Sunday, March 30, 2025

Bensentials Session 6

Game Date: 3/30/2025

LocationHome Game
CampaignBensentials, Session 6

SystemD&D 5e
DM: Matt

The Party:
Ben - Changeling Sorcerer (Draconic)
Bryan - Human Fighter (Champion)
Rick - Tabaxi Rogue (Assassin), Tiefling Druid (Running for absent player)

The Session: When we left off last session, the town had been attacked by giants, and our heroes had accepted the mission to teach them a lesson. I used the version of Against the Giants that appears in Tales from the Yawning Portal, but mostly just for the map of the compound.

The PCs approached the giant compound from the south, listened at the door, and heard snoring on the other side. They sent the rogue in first, and managed to kill the first giant in his sleep. The other guard woke up but found himself surrounded, and was quickly dispatched shortly thereafter. They looted a couple of storage crates, then explored the staircase in the southwest corner.

In the original module, this staircase goes up to a guard tower, I believe. But I had it go down to a maze room. I got the maze layout (mostly) from an adventure in the book "One-Shot Wonders" by Roll-n-Play Press. This is a fantastic book for DMs who need a quick idea for an impromptu session, and they're not even paying me to say that.


The maze paths were only five feet wide, and the walls were electrified. The only light came from electricity sparking on the walls. Touching the walls produced the same effect as the Lightning Bolt spell: If a PC touched the wall, they would have to make a DC 15 Dex save or take 8d6 lightning damage (save for half). The players figured out not to touch them after seeing the walls spark, and experimented by throwing copper pieces at the wall and watching the sparks.

So, don't touch the walls. Easy enough, right? But some hallways also featured electrodes that fired bolts of electricity every five seconds. Getting their timing right to pass through these hallways also required a Dex roll to keep from getting shocked.

The whole thing gave us something of a Pac-Man vibe. The maze was populated by some creatures I made up, which I haven't really named. For the sake of this blog, we'll call them Orbies. They looked like beach balls with rubbery skin. They had feet and eyes, but no mouths or arms. Behold my MS Paint skills:


Of course, they don't look like they present much of a challenge. No teeth, no claws, no weapons.. what harm could they possibly present? Here's the stat block I came up with, in case you want to use them:

Orbie
AC 15, 20 hit points, Speed 30, Initiative 5
Immunities: Lightning
Resistances: Bludgeoning
Weaknesses: Piercing
Attack: +8
On hit, 0 damage, but the target is knocked into the nearest wall within 10 feet.

The PCs learned pretty quickly to defeat these monsters fast, lest they get pushed into the shocking walls. The creatures popped like balloons when reduced to 0 (originally I was going to have them explode on death, but the encounter turned out to be hard enough without that).

Getting past the electrodes was difficult for the party. The sorcerer managed to block one off with his immovable rod. But later he left the party to backtrack and retrieve it, and he got shocked to death. He failed his three death saves while the rest of the party worked their way to the center of the maze.

They found that the Orbies themselves could help them get past some of the electrodes. If they kept an Orbie between the electrode and the party, the electric jolts would be blocked by the Orbie, allowing the party to pass through the tunnel harmlessly. So they had to think tactically to keep the Orbies where they wanted them.

They finally reached the center of the maze, where three large treasure chests lay in the center. I let them draw Treasure Trove cards from Nord Games to determine the loot. That's my second product plug in this blog and I'm still not getting paid, I promise. Each card has the players roll a d12 to pick the treasure.

They also found a control box down there that allowed them to turn off the electricity in the maze. Then they found the sorcerer's body and took him back to town.

There were three churches in town with resurrection services, and they paid to have the sorcerer brought back to life. Then they stayed in town a couple of days so he could recuperate. When they were well-rested, they returned up the mountain to take another crack at the giant compound.

Along the way, they came across a druid grove being attacked by a couple of hill giants. The party joined the fight and the druid priestess thanked them by leveling up their pet wolf (he's now dire) and blessing each member of the party with an inspiration die. She also informed them that the giants were on an angry rampage now, due to the party's earlier intrusion into their compound.

The rest of the session featured a lot of exploration, taking out giants one at a time as they traversed the compound. They rarely had to fight more than two giants at a time. The sorcerer managed to befriend three wolves that were being held at the compound - they'd been taken from the druid's grove and they'd been mistreated by the giants.

As they cleared out room after room, they liberated several human slaves. Some fled the compound, but others joined the party, though they were too weak to be of much help.

The party took a counter-clockwise route through the giant compound, saving the main hall for last. This is where they finally fought the leader and his closest allies. The sorcerer, who is a changeling, enlarged himself and made himself look like a giant. He was still quite short for a giant, but it was close enough to cause the confusion he needed.

The disguised sorcerer burst into the main hall and shouted, "There's been a rebellion! The slaves are escaping!" The leader pushed past him into the hallway, and the sorcerer braced the doors closed with his immovable rod. Then the rest of the party rushed in through the other doors on the opposite side of the hallway.

The giant leader banged on the doors while the party, the wolves, and the freed prisoners took out the giant's minions. After a few rounds the leader burst through the doors, only to find half his allies had been wiped out. The party had saved all their best moves and resources for this fight, and they took the leader out a few rounds later.

We wrapped up pretty quickly after that. The party looted what they could, then returned the wolves to the grove and began to lead the ex-prisoners back to town.

I ignored a large portion of the Against the Giants adventure, but we might revisit it at a higher level.

Monday, March 10, 2025

Nomads of Zyden

Off-topic, but I've just self-published my eighth book, a swords-and-sorcery fantasy titled "Nomads of Zyden." Synopsis:

When a tribe of ghoulish monsters wipes out her mountain clan, a fierce warrior named Marta sets out on a mission of revenge. But while she grew up fighting giant beasts in the frigid wastelands, she isn’t prepared for the culture shock of meeting people from the lowlands.

During her epic journey she befriends a jester, a fairy, and a woman with whom she shares a magical bond. Together they take on a much larger quest in which they must explore ancient temples and fight ruthless monsters, all to retrieve a set of artifacts that will help them defeat an all-powerful evil. Their time is short and the fate of the world hangs in the balance.

I don't always post it here when I release a new book, but since this one takes place in a fantasy setting, I thought it my interest this blog's readers. You can get it (and my other books) here:

Books by Xine Fury



Sunday, March 2, 2025

Bensentials Session 5

Game Date: 3/1/2025

LocationHome Game
CampaignBensentials, Session 5

SystemD&D 5e
DM: Matt

The Party:
Baileigh - Tiefling Druid (Circle of the Moon - 2024 rules)
Ben - Changeling Sorcerer (Draconic)
Bryan - Human Fighter (Champion)
Rick - Tabaxi Rogue (Assassin)

The Session: Happy new year... Oh, it's March. Well, it's been a busy few months. Last October we ended the session one-third of the way through White Plume Mountain from Tales from the Yawning Portal. Today we picked up right where we left off.

This time they took the north path. The kelpies tried to lure them into the water, but the party wouldn't fall for their ploys. It wasn't a long fight. The party continued to follow the hallways until they fought the giant crab, retrieving the legendary item Wave, which the party Sorcerer claimed (after changing their religion).

They returned to the central junction and took the east path. They - somehow - correctly solved the Golem's puzzle (which number doesn't belong - 5, 7, 9, 11, or 13), so they didn't have to fight the golems, and one golem joined the party. Then they backtracked to the room with all the glass orbs. Even when they found the correct key, they continued smashing orbs to collect all the treasure in the room.

Heading back north again, they went through the one-way turnstile and entered the room with the hanging platforms and boiling mud. By utilizing a potion of flying and all the rope the party carried, they managed to make the puzzle a little easier.

Finally they faced the vampire in the magically darkened room. This was a difficult battle for obvious reasons, but they hacked away until they won. They probably couldn't have done it without the other two legendary weapons, Blackrazor and Wave. With the vampire now killed, they aquired the final weapon, Whelm. None of the party can weild it, but they're going to hang onto it for a while instead of collecting the reward money.

On their way out, they encountered the owner of the dungeon, an evil wizard who invited them to join his cult. The party refused, and fought the wizard along with his guards. The Sphynx joined the fight on the side of the party. This battle wasn't quite as difficult, and soon the party made their way back to town.

After a few days in town selling items and spending money, the city was attacked by hill giants. The party helped the town guard fend off the attackers. Shortly thereafter, the party was summoned to a town meeting, and hired to investigate a hill giant compound located on a nearby mountain.

Next session is scheduled for 3/29, where we will be starting the module Against the Giants, also from Tales from the Yawning Portal.

Tuesday, February 18, 2025

2025 Monster Manual

I'm not sure if I really needed to upgrade my Monster Manual. I mean, the old MM works just fine with the new rules. But I wanted to complete my set, so here we are.

So what's different? Hell if I know. I've cracked open the original 5e MM maybe five times. I mean, in the past ten years I've been a player more than a DM. When I did DM, half the sessions were online, where I tended to google the stat block I needed at the time. And the games I ran in person, I used a pre-made module with its own stat blocks.

I'll say this, I like the new look of the stat blocks. They're cleaner-looking, which is easier on the eyes. It's not a huge difference, but putting initiative in the top right, and putting boxes around the stats (now with their saves) is convenient. There's also a line for gear, for those DMs whose players loot everything they kill.

The monster's CR now also includes their PB, which I can only assume is the monster's peanut butter rating, something D&D has been sorely lacking. Those of us who use Reese's for monster minis have been demanding a peanut butter rating for years.

Edit: Okay, so I looked it up, and that's actually the monster's proficiency bonus. I guess that could be useful, but I'm a little disappointed about the peanut butter thing.

The monsters are organized a bit differently this time, which may or may not make things easier. For example, in the 2014 edition, the dragons were all lumped together. In 2025, black dragons are listed together with the B's, green dragons are listed with the G's, and so on. 

However, the "index of stat blocks," which was in the back of the 2014 MM, is right up front as part of the table of contents page this time. It lists everything alphabetically, so "Adult Red Dragon" is listed in the A's while the "Young Red Dragon" is listed near the end, despite appearing together in the book itself.

This is good. I do remember a couple of times when I was looking up a monster, I found the index more useful than the table of contents. Putting the index up front makes it that much more intuitive.

One thing that's causing a bit of controversy is that orcs are no longer in the Monster Manual. This struck me as odd at first. I mean, yeah, sure, they're a player race now, but that doesn't mean you won't still fight orcs.

But it makes sense in context. Traditional orc stats aren't hugely different than those of a strong human. The Monster Manual still includes stats for humanoids, including bandits, berserkers, knights, warriors, toughs, cultists, mages, spies, nobles, and so on. Every one of those is designed so they can be any humanoid race.

Some monsters are gone, but some have been renamed or replaced with something very similar. Thugs are now toughs, quippers are now piranha, and lizardfolk now use the "scout" stat block. This book contains more monsters than the previous book, so overall it's a net gain.

There's a list in the back of the book that tells you what new monsters to use in place of monsters that vanished between 2014 and 2025. So if you want to build an orc warband, use berserkers instead of the orc grunts, use the "tough boss" instead of the chief, and use the "cultist fanatic" instead of the shaman. So there's no particular reason orcs needed to take up space in an already crammed book.

Bottom line: I can't say the 2025 Monster Manual is a necessity if you already have the 2014 book. There are improvements, but they're nothing groundbreaking. Still, if I had to choose between the two books, I'd pick the 2025 version.

Saturday, January 4, 2025

2024 DMs Guide

Honestly, the DM’s guide is probably the most useless of the core books. There’s very little a DM needs to know that isn’t already covered in the PHB and Monster Manual. Generally speaking, if you know how to play D&D, then you know how to DM.

But I want the complete set of the 2024 core books, so I splurged a little and picked it up. So how is it? I'm pretty happy with it. Here’s a breakdown on the chapters.

Chapter 1: What does a DM do? - This section is remedial for anybody who’s run a game before. But even if you’re new to being a DM, it still doesn’t do much that isn’t covered in the PHB.

Chapter 2: Running the Game - More tips, including things like running with multiple DMs, when to use advantage and disadvantage, ways to track initiative, and so on. Again, maybe useful info for newbie DMs.

Chapter 3: DM’s Toolbox – Tips on running chases, how to create backgrounds, creatures, magic items, and spells, how to manage curses, fear, mental stress, and rules for firearms. This section is moderately useful for advanced DMs.

Chapter 4: Creating Adventures – Tips on making adventures compelling and interesting. The advice in this chapter could be applied to writing in general, not just gaming.

Chapter 5: Creating Campaigns – This section mostly centers on planning ahead and making sure a campaign is leading somewhere. But it also contains an extended look at the Greyhawk campaign setting, which is pretty cool. The Greyhawk pages almost feel like an excerpt from a different book, but it’s a good-sized section (about 17 pages), so if you like the setting, this could help you. Note that the book also contains a fold-out map of the city of Greyhawk.

Chapter 6: Cosmology – The usual info on the planes, including a bit of Spelljammer content.

Chapter 7: Treasure – The section I tend to use most. I’ve seen most of these magic items before, but there’s a few new ones scattered in there. I’m sure some of the existing items have been tinkered with for balance, but I haven’t looked that closely. It includes all the magic items from the 80s D&D cartoon. In the previous DM's guide, the sentient magic items and artifacts were listed separately from the other magic items, but this version mixes all the magic items in together. 

Chapter 8: Bastions – Rules for letting players build their own forts and keeps. It’s always surprising to me what does and doesn’t make it into a DM guide, but this one feels like it belongs.

Chapter 9: Lore Glossary – A guide to classic D&D characters and locations. It's pretty useful if you're into D&D lore, though personally I tend to make up my own worlds. They honestly could have filled an entire book up with lore, so it's a little funny to see which characters/locations did or didn't make the cut.

Chapter 10: Maps – Just a bunch of sample maps to jump-start your imagination.

Tracking Sheets – The book contains several examples of tracking sheets (events, magic items given to the party, etc), scattered about the book in different sections. It’s a nice tool for certain DMs.

Bottom line: Is this book worth it? Well, you don't need it. It’s more fluff than crunch, and fluff is the one thing I don’t need help on. I barely cracked open the 2014 DM book, and I don’t expect this one to get much use beyond looking up magic items. Still, it's a decent read and I’m glad to have it on my shelf.

Saturday, October 12, 2024

Bensentials Session 4

Game Date: 10/12/2024

LocationHome Game
CampaignBensentials, Session 4

SystemD&D 5e
DM: Matt

The Party:
Baileigh - Tiefling Druid (Circle of the Moon - 2024 rules)
Ben - Changeling Sorcerer (Draconic)
Bryan - Shifter Monk (Way of Shadow), Human Fighter (Champion)
Rick - Assimar Paladin (Oath of Vengeance), Tabaxi Rogue (Assassin)

The Session
: When we left off last week, they were finally ready to face the dragon. Today they bought a few things in town to get ready, then climbed up the mountain on horseback. They fought a few ice mephits while on the chasm-lined path (this encounter isn't in the book but it felt interesting), and then they made their way into the guardhouse.

They knew they weren't alone when they saw that there were already other horses in the stables. They listened at one door and heard four bandits talking about how they knew a party had arrived. They bandits agreed that they would con the PCs into helping them defeat the dragon, and then they would betray the PCs while they were still recovering from the battle.

So the PCs decided to pull the same con - they befriended the bandits, with the understanding that they would kill them after the dragon fight. The group continued to explore the guardhouse, then they crossed a bridge over a chasm, and searched the keep. They fought a few more ice mephits (they were stirges in the module, but I wanted something a little tougher), then finally made their way up to the roof where the dragon slept.

The module called for a young white dragon, but I've had my adult white dragon mini for 15 years and I've never used it. So that's what we used. I still used the young dragon stats, though... mostly.

They spent several minutes deciding on how they would approach the fight. Finally they decided to sneak into positions around the edges of the roof. The paladin's opening move took off a huge chunk of the dragon's health. Then the dragon turned around and used his frost breath on the paladin, taking him down to 0 hit points. 

Some of the others tried to help the paladin, but the icy roof meant people kept falling down when running to his aid. He failed three consecutive death saves over the next few rounds.

The dragon took to the skies for a round, then landed and knocked a bandit off the roof with a swipe of its tail. Everyone converged on the great beast and finished it off with no further lives lost. Then the PC and the bandits turned on each other. This proved to be harder than the dragon fight, but the PCs prevailed in the end. They gathered up the treasure and returned to town.


Then everyone leveled up, except the paladin, who remains dead. He replaced his character with a Tabaxi rogue. Next we discussed what to do next. It looks like we'll be trying out the Strixhaven module, though we're going to take a quick detour to White Plume Mountain (the version from Tales of the Yawning Portal) first.

The rogue solved the sphinx's riddle, and they started with the western path. They dealt with hallway that heats metal, fought some ghouls, and spent a while getting through the frictionless room. Finally they reached the "inverted ziggurat" room and spent the next hour or two fighting the multi-tiered menagerie. They managed to open the safe at the bottom without setting off the vibration trap, and convinced the oni to give them their prize: the legendary sword Blackrazor.

Afterthoughts: White Plume Mountain is a fun, wacky module, with a variety of encounters that don't really make sense when put together. I read the novel 11 years ago (yeesh time flies), and I've been wanting to run it ever since. Next session we will finish White Plume Mountain, and then possibly start the Strixhaven campaign if there's time. We also plan to update all the characters to the 2024 rules before next session. 

Unfortunately this group's days are numbered, as I will be moving out of state in a few months, but we're going to enjoy it while it lasts.

Sunday, September 15, 2024

Bensenstials Session 3

 Game Date: 9/14/2024

LocationHome Game
CampaignBensentials, Session 3

SystemD&D 5e
DM: Matt

The Party:
Baileigh - Tiefling Druid (Circle of the Moon - 2024 rules)
Ben - Changeling Sorcerer (Draconic)
Bryan - Shifter Monk (Way of Shadow), Human Fighter (Champion)
Rick - Assimar Paladin (Oath of Vengeance)
TJ - Elf Ranger (Hunter - 2024 rules)

The Session: We left off halfway through the Woodland Manse quest. This time we added two new players. Note that the two new players are using 2024 character creation rules, while the three original players are still using the 2014 rules. Note that the new players had never played D&D before.

Woodland Manse: Last session had the players finding a secret room in the top floor of the mansion. Then they heard some orcs entering the room they'd come from. The two new players, a druid and a ranger, had been watching the mansion from the woods, and saw the party go in. This led to a very large battle between a bunch of orcs and the players.

Axeholm: This is the biggest dungeon they've conquered so far. It took a couple of hours, but the PCs eventually cleared out every room. The druid spent most of her time transformed into a rat, scouting ahead of the party in the inconspicuous form.

Shipwreck: This encounter killed the party's monk last session. Today it was much easier. The new druid turned into a shark and retrieved most of the treasure with no combat required.

Shrine of Savras: The party explored the ruins of an old church, where they fought some orcs. Then the Paladin received a vision showing him the location of the Dragon's nest. We had to end the session at this point.

Notes: All that's left is to fight the dragon.They know where it is, but reaching it won't be easy. Since this is likely to be a short session, I will try to find something to prepare to keep it going.

Afterthoughts: Using old and new characters together seems to work just fine. The druid seemed to be the most valuable charcter of the session. Her versatility made her useful in every situation.

Thursday, August 22, 2024

First Impressions - PHB 2024

So I’ve had a chance to browse the new version of D&D 5e, and I have to say I’m quite pleased. It’s not as big an overhaul as I’d feared, and most of the changes make sense. Disclaimer: I haven't actually played under the new rules yet, nor have I really read the book in-depth. Plus, I've been told I have a tendency to misunderstand things that are obvious to everyone else.

The biggest thing, to me, is how the book is organized. It looks like it will be easier than ever to find the exact rule you’re looking for when you need to know it. The first 30 or so pages offer a very organic explanation of the game’s rules, with plenty of gameplay examples for the inexperienced. It uses clear, simplified language to keep from scaring off the newcomers.

Next we have the Classes. Each class has four subclasses now. A lot of these are ones that initially appeared in other splatbooks, and they picked some good ones to port over to the PHB.

I’m a huge fan of Bards, and this PHB doesn’t disappoint. It includes my favorite Bard subclass, the “College of Glamour,” which previously appeared in Xanathar’s. It also includes the “College of Dance,” a subclass that makes Bards play a little bit like Monks. I definitely want to try that one sometime.

Speaking of Monks, I was pleased to see the “Warrior of Mercy” subclass, which previously appeared in Tasha’s Cauldron. I like this subclass because it allows you to heal your allies by punching them in the face. Okay, maybe not exactly, but you can provide healing touches as part of your Flurry of Blows, which is pretty funny.

I’m always a fan of giving healing options to non-healing classes that way. I was disappointed that they didn’t include the “Divine Soul” Sorcerer (Xanathar's), which gives Sorcerers access to Cleric spells. That’s one I’ve always wanted to try. I mean, I suppose I still can – old splatbooks are still mostly compatible - but it would have been handy to have all my favorites in one book.

Next we have Backgrounds. These are more important than ever, since these are where you get your stat bonuses. Each background lists three stats, and you have the option of picking two (+2 to one, +1 to the other), or +1 to all three. Each background also gives you a feat, skill and tool proficiencies, and equipment (or just gold if you like to buy it yourself). Despite the extra importance of these backgrounds, they actually take up less space than they did in the original PHB, with two on each page. They no longer give you roleplay bonuses like “you can always find a place to stay in an unfamiliar town,” but honestly I never saw anyone use those anyway.

Then we have Species. These also take up less space than before. The biggest change here is that there are no longer any half species. Instead, we get Aasimar, Goliath, and full-blood Orc in the PHB. If you still want to play a Half-Elf or Half-Orc, you would probably just build an Elf or an Orc and use a background appropriate to your upbringing.

Some will freak out at the fact that Races are now called Species, but then, some people freak out when they see a female Jedi, so apparently some people just need to get out more.

Then we have Feats. These are also more organized than before. The feats section is divided into Origin Feats (which you get from your background), General Feats (the ones you’re used to), Fighting Style Feats (like Duelist or Two-Weapon fighter, which used to be in the Class sections for those classes), and Epic Boon Feats (the level 20+ feats which used to be in the DM guide). This makes it much easier to find the feat you’re looking for, IMO.

Next is Equipment. Not much has changed here except for the Weapon Mastery options. If you’re playing a class that has the Weapon Mastery feature, then a lot of weapons do extra things they didn’t do before, such as cleave. In a way it makes fighters feel more like they did in 4e, which might not be a plus for everyone, but I’ll wait until I see how it plays before I pass judgement. It's a great way to give martial classes a few more options, but I'm a little worried it might undermine the simplicity I've always loved about 5e.

Next up is Spells, which as usual takes up nearly half the book. I have not gone through and read all the spells yet. I panicked a little at first when I saw that Bards have to prepare spells now. There’s reasons I prefer Bards and Sorcerers over Wizards, and one of those reasons is that their spell system is slightly less complicated. However, nothing has actually changed here except the terminology. All spellcasters “prepare spells” now. It just that Wizards prepare them every long rest, and Bards/Sorcerers prepare them whenever they gain a level. The system is the same, but the language is applied more universally.

Then there’s a small section on the Multiverse that honestly I think should have been in the DM’s guide.

Next there’s a section of Creature Stats – similar to the original PHB, it’s mostly creatures a PC might summon, ride, or transform into. It’s always nice that they do this, as it keeps non-DMs from having to buy a monster manual.

And finally we have the Rules Glossary, a place where you can quickly look up any rule or term in the game. Honestly the way this section is organized is fantastic, even if parts of it are redundant with the “how to play” section earlier in the book.

As far as Player’s Handbooks go, this version is top-notch. It excels as a guide to teach new players how to play, and it excels at helping experienced players find specific rules more easily.

Saturday, August 17, 2024

Bensentials Session 2

 Game Date: 8/17/2024

LocationHome Game
Campaign: Bensentials, Session 2

SystemD&D 5e
DM: Matt

The Party:
Ben - Changeling Sorcerer (Draconic)
Bryan - Shifter Monk (Way of Shadow), Human Fighter (Champion)
Rick - Assimar Paladin (Oath of Vengeance)

The Session: This was a continuation of a practice campaign we started in March.

Butterskull Ranch: The party went to the basement at first and rescued Big Al. He came with them and helped clear out the orcs.

Logger's Quest: The party only had to fight one ankheg. Then they found and destroyed the totem that causes the rest of the ankhegs to leave the camp.

Dragon Barrow: The party did not find all the treasure. Once they aquired the Dragon Slayer Sword and fought the invisible stalker, they left the rest of the tomb undisturbed. 

Tower of Storms: The party fought the boss and returned the conch shell to the banshee. Then they explored the shipwrecks. They only had one potion of water breathing, so they sent Bryan's monk. Unfortunately he was killed by the sharks before he could find any treasure, and he had to roll up a new character.

Woodland Manse: The party made their way through most of the mansion, found the secret room and aquired the removeable rod. They made a lot of noise and the orcs came to investigate, but they closed the secret door. We had to call the session short, so next month they will have just have the one final encounter to finish this quest.
 
Notes: The party is currently at level 4, but will level up to 5 after they finish the Woodland Manse quest.

Sunday, March 24, 2024

Bensentials Session 1

Game Date: 3/23/2024

LocationHome Game
Campaign: Bensentials, Session 1

SystemD&D 5e
DM: Matt

The Party:
Ben - Changeling Sorcerer (Draconic)
Bryan - Shifter Monk (Way of Shadow) 
Rick - Assimar Paladin (Oath of Vengeance)

The Session: A friend's daughter's boyfriend (...'s brother's nephew's cousin's former roommate) wanted to learn how to play D&D, so I ran the Essentials Kit again. We played for about four hours and got through the first three mini-quests. We spent about as much time building and leveling up characters as we did playing the actual game, but that's only because none of the players had played 5e before.

Dwarven Excavation Quest: The very first hit in combat brought the Monk down to zero hit points. I do think that the oozes in this quest are a little overpowered for level 1 characters, but at least we had three people in the party this time. The other two players were able to kill the monster and heal their fallen friend.

Ghomengarde Quest: Because it worked pretty well in the last Essentials campaign, I had them rescue a wolf whose pack had been killed by the white dragon. They healed the wolf's injuries and it joined the party as a DM-controlled NPC. This job had more exploration than actual fighting, and the battle against the mimic wasn't too difficult for them. 

Umbrage Hilll Quest: With three attacks per round, the manticore is pretty tough. The Monk and the Paladin both went down, but the monster only had a couple of hit points left at that point, so it turned out okay. The woman they rescued was a professional potion brewer, and she brought everyone back up to full health afterward.

Afterthoughts: I think it went well. The players seemed to have a good time. I don't know if we'll meet back for another session, but if we do, we're off to a good start.

Note: Everyone is now level three. They started the Butterskull Ranch quest but had to end the session shortly afterward, so if we do play again we'll start there.

Sunday, October 22, 2023

Praktas Essentials - Mountain's Toe and Axeholm

 Game Date: 10/22/2023

LocationRoll20
Campaign: Praktas Essentials, Session 3

SystemD&D 5e
DM: Matt

The Party:
Quosh (Alan): Half-Orc Barbarian
Rayna (Mandi): Half-Elf Bard
Nymeria (NPC): Wolf

The Session:
Today they managed to get through 2 quests.

Mountain's Toe Quest
They had to escort a man named Don-Jon Raskin to some mines, which ended up being overrun with wererats. Rayna attempted to talk to the wererat leader, but a fight was inevitable. The PCs slaughtered most of the wererats, including the leader, and made a deal with the final survivor. After this quest, the characters leveled up to level 4.

Axeholm
They were tasked with clearing out all the dangers from an old Dwarven fortress.

First they encountered two ghouls, which was pretty easy for them. Then they went upstairs and fought some spiders, which gave them more trouble, but they survived. After that they took a long rest, then spent more time exploring the two levels. A banshee scared them off at one point, and they involuntarily fled back to the lower level. The fought a few more ghouls and a stirge, then prepared to face the banshee again.

This time it was a little tougher because they ended up fighting the banshee and four ghouls at the same time. Quosh and Nymeria faced the ghouls while Rayna fought the banshee. First Nymeria went down, then Rayna, right as Quosh finished off the last ghoul.

It finally came down to Quosh - who was down to 3 hit points, versus the banshee, who was down to 4. The next hit from either side would determine the outcome. But Quosh prevailed, and saved the day. They still had to fight a pair of stirges before the quest was completely done, but after facing a banshee, that was nothing.

They returned to town and rested up.

Sunday, October 15, 2023

Praktas Essentials - Butterskull Ranch

Game Date: 10/15/2023

LocationRoll20
Campaign: Praktas Essentials, Session 2

SystemD&D 5e
DM: Matt

The Party:
Quosh (Alan): Half-Orc Barbarian
Rayna (Mandi): Half-Elf Bard

The Session:
Continuing this catch-as-catch-can practice campaign. Today was a short session, with the PCs only fulfilling one quest from the mission board.

On the ride out to Butterskull Ranch, the PCs saw the white dragon for the first time, as it flew overhead. Then they heard a pained howling from the woods to the north. They went to check it out, and found a pack of wolves in a clearing. All but one of the wolves were dead, and the survivor was injured. It looked like they'd been attacked by the dragon.

Rayna healed the surviving wolf, while Quosh used his Animal Handling skills to gain its trust. The wolf then joined the party, following them the rest of the way to the ranch.

When they reached the ranch, they found signs of battle. The farmhouse held six orcs, all in different rooms about the house, three on each floor. The PCs peeked in one window, and accidentally caught the eye of one orc. He went outside to fight them, and the PCs managed to kill him without attracting the attention of the other orcs.

They peeked in another window, and decided to get the next orc's attention to hopefully take them out one by one. Rayna used her Wand of Pyrotechnics to get its attention. Unfortunately she forgot to read all the instructions first - in addition to a light show, it also makes a noise that can be heard up to 300 feet away. All five of the remaining orcs were alerted, and started running around the house looking for the noise.

They fought one of the orcs through the window, while the rest moved down the stairs and made their way to the front lawn. Still, they managed to control the fight to where they only had to face one or two orcs at a time. They also had a lot of luck with the dice, so Quosh was the only one to take a lot of damage.

Once all the orcs were finished, they found the ranch's owner tied up in the basement. He gave them an additional mission of finding his lost cow. Then they returned to town for a well-deserved rest.

Tuesday, September 12, 2023

Praktas Essentials

Game Date: 9/10/2023

LocationRoll20
Campaign: Praktas Essentials, Session 1

SystemD&D 5e
DM: Matt

The Party:
Quosh (Alan): Half-Orc Barbarian
Rayna (Mandi): Half-Elf Bard

The Session:

A couple of good friends have been wanting to give 5e a try lately, so I’m running them through 2019’s Essentials box set.

We spent the first hour getting all the equipment to work and building the characters. Later I realized I was doing character creation the hard way, filling out PDFs when I should have just used Roll20’s character creator. Next session should go a little smoother.

The session started in the town of Phandalin. The rumors in town centered around a white dragon that has been terrorizing Phandalin and the surrounding areas. The dragon has really upset the local ecology. For example, the dragon drove the orcs out of one area while making its lair, so the orcs invaded another monster community, and those misplaced creatures invaded another area, and so on.

The dragon obviously has to be stopped, but that’s not going to happen for a few sessions. In the meantime, the PCs have their hands full with smaller quests related to the dragon activity. They checked the job board and took the following jobs:

Umbrage Hill
The characters went to Umbrage Hill to do a wellness check on a woman who brews healing potions. When they arrived, they found a manticore attacking the brewer’s windmill. A manticore is a bit of a tough opponent for two level one characters, so when the battle started going downhill, I adjusted the monster’s stats a bit. I reduced its hit points by about a third, reasoning that the brewer had already damaged it a little bit. Also I reduced the number of attacks it could make in a round – Maybe the manticore was tired.

Gnomegarde
The PCs were sent to visit a local gnome community, to see if the gnomes had any magic items they could spare to defend Phandalin from the dragon. When they arrived, the found that the gnomes were in a state of chaos. One of their kings had gone mad, and a mimic was terrorizing their tunnels. The PCs found the mimic disguised as a wine cask, killed it, and calmed down the king. The gnomes awarded them with three magic items, two of which they got to keep.

Dwarven Excavation
They did not complete this one. They were sent to warn some dwarven miners about the dragon, but when they arrived, the dwarves asked them to kill some ochre jellies that infested the mines. The first jelly they fought split apart and took out both PCs, though they did get it down to 4 hit points. While they were unconscious, two dwarves came to their rescue, finishing off the jelly and reviving the characters. The dwarves then sent them back to Phandalin, where they collected their reward for warning the dwarves.

Saturday, May 13, 2023

Blood Samples

 I've just published my fourth "book," though this one is just a collection of six short stories. It's called Blood Samples, and it's a prequel to my other books. It's also free on most e-retailers (99 cents on Amazon). You can get it here: Amazon  Other Stores

If you like it, please check out my other books here:

Xine Fury's Books

And if you haven't already, make sure you check out my writing blog:

Bloodhunters Blog

Tuesday, May 2, 2023

Playtests and Other Updates

Since I haven’t been gaming lately, I haven’t been posting much on this blog. But I have been keeping up with the hobby, even if I haven’t been playing.

Dungeons & Dragons: Honor Among Thieves is a really fun movie, for both D&D fans and non-fans alike. I’m sad that it isn’t making as much money as it should. If you haven’t seen it yet, please go. If your theater no longer has it, buy the blu-ray when it comes out. They need to know that there’s a market for this, so they’ll make more good D&D movies. You can read my full review on my other blog here.

I have been following the playtest, though I haven’t had a chance to try it out. As expected, there’s a lot in there that I like, a lot that I don’t, and some improvements that seem more complicated than they needed to be. Overall I think it’s an improvement, but I’ll reserve judgment until I get a chance to play the final product.

As usual, these playtests bring out the worst in the RPG community. With every update, the most vocal idiots whine that “D&D is now RUINED!” Guys, this is how playtests work. They brainstorm, you test, you report, they fix. This is not a final product, this is just how they find out what works and what doesn’t. If you don’t like one of their ideas, test it first (some ideas sound bad on paper but work well in game), then fill out their surveys. But stop spamming Twitter and Reddit with how much you hate every proposed change.

I love the idea of tying ability scores to something besides race. Yeah, I know we’re going to see a lot of campaigns where the party’s halfling is stronger than the party’s half-orc, and I don’t care. The strongest guy I know IRL is about a foot shorter than me. I have no problem believing that a halfling who grew up bodybuilding could outwrestle a half-orc who grew up studying literature.

Plus, I’m so sick of seeing the same race/class combinations all the time. Tiefling Warlocks. Halfling Rogues. Half-Elf Bards. Whether you’re a min-maxer or not, it’s always felt like you’re better off picking the race that has the bonus to your prime stat. Changing how you get your ability bonus opens up a world of creativity.

What’s that? You prefer your fictional world stick to the tried-and-true tropes, where half-orcs are stupid and elves are scholars? Great! Build your world that way. But recognize that the PCs aren’t meant to be average examples of your world’s population; the PCs are the standouts. The party’s half-orc wizard probably became an adventurer because his own people didn’t accept him. This doesn’t hinder your world, it helps it.

Okay, but should races even be called "races," or should they be called species, heritages, ancestries, bloodlines, etc? First off, I fully support the change. It’s more future-proof. I’ve heard all kinds of arguments about whether race is more or less accurate than species, but being a fantasy universe, our English definitions don’t really apply. But the bottom line is, some people are bothered by calling it “race,” because it has negative connotations. It’s a tiny change that doesn’t affect gameplay, and makes some people feel better. Call it “bowing to the woke mob,” if you want, but you sound like a jerk.

That said, I’m honestly not sure it matters. Whatever they stick with, it’s only going to be called that in the Player’s Handbook. Most existing players are going to keep calling them races. It’s too deeply ingrained in our language. I called it races for most of this blog, and I’ve preferred species for years. It’ll take several generations of players before the new terminology takes over. But they have to start sometime, now’s as good a time as any.

The latest playtest had an interesting Wizard feature that’s causing some buzz, basically a new way to customize spells. Personally, I thought it was simultaneously too complicated, and potentially overpowered. I do like the idea of customizing spells, though, I just don’t like how they did it. But I also don’t play a lot of wizards, so I’m not the best one to ask. But I bet this version doesn’t survive the playtest.

I’ll say it again, for the Bard, I wish they’d implement an actual “bard song” feature. I’m tired of bards basically just being inferior sorcerers. Inspiration is not enough. I either want a buffing song that gets more powerful as I level, or a set of songs I can choose from (not bard-themed spells). Something I can start performing as the battle starts, that buffs all allies within 30+ feet of me, that I can maintain as a bonus action each round. For bard songs done reasonably well, check out the battle hymns in “Level Up: Advanced 5th Edition” (A5E). Their version is a little more complicated than I’d like (as is everything in the A5E book), but they’ve got the right idea.

I’ve been meaning to write a blog about the A5E system, but the truth is, I’ve tried twice to read the full rulebook and I always get overwhelmed. A5E is full of excellent ideas, it really is. Every page has something that makes me think, “I want to add that as a house rule in my own campaigns.” But as a whole, it’s just too much. I love 5e because of its simplicity, but A5E takes 5e and turns it back into Pathfinder. That’s great for some people, but it’s not why I play RPGs.

Anyway, that’s all I’ve got for now. I recently self-published my third book, which you can buy here if you're interested. I’m taking a break from writing for a couple of weeks so I can get a few things done around the house, and reorient my brain for my next big project.