like asynchronous play.
      • Is there a way we could pull off a kind of co-DM arrangement where he's more involved in the moment, rather than simply writing and planning? This would still take me out of his pool of potential players, but it would be better than me just running the game by myself. What could this look like?

      Are there possibilities I'm not considering? What tools and strategies could he/we use to mitigate this and help him be successful as a DM? Is there a way to dramatically reimagine what a D&D session looks like that might still be fulfilling for him and everyone involved?

      Edit: Should have mentioned we play online, so computer-based tools would be excellent options. They'd fit in very naturally.

      Obviously the solution will be highly specific to him personally, and I'm not trying to solve all his problems for him without taking into consideration what he wants. We've talked several times over the years about his stutter and his attempts to eliminate it, and it's a conversation we return to every so often. I'd just like to have some ideas to suggest next time this comes up.

      Thanks in advance, everyone!

      18 votes
    9. Death in D&D 5e, the various revival spells, and their impact on the game

      While I ate breakfast, I watched a YouTube video speaking to how death becomes an inconvenience in D&D 5e as early as 5th level, despite the amount of weight that people generally put behind it in...

      While I ate breakfast, I watched a YouTube video speaking to how death becomes an inconvenience in D&D 5e as early as 5th level, despite the amount of weight that people generally put behind it in the moment. Here's a relevant transcript.

      Well, the obvious answer to this is to ban the spells that take away the permanence of death; that way there's stakes staying all the way through 20th level. The problem with this answer is that D&D isn't balanced around those spells not existing at later levels.

      I love Risk of Rain 2 but my biggest problem with that game is being 30 minutes into a run and getting one-shot, dying, and having to start all over. I couldn't imagine having that same feeling after playing FOUR YEARS in a campaign.

      I don't necessarily disagree with the first paragraph, but the second one is wild to me for two reasons.

      • First, Risk of Rain is a roguelike whose entire game loop is "do stuff, die, unlock/purchase meta progression, do more stuff, die, etc. etc.".
      • Second, the idea that you've been playing four years in a 5e game that's presumably weekly and somehow haven't hit 20th level. For context, 5e wants you hitting 20th level after 36-52 typical 4-hour sessions.

      This kind of sentiment really does highlight how distant the way I ran the game those eight years I spent with 5e and how the game wants to be run is to the way people appear to be running the game, and I'm not sure I'll ever be able to square that circle. Not to imply any kind of superiority to it, it just continues to be extremely weird/interesting to me how the culture surrounding D&D is so different from the expectations laid out by the very rules text people don't read.

      28 votes
    10. Session report: 496-Rose-18, in which an elf is cursed, then charmed

      Party Lee, Grey Elven Fighter 5, Magic-User 5, Thief 5 (~70k XP) Moya, Halfling Thief 7 (~47k XP) Oryn, High Elven Magic-User 5, Thief 6 (~73k XP) Henchman Takeshi, Human Ranger 4 (~16k XP) Varda,...

      Party

      • Lee, Grey Elven Fighter 5, Magic-User 5, Thief 5 (~70k XP)
      • Moya, Halfling Thief 7 (~47k XP)
      • Oryn, High Elven Magic-User 5, Thief 6 (~73k XP)
        • Henchman Takeshi, Human Ranger 4 (~16k XP)
      • Varda, Human Cleric 6 dual-classed into Magic-User 6 (~75k XP)
        • Henchman Rudy, Halfling Druid 3, Thief 4 (~12k XP)
      • Vordt, Half-Ogre Cleric 4, Fighter 5 (~56k XP)

      Looking over their map of the dungeon of the Temple, they realize there's a couple of rooms in the Water Cult's area that they never investigated, so they start by prioritizing those rooms. The first appears to be some kind of salon, for there are themed carpets, draperies, couches, serving dishes, and a... fishy-smelling incense burning. As they turn the room over, they find an embroidered cloak depicting a decapod sewn in with gold thread, among other things.

      They entered from the east, and see a door heading south. Entering, they see a bedroom of sorts, with a writing desk, bronze chest, and an ornate trident hanging from the wall with a massive aquamarine set in it. Upon the desk is a tome that appears to be some rituals the Water Temple would engage in. Rudy notices and accidentally triggers a needle trap within the lock of the bronze chest, but is deftly able to avoid it (between being a druid, a halfling, having a ring of protection, and a high Dexterity, Rudy tends to pass poison saves on anything other than a 1). Well worth the risk, however, as in the chest was a coral box containing many small pearls.

      Lee lifts the trident from the wall and then believes it to be a good idea to go for a swim. As a matter of fact, he must go submerge himself right now and begins to walk off. The party exchange quick glances and spring into action; Vordt blocks the door with his robust frame as Moya pulls out her rope of entanglement and commands it to hogtie Lee. After some discussion, the party resolves to finish exploring the last couple rooms and then leave to deal with Lee's presumed curse.

      Back in the hall outside the first room, they move to the other door across from it, and it's locked. Moya is unable to pick it, but then Rudy comes along and gets it open. Within is a lounge furnished similarly to the salon, though (thankfully, some said) without the incense and with a desk covered in writing materials. They found a hidden compartment in the back of the desk's drawers containing a scroll with three cleric spells on it: resist fire, neutralize poison, and true seeing.

      Similar to the salon, there is a door on the southern wall that they enter through, containing another bedroom. Flanking the bed are a couple of chests, which Moya and Rudy work on picking. Moya fails to pick her chest, while Rudy gets through theirs. Within Rudy's chest was a handful of platinum and a vial with liquid labeled as a potion of water breathing with two doses. Oryn attempted the chest Moya failed at, also failing. Rudy, confident in his ability to come in under the other two and succeed in their stead... also failed. Vordt approaches with a crowbar and pries the hinges off. Within are some books and miscellaneous treasure items.

      Done exploring the second floor, they leave the Temple and drag Lee back to town to try and fix his curse. Most of the time he's spent tied up he's been begging the party to just let him take a quick swim, and he even suggested a few times they allow him to use the potion of water breathing. They tried a remove curse and dispel magic on him, but neither freed Lee from his compulsion to submerge himself in water, nor were they able to pry the trident from his hands. They try letting him enter a nearby pond and waiting a few moments before levitating him out, but this did not cure him either. Intending to enlist the help of more powerful clerics, the party packs up and gets ready to travel a couple of days to a nearby city; Vordt sits next to a hogtied Lee and begins to read the ritual tome they found in the Temple. By the end of the day, Vordt learned what the trident is, how the curse works, and how to remove it. It is a trident of yearning, and the curse is removed either via wish or by having some effect of water breathing put upon the affected while they are submerged.

      The party reverses course back to town and, at about 2200, are standing near the pond, illuminated by many active continual lights. Varda enters the pond with Lee and allows him to submerge himself while supported. Varda quickly administers the potion of water breathing to Lee and then pulls him back above water as Lee roughly tosses the trident away from himself. They retrieve the trident with a grapnel and Rudy spends about a half hour carefully picking and prying at the gem with their tools, avoiding touching the trident itself, until they've pried the gem free. Oryn then tests whether the trident is still cursed. It is. Another dose later, Oryn is also fine. Unsure of how to dispose of the trident safely, they take it to the local temple of Rook (LG deity) and leave it with them.

      All of that handled, the party returns to the Temple dungeon, intending to breach the third floor. They work their way down and enter into a room whose entire floor is coated in fertilizer and mushrooms of varying shapes, sizes, and colors. An armor-clad woman immediately calls out that they should stay still and check on their companions, as some of these fungal growths can cause insanity, and she begins making her way through a winding path towards Lee and Vordt, the ones who opened the door. Unbeknownst to them, Lee failed his resistance to charm, as well as the saving throw, against a charm person she wove into her words, though Vordt succeeded against a suggestion. The woman, glowing short sword drawn, attacks Lee from behind and lands a touch across his head, draining a point of Wisdom, breaking the charm on Lee. She then turns to Vordt and does the same, but between Vordt's retaliation and Moya's timely backstab, the true form of the lamia appears dead before them.

      This is where we ended the session, with the date now being Rose 24; we'll pick back up there next week. Notable treasure: trident of yearning, potion of water breathing, a cleric scroll, and some miscellaneous high-value items. Gold shares were about 2.5k each.

      6 votes
    11. Who’s playing Blood on the Clocktower?

      Wondering if we have tilde fellows playing it. I’ve become addicted since last year and it’s fully taken over my regular board game nights… I’ve been storytelling and doing custom scripts and...

      Wondering if we have tilde fellows playing it. I’ve become addicted since last year and it’s fully taken over my regular board game nights… I’ve been storytelling and doing custom scripts and characters.

      18 votes
    12. Making DND maps

      As someone who DM's a lot of short, casual sessions with rotating members, I burn through a lot of maps. I'd love to hear some of your recommendations for how you guys either find or create maps...

      As someone who DM's a lot of short, casual sessions with rotating members, I burn through a lot of maps. I'd love to hear some of your recommendations for how you guys either find or create maps that suit your situations.

      For me: r/battlemaps has some really high quality stuff and gets me 90% of the time. I usually type in a key word or two (e.g. bridge; throne room) and usually I'll find something that gets close to the mark.

      I know that some have been using generative AI to delve into this space as well, so if anyone has any experience there, I'd love to hear it!

      23 votes
    13. I made a tool to generate AI powered recaps of TTRPG sessions

      My party recently finished Descent into Avernus, which we played over Discord and FoundryVTT given how scattered across the country we all are. A regular party of the campaign was the DM poking...

      My party recently finished Descent into Avernus, which we played over Discord and FoundryVTT given how scattered across the country we all are. A regular party of the campaign was the DM poking and prodding players for "someone write up a recap of last session", helping keep us all in the loop, players who were absent in particular.

      A few weeks ago it occurred to me that this could be automated, and Scribble was born.

      Scribble is just a bash script wrapper that will:

      1. Take a .zip of FLAC files from the Craig discord bot, recordings of each player present for the session
      2. Use the tool whisperx to transcribe those audio files to text
      3. Compile a transcript of the session and send it off to Gemini to come up with the recap
      4. Parse the recap and send it along to Discord via webhook

      After some trial and errors and tweaking, I've got it in a pretty good place, it's working very well for our campaign. So I docker-ized it and published it to share with the world anyone else who might get use from it. I'm not sure where else I could put the word out about this for anyone who might want to use it, so here it is. If you might find this useful, please, enjoy!

      https://github.com/goose-ws/scribble

      23 votes
    14. Session report: 496-Seed-23, in which a halfling hurls boulders

      AD&D 1e the other night. Two sessions being packed into one report. Party Jeff, Half-Elven Druid 6, Fighter 4, Magus 4 (~50k XP) Lee, Grey Elven Fighter 5, Magic-User 4, Thief 5 (~46k XP) Moya,...

      AD&D 1e the other night. Two sessions being packed into one report.

      Party

      • Jeff, Half-Elven Druid 6, Fighter 4, Magus 4 (~50k XP)
      • Lee, Grey Elven Fighter 5, Magic-User 4, Thief 5 (~46k XP)
      • Moya, Halfling Thief 6 (30k XP)
      • Oryn, High Elven Magic-User 5, Thief 6 (~58k XP)
        • Henchman Takeshi, Human Ranger 4 (~13k XP)
      • Varda, Human Cleric 6 dual-classed into Magic-User 4 (~47k XP)
        • Henchman Rudy, Halfling Druid 2, Thief 3 (~8k XP)
      • Vordt, Half-Ogre Cleric 4, Fighter 5 (~38k XP)

      The party sets out on the 23rd, arriving at the Temple the night of the 24th. On an impulse, they decide to check out the Elemental Earth's main place of worship. It is a fairly massive room filled with dirt, the center containing a square pyramid with steps leading up to a stone pillar that has bronze manacles attached. As they enter the room, four Earth Elementals appear in the four corners, still and waiting. They discuss a game plan; Lee puts protection from evil on himself and then moves forward to the pyramid. On the other side of it is a stand with a small bronze box. Lee moves in to check the box for traps and the elementals move closer, to the four corners of the pyramid. He proceeds to check the box for traps, finding none, and his spell expires right as the elementals attack.

      (1st round) Two are close enough to try and smash him immediately as the others move in, and he takes a heavy blow. Oryn, Moya, and Jeff let off bows and slings while Rudy prepares their staff of slinging to hurl a boulder and Varda prepares to levitate Lee, who is trying to withdraw as Takeshi charges in. Missiles bounce harmlessly off the elementals, though the boulder does a solid chunk of damage to the elemental. Takeshi ends his charge early, opting to keep the ones firing missiles and casting spells safe. Lee backs away, but is followed, and then levitate goes off, lifting Lee ten feet into the air. (2nd round) Oryn begins casting protection from evil on himself, Jeff casts magic missile, Varda lifts Lee another ten feet up, who is trying to cast mirror image on himself, and Rudy throws another boulder. One of the elementals manages to strike Lee, disrupting his spell, but then he is lifted to a safe height. (3rd Round) Oryn rushes towards the box, Lee is levitated a further ten feet, putting him in contact with the ceiling, at which point he maneuvers himself along towards the exit, Rudy throws another boulder, Jeff catches some in a web, and Takeshi begins ushering the other members out of the chamber. Turning their attention towards Oryn, a couple of the elementals try to smash him but are wholly prevented from making contact due to the protection from evil surrounding him. (4th Round) The elementals continue to fruitlessly whale on Oryn as he snatches the box and leaves with the rest of the party; the elementals do not follow beyond the limit of the chamber.

      The party casts some curatives on Lee and decide to travel back to the second floor. They encounter some ghouls on their way but quickly dispatch them. They make their way into a large octagonal chamber with exits in each cardinal direction, some crystal braziers hanging from the ceiling, an altar with a crystal bowl and knives, and a shallow pit built almost like an inground pool. After some investigation, they locate a secret door in the southeast corner that they cannot find the mechanism for. Lee opens it with a knock, revealing what appears to be a wraith, but was actually a drelb. Either way, it gets hit with a barrage of magic missile, has amplify damage put upon it, and is put down in the first round. The hidden chamber it was in appeared to be empty, but after some further prodding, they find a loose bit of floor hiding a censer that they later learn is a censer of controlling air elementals. Moya takes the crystal knives and bowl. The party then comes up with a plan to remove the crystal braziers from the ceiling to bring home, albeit one at a time given their size and weight; worth 8k gold each if sold (they were). Though out of reach normally, Oryn having been polymorphed into a gargoyle hybrid by a curse helped out here. After the second brazier is brought out, they rest until dawn to reprepare spells and allow for some of Lee's health to regenerate through a magic item of his. Oryn throws an invisibility, 10' radius on everyone and they re-enter the dungeon.

      They eventually find themselves in another chamber with a sheet of crystal embedded into the wall, which lights up to reveal Lawful Good-aligned outsiders that ask some questions about the party's purpose and suggests they leave their magic items near before leaving the room, as these celestials intend to bless the items, but their method will sear flesh and blind eyes; however, this must be done quickly, as their ability to peer through the window is short-lived. Between their own suspicions and Varda's patron tulani whispering in their ear that something seems off, the party moves on.

      The party wanders into the living quarters of the Elemental Fire priests; the first thing they run into is a captain with a couple of bugbears, whom they surprised, partially due to the invisibility. Varda targets the captain with levitate and he fails the save, so up he goes. Between the surprise segment and their captain being immediately removed from the fight, the bugbears surrender, but are killed anyways for being bugbears. The captain begs for surrender and is told to drop his weapons. He does so, save for one sword that he claims is a family heirloom. One detect magic later, Rudy notes that his armor, sword, and a rope at his belt are radiating magic, so he's killed and looted. At this point, only Varda, Lee, and Takeshi are visible.

      They move on into another chamber where a singular priest is lounging. Varda happens to be wearing older Elemental Fire regalia, so with a positive reaction roll, he considers Varda to be part of the faith, that Lee/Takeshi are his entourage, and has an exchange with him. Varda reveals that the army of Good being gathered some sixty miles away is ready to march and will descend upon the Temple soon, leading him to try and take Varda to the head priest. Before this can happen, however, Moya, Oryn, and others lead an attack on him and are able to cut him down before he can raise the alarm or get a spell off.

      They're unable to move into the head priest's quarters without alerting him, however, but this ended up not mattering as initiative dictated the win goes to the party. One bout of looting later, they find a path they think will lead back to an area they've been to before, and lo, it does, albeit straight into the arms of a troll that they... kill quickly. A problem arises, however. They try to burn it, and it's not burning. Quick pat down in a mild panic reveals its wearing a ring. A dirty, filth-encrusted ring, but a ring nonetheless. One good pull later, it's off and they're able to burn it, and then they take their leave to head back to town. They decide to force themselves to march so that they can get back ASAP, and they arrive at dawn on the 27th.

      Notable treasure: censer of controlling air elementals, flametongue, ring of fire resistance, rope of entanglement, along with some magic armor, couple scrolls, and another ring. Gold share was about 6k each.

      6 votes
    15. Session report: 496-Seed-18, in which two PCs eat nightshade

      The Party Jeff, half-elf Druid 6 / Fighter 4 / Magus 4 Lee, gray elf Fighter 4 / Magic-User 4 / Thief 5 Oryn, high elf Magic-User 5 / Thief 6 Rudy, halfling Druid 2 / Thief 3 Takeshi, human Ranger...

      The Party

      • Jeff, half-elf Druid 6 / Fighter 4 / Magus 4
      • Lee, gray elf Fighter 4 / Magic-User 4 / Thief 5
      • Oryn, high elf Magic-User 5 / Thief 6
      • Rudy, halfling Druid 2 / Thief 3
      • Takeshi, human Ranger 4
      • Varda, human Cleric 6 / Magic-User 4
      • Vordt, half-ogre Cleric 4 / Fighter 5

      Ran the group through some werewolf hunting the other day. Thanks to the local army scouts, they knew where the hideout was; a chapel on a hill in the badlands, about ten miles from town. The party arrives, takes a look in one of the side windows, climbs the bell tower for a vantage point around the thing, including the graveyard and mausoleum, and then pushes their way into the building.

      There's no light inside, but Takeshi has a broadsword with continual light on it, as well as a ring that increases the radius of light sources he commands, so the hall and sanctuary ahead are well lit through the 80' of luminescence in his hands. As they enter the sanctuary, three people materialize behind the altar, outlanders in appearance, claiming to be using this building as protection from the elements. Some players noted the lack of a "lived in" feeling here, no bedrolls or typical litter you'd expect of a temporary living space, and these people appeared well-fed and hale. Sensing that the party is about to lash out, the werewolves attack pre-emptively and gain surprise.

      (Round 1) Takeshi and Lee ended up targets between these three werewolves. Four more tried to ambush from behind, but Vordt was in the back filling up the hallway, blocking their way. Oryn casts amplify damage at one while Varda fires magic missile and Jeff fills the hallway with web as Takeshi and Lee retaliate in melee; Rudy provides missile support with their sling. (R2) Oryn and Varda wait for an an opportunity to capitalize on while Takeshi and Lee continue trading blows, with Rudy continuing to provide missile support and Jeff casting a magic missile; Vordt is 5' deep in the web begins to leverage his obscene Strength to break free of them. One werewolf lies dead. (R3) Varda continues waiting, confident in their allies' abilities as Oryn charges in, Rudy provides missile support, Jeff supplies another magic missile, Takeshi and Lee continue trading blows with the two remaining werewolves, and Vordt is working himself free of the webs. Three werewolves lie dead.

      Over the next couple of minutes, Vordt breaks free from the web. Not wanting to try and jump through windows, the party opts to wait for the spell to expire, as the remaining four werewolves trapped in it yell muffled requests for mercy. Their progress was much slower than Vordt's, and they had to go through 8' of web rather than 5', but after about an hour they'd all suffocated. During the wait, both Takeshi and Lee ate some belladonna to stave off potential infection.

      The party finds a trap door to a cellar and checks it out. There's a wight hiding in the shadows, but it doesn't surprise them. It still slaps Lee and eats about 5k XP off his thief levels, but it dies by the end of the first round. In exchange, they found an iron chest, within which was 21k gold, 13 gems, a scroll of protection from magic, dwarf-sized field plate +1, and a pouch of dust of dryness.

      Then Takeshi and Lee both vomit up their lunch and pass out on the floor. Lee is no longer breathing. Ingesting belladonna does a few things: (1) small chance of curing lycanthropy if taken quickly after infection, (2) incapacitates you for 1d4 days, (3) has a 1% chance of killing you. Lee is the 1%.

      They get both of their bodies and the treasure out and back to town, then broker a deal with the local lordling MU to get Lee poked with a rod of resurrection, which drops him from 20 to 19 Constitution, removing his natural regeneration. Takeshi remains incapacitated for a day and Lee for a week, due to resurrection sickness.

      9 votes
    16. PF2 Kingmaker session report: 8/16/2025

      Kingmaker was last night. Some minor spoilers to follow. Party, Level 3 Marisiel, Elf Witch Nok-Nok, Goblin Rogue Linzi, Halfling Bard Amiri, Human Barbarian Titus, Human Fighter Valerie, Human...

      Kingmaker was last night. Some minor spoilers to follow.

      Party, Level 3

      • Marisiel, Elf Witch
      • Nok-Nok, Goblin Rogue
      • Linzi, Halfling Bard
      • Amiri, Human Barbarian
      • Titus, Human Fighter
      • Valerie, Human Fighter
      • Stik, Kobold Monk

      Variants in Play: Ancestry Paragon, Free Archetype, Gradual Ability Boosts, Slow Leveling, Stamina. I also allow Hero Points to adjust the degree of success on a check by one step rather than re-roll; this primarily gets used to either mitigate a crit fail or turn a failure into a success.

      Realizing they had just under a week before the Stag Lord's bandits tried to strong-arm Oleg's Trading Post for goods again, the party stopped their trip towards the tatzlwyrm lair and immediately turned around to return to Oleg's to stock up and then head towards the fort.

      On the way back, they encountered yet more bandits and, on one evening, an owlbear and its mate. Once at Oleg's, they spent a day turning in their quests and buying some of the goods available at the trading post. When ready, they set out. About twelve miles from the fort, they were about to start cooking dinner when some of the Stag Lord's bandits showed up in a neutral manner, presuming the party to be aspiring recruits. Linzi takes the opportunity to try and get some information out of them by indulging their fantasy.

      Titus eventually gets bored and challenges one of the bandits to a duel. The bandit rightfully declines, but Titus begins pushing forward with intent to attack him anyways. Linzi threatened to force him to spend his night in a laughing fit to get him to back off, and he calmed down. Unfortunately, after dinner was taken care of, the bandits took their leave, not wanting to be shanked in the night by the crazy man.

      The next morning they stop a few hundred feet from the fort and Marisiel sends her familiar, Youmu, forward to scout the hills since the bandits don't seem to be paying them much mind. Youmu returns shortly and informs Marisiel that something's off about the hill; he suspects undead. Armed with that information, the party decided to waltz up to the front door and just infiltrate by providing the password.

      Once inside, introductions are made, stories are shared, and after the party learns that there's a late shipment of alcohol and the Stag Lord loves the stuff, Stik taps into their knowledge of alchemy (via dedication) to create a bottle of booze. The Stag Lord quickly comes out and snatches the bottle before returning to his chamber.

      Stik is quickly inducted as the brewmeister, but instead of delivering alcohol to the other bandits, they deliver lightning. In a bottle. One Extreme encounter later (as they triggered the entire compound, including the Stag Lord, and the owlbear was let free at some point), the Stag Lord lies dead on the ground along with most of his lieutenants.

      11 votes
    17. PF2 Kingmaker session report: 8/10/2025

      PF2, Kingmaker tonight. Minor spoilers re: names of potential companions and side-quest details. Party, Level 3 Marisiel, Elf Witch Nok-Nok, Goblin Rogue Linzi, Halfling Bard Amiri, Human...

      PF2, Kingmaker tonight. Minor spoilers re: names of potential companions and side-quest details.

      Party, Level 3

      • Marisiel, Elf Witch
      • Nok-Nok, Goblin Rogue
      • Linzi, Halfling Bard
      • Amiri, Human Barbarian
      • Titus, Human Fighter
      • Valerie, Human Fighter
      • Stik, Kobold Monk

      Variants in Play: Ancestry Paragon, Free Archetype, Gradual Ability Boosts, Slow Leveling, Stamina. I also allow Hero Points to adjust the degree of success on a check by one step rather than re-roll; this primarily gets used to either mitigate a crit fail or turn a failure into a success.

      The group had set out at the end of last session with the intention of picking some radishes and hunting two local monsters of some renown, a boar called Tuskgutter and some tatzlwyrms. Amiri was especially excited about going after Tuskgutter.

      They arrive at the radish patch to find four kobolds suffering from The Itis™ that quickly scramble to protect their patch, but the monk eases tensions and ends up receiving an entire basket of the spicy radishes.

      They spend a few days following the edge of the forest, crossing a rickety old bridge, disturbing some hunting spiders but dispatching them quickly. One evening, just after a meal, several of the Stag Lord's bandits had managed to sneak up on them, which turned out to be the last thing any of them did. Another afternoon saw Stik, Amiri, and Valerie attacked by thylacines while out foraging for ingredients, but by now they're used to that kind of thing.

      They get into the general area of where they expect Tuskgutter's lair to be and spend the day searching for it. They eventually find it and have themselves their third proper Solo encounter since starting the game; I took the base profile for Tuskgutter and scaled it to be a Creature 7, so as to make the anticipation set up by the bounty poster and Amiri's vibrating in place worth it. With some good use of debuffing actions/spells and Hero Points, they take it down within a couple of rounds, albeit Titus did fall to an attack routine. One lesser healing potion and a soothe later, along with a short breather, and he's fine.

      Trophy in hand, they make camp. As they're breaking camp in the morning, a hunter approaches the group to warn them of the dangers of Tuskgutter, only to be offered bacon.

      Next stop, the tatzlwyrm lair.

      10 votes
    18. Session report: PF2 Kingmaker

      Party hit level 3 at the end of the last session. Started tonight's session with an encounter with three hunting spiders (Low threat). Barbarian got inflicted with the poison and managed to stay...

      Party hit level 3 at the end of the last session. Started tonight's session with an encounter with three hunting spiders (Low threat). Barbarian got inflicted with the poison and managed to stay on stage 3 (2d6 poison, clumsy 2, off-guard) for the majority of the six-round duration, which ran its full course.

      Still on the way back to the trading post, they encountered more thylacines (Moderate threat), but they push through that just fine. A wolf approached them as they were walking alongside the great forest and was beckoning them to follow. They did, and were led to a man bleeding out and trapped under a couple of boulders. In the distance they hear crashing and bellowing as something big approaches them. They get the guy out from under the boulder and put an elixir of life in his mouth, which wakes him up. His immediate suspicion of the party allayed, he quickly fills them in on the fact that a troll is approaching and tells them to use fire or acid. Also don't let it get its hands on you.

      The fight ended up being a bit of a slaughter due to dice rolls. I kept rolling low, they kept rolling high, so the troll went down at the very end of the second round despite being Creature 6. They nab the cold iron kukri and +1 light hammer from the troll's sack, and the man, a ranger, accompanies them back to the trading post.

      They spend a week here doing various things; retraining, crafting, Earning Income. At the end of the week, they get their 70 gold reward from the quests they turned in, as well as the +1 striking bastard sword they'd ordered from a relatively distant city.

      After spending some time going over their plans going forward, such as what quests to tackle, they head southwest to pick some radishes for the wife of the tradesman. We ended the session after wrapping up a bandit encounter during the camping portion of the day.

      7 votes
    19. MTG - Building a collection

      TL; DR: how do I start building a collection cheaply with versatile/staple cards? A couple of friends have started playing Magic: The Gathering with a virtual tabletop, and while I have learned a...

      TL; DR: how do I start building a collection cheaply with versatile/staple cards?

      A couple of friends have started playing Magic: The Gathering with a virtual tabletop, and while I have learned a lot from playing Arena and reading cards (and watching the Prof) there's just something not working for me in the digital space; Archidekt is tough for me to read through, and even something like Tabletop Simulator doesn't work for me for learning the game (or rather...it's not sticking). I know that I do pretty well with physical objects, so I wanted to get some physical cards to get the hang of the game but immediately ran up against the cost.
      I don't know if you guys know this, but Magic: The Gathering is expensive. Way more expensive than I can justify for a hobby I've just started and haven't really gotten the hang of. My question is: how do I start building a collection without breaking the bank?

      The things I know, but might need to be corrected on:
      "Don't buy bulk"; apparently most boxes of bulk have a bunch of repeats and are generally the cards left over when the good ones have been extracted. I would love to be wrong about this, because even getting common/uncommon cards in enough volume to play in a physical space would be neat.
      "Buy singles"; it seems like this is a good way to spend $50-$1000 blindly in the dark if you don't know what you're doing.
      "Play what you enjoy"; I've played some jump-start decks and those are neat, but I haven't played enough to know what I like, making this difficult. I also haven't played enough to know the difference between what I enjoy because it's neat and what I enjoy because I won with it one time.
      "Buy a precon deck"; from what I've read the commander precons would be a good way to get a lot of single cards, but I've read/heard mixed things about them: reviewers discussing how to "fix" them to be good.
      "Buy jump start packs"; I would love to grab a bunch of the jump start decks to mess around with and find synergies, but how do you avoid getting repeats of the packs?
      "Buy the Foundations Starter Collection"; Foundations Starter Collection is apparently sold out (or only being sold used/resold at a higher price?), but seems exactly what I'm looking for: a decent collection of classic/useful cards that you can build with and supplement as you learn the game.
      "Look for garage sales or ebay for collections"; I'm pretty sure my chances of edging out an experienced card hunter on a good deal is slim to none, especially in my area.

      I would, in an ideal world, like to have a small collection with 300-500 of the cards that "everybody knows" for kitchen table Magic (fake draft/jump start, casual commander, casual...modern?), but this seems out of reach. Any guidance would be appreciated!

      16 votes