Thursday, December 24, 2020
Sunday, December 13, 2020
3D Printing: Baba Lysaga
Friday, December 11, 2020
3D Printing: Toons and Squid
There's a running joke with my DM, that he throws a lot of squid at us, or at least uses them in weird locations. It's probably not even true, but it became a thing, and so I figured he needed an actual squid miniature.
Here's a Gazebo Mimic, based on the infamous Dread Gazebo anecdote.
Here's some boats:
And here is my first attempt at recreating the characters from the 80s D&D cartoon. Most of them aren't great, because I can't find actual STL files for them, so I had to collect and improvise. I'm going to gradually replace these if/when I find better models to work from.
Some notes on the individual characters:
Dungeon Master: This was the easiest, because someone actually did make an STL file for him. I really should fill in his facial features, but I suck at tiny details. I even tried a flesh wash, but I had to paint back over it because it accentuated the horizontal print lines.
Hank/Ranger: The hardest part of this one was picking from the many STL files available. He has such a basic look, I found a lot of Ranger minis that would work. I didn't realize this until after I painted it, but what I painted as his hair is supposed to be a hood. But I like how it turned out.
Bobby/Barbarian: It was also pretty easy to find a barbarian STL to work from. A child barbarian, though? Impossible. Still, this one will stand in pretty well. I didn't print the unicorn, though. I think I bought it at a zoo, and just glued it on a base.
Diana/Acrobat: This is my favorite. I think the STL I found was called "savage warrior". She was originally holding a spear, but I cut off the tip.
Sheila/Thief: This is a very undetailed mini, but it works for my purposes. I love the minis that print easily without supports, and the conical shape of this mini made it an easy print.
Presto/Magician: My least favorite, and the first one I'm going to replace when I find a better STL. I really needed a mini with his iconic hat, but every wizard I found with a pointy hat also had a long beard. It's like nobody's ever considered the idea of a young wizard wearing a pointy hat. This will do for now, as silly as it looks for someone to wear a hat over a hood.
Eric/Cavalier: You know what else is impossible to find? A paladin STL that is holding a shield, but not a weapon.
Overall, I think these minis result in the "Cheerleader Effect". If you look at each mini by itself, you wouldn't connect it to the cartoon. But standing as a group, it trips that memory by virtue of the color scheme alone. I can't say I'm proud of the set, but they'll serve their purpose if I ever run an 80s cartoon themed adventure.
More to come, as I print more things!
Friday, December 4, 2020
3D Printer Update - Dinosaurs!
Dice tray, now painted and felt-lined. |
Dice tower. I kept the interior green, because it would have been hard to paint it all. But I like how it gives it a mystical feel. |
Campsite. |
Barbarian. Now de-stringed and supports removed. Still needs some paint touch-ups. |
I did print this one. You can tell because it sucks. |
Saturday, November 28, 2020
Daggerford: Taking Things For Granite
Location: Roll20
Campaign: Daggerford, Session 8
System: D&D 5e
DM: Rusty
The Party:
Azul (Cliff) Dragonborn Fighter
Esmerelda (Christy) Halfling Rogue
Khemed (Mike) Half-Elf Wizard
Neven (Steve) Elf Monk
Sylvester (Steven) Drow Warlock
Vanya (Matt) Half-Elf Bard
The Session:
When we left off last session, we were searching for an elemental key. We had followed some footprints into a mausoleum, where two of our party members contracted a disease. Today, we started by searching more mausoleums.
In Mausoleum #3, Sylvester set off a gas trap. Ezmerelda deactivated the trap. In #2, we found footprints in the dust, leading to a hidden trap door. A passage led down to a small room, lit by a lantern. Neven led the way, and was jumped from each side by a couple of grave robbers.
The party parleyed with the ruffians. Just as things were starting to calm down, an imp appeared and tried to attack us. There was a short fight. Azul finished off the imp, and the two men surrendered. They told us that they were working for Darwa Dalion (a wanted criminal), and were the rear guard for her band.
We tried to hire them to come with us, but they turned us down. We asked them what else they could tell us, and they pointed out a secret door in the South wall. They also told us about the makeup of Darwa's party. After they left, we looted their adventuring gear.
We opened the secret door, revealing a long hallway. It ended after fifty feet, with no visible doors. We found scratches on the wall at the South end, but couldn't find any sort of secret door to open.
Azul and Neven pushed the block Southward, past the side hall, then we all proceeded West. We suspect that the Ogre statue will eventually push the block back to its original position, sealing us in. Hopefully there will be another exit from this dungeon.
The hall ended in a multi-chambered area, containing five crypts. The walls were adorned with murals themed around the elements. There was a room to the far West containing a red mist. We started to investigate the Southeast crypt, which looked like it had already been looted. As we investigated the crypt, three wraiths appeared and attacked.
Ezmerelda dealt the final blow. We were still pretty bruised up at the end of the encounter, but we survived. We ended the session there.
335xp each, bringing us up to level 4.
Friday, November 27, 2020
Tasha's Cauldron of Everything
So when I heard about Tasha's Cauldron of Everything, I was ecstatic. Even if it was just another collection of Unearthed Arcana, that was enough for me. Unfortunately, now that I've read it, I'm not as impressed as I was with Xanathar's.
Like XGtE, Tasha also includes a plethora of new subclasses. Unfortunately, none of them stood out to me as something I would like to try. Your mileage may vary on that one. Tasha also contains a bunch of new magic items, but again, I wasn't impressed by many of them. Then it has a few more DM tools, including Sidekicks and puzzle ideas. And that's pretty much it. It just feels like it's missing a chapter.
Tasha's starts out strong. After an introductory chapter, it leads with the much anticipated customizable origins. Unfortunately these new, optional rules can be summed up in a paragraph, and aren't really worth buying a book for. While the third party "Ancestry & Culture" supplement does an intensive job separating genetic traits from cultural traits, Tasha's pretty much just says, "Wherever the PHB says you get a bonus to a stat, you can pick a different stat instead." (Ditto for languages, skills, etc.)
Some players have complained that this will lead to min-maxing, and to a minor extent they could be right. But the designers have admitted that the stat bonuses for each race have nothing to do with game balance, and everything to do with tradition and flavor. So you're not going to break the game with your new +CHA Half-Orc Warlock.
Next up, Tasha reprints the Artificer class, which is nice for those who weren't interested in that Eberron book. But it still means that about 15 pages are taken up by content that was already published somewhere else.
Then we have the subclasses. It has about as many subclasses as Xanathar's, averaging about three for each class. But like I said, none of them really did it for me. It's like they were running out of ideas and really forcing it this time. Then there were a few new feats, again with no real standouts.
Then there's a chapter on group patrons. Who is funding your group, and sending them on missions? I found this chapter useless. I'm pretty good at worldbuilding, and I haven't had any trouble designing my guilds. But I guess this could be helpful to someone else who having trouble finding inspiration.
The new spells were okay, again nothing stood out to me. Same with the magic items, for the most part. The magic tattoos were kind of interesting. I don't really like that they require attunement, though. To me, the point of tattoos is permanence, so having a tattoo that disappears when you unattune to them seems silly. If the designers thought the tattoos were too powerful, I'd rather they had nerfed them than to make them require attunement.
An awful lot of the magic items were new kinds of spellbooks, maybe because Tasha's a caster. I think it contains a new spellbook for every school of magic. I don't usually play wizards, so these didn't do much for me. They did throw a bone to the other spellcasting classes, too, with some new magic items that can be used as a spellcasting focus.
It contains a section on Session Zero, with a special focus on finding out each player's triggers so you can avoid scenes that cause discomfort. This is important, and I wish more DMs took this seriously, but I also think it's common sense.
The book also reprints the rules for sidekicks, previously seen in the Essentials Starter Kit. I really like the sidekick rules, so it's nice to see them in a more mainstream book - not everyone's going to pick up another starter kit. But again, it's repeat information. Btw, the Essentials Kit is way more useful than this book, even if you already have a starter kit, so please don't buy Tasha's just for the sidekicks. As I type this, the Essentials Kit is $7.79 on Amazon - a real bargain for such a handy campaign starter.
It has a short section on parleying with monsters, which mostly involves bringing the monster an appropriate gift. Then it spends several pages on environmental hazards, which were somewhat interesting. It finishes off with a section on puzzles. The puzzles were fun to read, though it seemed like several of them had similar solutions - variations of "collect a bunch of words, take the xth letter from each word, and unscramble the results for the solution keyword."
Like Xanathar's, Mordenkainen's, and Volo's books, Tasha's Cauldron of Everything includes little notes here and there commenting on that page's content. Unfortunately, Xanathar is the only one who made these notes entertaining, and Tasha's in particular felt devoid of personality.
I know all this sounds negative, but I don't think Tasha's is a complete waste of space. If you don't already have the Essentials Kit or Eberron: Rising from the Last War, then this is a good way to pick up the Sidekick rules and the Artificer class. If your DM refuses to use rules that don't appear in a book, it's good to have the rules for customizable stats in print.
But overall, I just didn't find Tasha's to be nearly as useful as Xanathar's. Bottom Line: Tasha's stew contains too much broth, not enough meat.
Thursday, November 26, 2020
Towns & Taverns by Loke Battlemaps
Earlier this year I backed the project "Town & Taverns: 2 Modular Books of Battle Maps for Roleplay". The books arrived this week, a month early. Nice!
I've got to say, these books are beautiful. Each volume contains 40 pages of maps, with spiral binding so they can be opened flat on a table. The two volumes are designed to work together. Open each of the 60"x60" volumes and place them next to each other, and you have a gorgeous 120"x120" map covering the table.
When stored together in their sleeve, the two books make a compact way to store a large number of maps. They cover a good variety of town-themed locales: downtown, docks, interiors, courtyards, castle walls, and even some blank grids you can use for whatever you need. You can draw your own details with dry erase markers, and your marks wipe away clean.
This is now my favorite way to store battle mats. I'm still going to keep a couple of my Paizo flip-mats, but I might try to sell my D&D Dungeon Tiles and paper maps. I'm honestly running out of room for D&D paraphernalia, and I don't think I'll ever go back to using paper maps or cardstock tiles.
I bought the Towns & Taverns version, but they also sell dungeon and sci-fi versions on their website: Loke Battlemats. I hear they have a wilderness set in the works as well, so watch their Kickstarter page. The books come in a few different sizes to fit your table's needs.
So if you're looking for a compact way to keep battle maps, you can't go wrong with Loke Battle Mats. Highly recommended.
Tuesday, November 24, 2020
Icewind Dale: Rime of the Frostmaiden
I've read through most of them. A couple of them lost my interest about halfway through, but I think I can still use some elements of the book. My favorites are the non-linear ones. Curse of Strahd and Tomb of Annihilation are especially good about giving players the freedom to explore, and different playthroughs will undoubtedly feel like entirely different stories.
Rime of the Frostmaiden is also very good about this. You can start the adventure in any one of ten different towns (collectively known as "Ten Towns"), and each town has its own minor quests. Some of these quests encourage you to explore the other towns and the outlying areas.
As you gain levels, you start exploring the farther reaches of Icewind Dale, heading into the more dangerous tundras and facing deadlier enemies. You'll pick up harder side quests, but you still have the freedom to accept or ignore certain plot hooks. However, you will start to notice some common threads to some of these quests, hints at greater evils at work.
Of course, everything gradually leads up to the main quest, which involves defeating the goddess Auril. She has been keeping the sun from rising in Icewind Dale, making the harsh land even harder to survive in. I noticed that it shared a plot point that is similar to Curse of Strahd - once you find yourself in Icewind Dale, it's difficult to leave until the final boss is defeated. I suppose this keeps you from fleeing, leveling up a few times somewhere safer, and coming back with fresh supplies and magic items.
Also like Curse of Strahd, Rime of the Frostmaiden has been described as a horror-themed adventure. While it certainly does have some horror elements, I fail to see the overall theme. Curse of Strahd is full of horror icons like vampires, zombies, and werewolves. Icewind Dale has a harsh environment, and a few shout-outs to movies like Alien and The Thing, but for the most part it seemed about as horror-themed as any other D&D module. Tomb of Annihilation is much scarier, IMO.
Still, it's a decent adventure. I think the most notable selling point is the freedom. It's practically an open world MMO given how much leeway characters have to forge their own path, especially in the early levels. It's not my favorite 5e module, but it's probably in the top five.
Saturday, November 14, 2020
Daggerford: Blue Fungus Among Us
Game Date: 11/14/2020
Campaign: Daggerford, Session 7
System: D&D 5e
DM: Rusty
The Party:
The Session:
At the bottom of the stairs was an underground room filled with urns and a blueish-white fungus. The air poisoned Neven and Khemed, giving them blue lung disease. Until cured, every time they take a short rest, they will lose 1d6 hit points, until they reach 1 hit point.
Saturday, October 31, 2020
Daggerford: Intrigue & Investigations
Game Date: 10/31/2020
Location: Roll20Campaign: Daggerford, Session 6
System: D&D 5e
DM: Rusty
The Party:
The Session:
Saturday, October 17, 2020
Fun With A 3D Printer
For my birthday I received a "Creality Ender 3 Pro" 3D printer, which I've mostly been using to make D&D paraphernalia. It's got a sharp learning curve, and I'm not very good with it yet, but I've managed to make a few useful items.
First thoughts: I can't wait until 3D printers are so commonplace that they just work out of the box, like an ink printer. I had to build this thing from the ground up, and the included instructions are no help. You pretty much have to watch a YouTube video to get it put together. It took me about an hour to assemble it.
Keeping it working is also a bit difficult, as you're constantly having to relevel the bed and other minor maintenance. It's kind of a good thing that you have to assemble it yourself, because it gives you insight on to how it all works, which may help you fix it in the future.
D&D miniatures are particularly hard to print. This type of printer simply isn't designed for such tiny details on one-inch-tall miniatures. My luck has been mixed, but I've made a few decent minis. The hardest part is placing supports.
Mini with Supports |
Unless a mini's hands are on its hips, then chances are it will need supports to print correctly. Otherwise, when the printer gets to the layer where the hands start, the hands would be floating in mid-air and won't print properly. Supports are basically scaffolding that lead up to suspended areas, which you cut off of the mini when it's done printing. The slicer software you use to prepare the 3D model can add supports automatically, but it sucks at it. It's better to add them manually, which takes some practice to get just right.
And then if your settings aren't right, or the filament is too old, or the stars are aligned improperly, your print will fail. If you're lucky it will fail early, because the nozzle was clogged or bed wasn't leveled. But you could also be 20 hours into a 22 hour print when it suddenly conks out.
Printer Fail, or Time Warp? |
And that's another thing - 3D printers are sloooooow. Most of my miniatures have taken about an hour to print. My condition rings take about twenty minutes. But anything of substance takes hours. The biggest print I've done so far took seventeen hours, for a dice tray that was only 6.5" x 7" x 1.5".
The pics below show some of the better results. I still have work to do on most of these prints. I still need to shave off some of the excess filament and paint them.
Condition Rings for D&D Battles |
Lots of Condition Rings |
Dice Tower, Overhead View |
Dice Tower |
My 17-Hour Dice Tray |
Xenomorph Miniature |
Partially Painted Sleeping Bags and Campfires |
Many Minis Preparing for Painting |
A Somewhat Stringy Samus |
Green Knight in Search of Sir Gawain |
Gandalf the Green |
Partially Painted Pussycat |
If the Joker Used a Hit Point Tracker |
Bard Spell Tracker |
Hogwarts |
Hogwarts |
Hogwarts |
Dice tower in action: