Tag: D&D (page 6 of 7)

MEPAcon Fall 2010 After-Action Report

Courtesy MEPAcon

In Pennsylvania’s northern reaches, amongst mountains wreathed in fog and criss-crossing freeways, the Ramada at Clark’s Summit feels like a secluded retreat from big-city civilization. It’s a nice hotel in an interesting position, and twice a year it plays host to the Mid-Eastern Pennsylvania gaming convention, a.k.a. MEPAcon. This was my first experience at this event, and it definitely will not be the last.

I arrived to run a demo of Maschine Zeit, a session of the StarCraft board game and to break in the diplomatically-oriented rules of Conquest of the Empire. None of those things happened. Going through the experience of sitting at empty tables inspired me to remember proper ways to survive a convention. In spite of this disappointment, however, a great time was had.

The raffle, auction and other goings-on Saturday night informed me very much of the sort of people who attend the convention. It’s hard not to feel at home amongst other gamers who hiss at new editions of Dungeons & Dragons, laugh at jokes about random number generation and cheer for plush Cthulhu dolls. I took a trip into the forgotten mists of the very early 1990s with a session of the video-driven board game Nightmare and tried out a trick-based card game called Spooks. I found myself wishing two things: that I had arrived sooner, and that I had brought my wife.

Sunday brought the aforementioned empty board game tables but also a rousing game of the co-operative struggle against the Great Old Ones, Arkham Horror. I also took a break to try a new card game The Werewolves of Millers Hollow, a.k.a. “Are You A Werewolf?” The expansion New Moon was included and I did not have the wherewithal to call it the “Team Jacob” game, an opportunity my bride would have capitalized upon.

Finally on Sunday I had a fantastic encounter with beloved spec fiction author C.J. Henderson. The experienced pen behind occult detectives and the adorable “Baby’s First Mythos” gave this struggling author some much-needed advice on bridging the gap between unpublished and published. Many of his words bubble in my brain, and I’d like to stir the internal pot and relate his words in some fashion soon. I highly recommend checking out his work. He’s also inspired me to spruce up this webspace a bit.

With an overall drive time of just under two hours, even using a non-turnpike route, and very reasonable registration fees, I plan on making time to properly enjoy the next MEPAcon in April of 2011. I plan on bringing Maschine Zeit and StarCraft once again, along with Ninja Burger as a scheduled event and pick-up games of Chrononauts, Spammers (my prize from almost winning Nightmare), Three Dragon Ante (if I can get my hands on a deck) and possibly Magic: the Gathering.

More than anything else, I’ve been inspired to write more fiction and columns related to these genres and hobbies, continue running and playing old-school tabletop games and find ways to include the missus as much and as often as possible. Big thanks to MEPAcon’s excellent staff, the fine gents at The Portal Comics & Gaming and the folks good enough to put up with me. I look forward to seeing, speaking with and playing at the tables of the great people I met in the days, weeks and months ahead.

Opening the Monster Vault

Courtesy Worlds of D&D
Image courtesy Worlds of D&D

The adventures of our intrepid heroes in the Nentir Vale will continue, probably when Melanie Goodmelon’s player returns from vacation in New Orleans. In the meantime, Andrasian’s player and myself happened across a great discovery. Not due out for another week to most retailers, a local store got a copy of Wizards of the Coast’s Monster Vault, part of the Essentials line of Dungeons & Dragons products that also includes the Red Box. Having seen Greg Tito’s excellent unboxing video over on the Escapist, we decided to pick it up.

It’s an unfortunate truth that we, like many gaming groups out there, are on a budget. Big heavy books and supplements add up quickly. And miniatures? Forget about it. Unless you’re heavily invested in playing a miniatures game and have the time and skill to paint the little plastic or pewter bastards properly, it’s a lot more expensive than it’s worth. So the prospect of more counters to depict the monsters our heroes do battle with was very appealing to me. Not to mention the Red Box barely had enough kobolds for the denizens of Kobold Hall. I think I had to swap in a couple lizardmen at one point.

So, opening up the box, here’s what you’ll find.

Cairn of the Winter King. This is a 4th-level adventure, clocking in at 32 pages. It looks to be a good follow-up to Keep on the Shadowfell, which is where my victi- I mean, our heroes are headed next. There’s a good variety of encounters inside. I’m looking forward to guiding the party through it.

Glossy, 2-sided map. Like the map included with the Red Box, this is great for the included adventure but its utility will likely diminish as soon as Lyria stabs the Winter King up a treat.

Monster tokens. Damn. This is a LOT of monsters. There are 10 sheets of die-cut, heavy-grade monster tokens here, each double-sided so you can flip them over when the monster becomes bloodied. There’s also a clever mechanic introduced. Some of the tokens have a black ring around them that is separate from the monster itself, indicating that the monster contained in the ring is Huge instead of Large. This adds a lot of longevity and flexibility to the creatures inside, and allows a DM to get creative with his or her monsters. I mean, how often do you think players see a Huge-sized owlbear? Or gelatinous cube?

Monster Vault book proper. Big ol’ book of monsters. I don’t think there are as many monsters presented here as there are in the proper Monster Manual, but the monsters that are in this book get extensive write-ups. In a well-organized, conversational fashion, each monster is laid out in terms of background, habitat, behavior and motivations. For example, instead of giving a dry description of what a beholder is and does, the book describes the Far Realm from which they hail, what drives them to behave the way they do, the few other creatures they may serve and the ways in which they pursue their aims. It reads a lot more like a novel than a rulebook, and it makes reading up on monsters and thinking of ways to use them in a campaign a lot more enjoyable. I already have quite a few ideas for the players once they outgrow the challenges of the Nentir Vale. Heh heh heh…

All in all, this product is strikes me as a lot more useful than the Red Box. The Box is a great place for new players to start, but the Monster Vault adds a lot more depth and longevity to an investment of time and energy into 4th Edition. It’s also relatively cheap, at $30 US. Instead of buying a single rulebook for that price, you get a rulebook-style resource, a ready-made adventure and more creatures, monsters and NPCs than you can shake a bag of dice at. This one’s well worth the money.

I’m not sure which other, if any, Essentials products I’ll be picking up. Dungeon Tiles, perhaps, as ink is pretty damn expensive. I took a look at the Dungeon Master’s Kit, but my players generously set me up with a DM Screen meaning I’d have two, and I think most of the information in the Kit’s book is already available to me through other means. Then again, I hear the Kit’s included rules are updated and the adventures included are top-notch, so who knows?

Into the Nentir Vale: Part 4

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Previously: Kobolds play in old tombs.

They took time to rest. Melanie reflected on her spells, Lyria sharpened her daggers, Andrasian practiced his swings with the axe and Krillorien recited his prayers. When they were ready, they delved
deeper into the so-called Kobold Hall, wary for trouble and unnerved by the caverns’ growing chill.

They walked into an open chamber with pillars and a frozen pool of water. Guttering torchlight cast dancing shadows along the stone walls. The party kept their eyes on the darkness for any potential danger, with the exception of Lyria.

“Oh my, is that a hangnail?” – Danielle as Lyria, getting surprised by Szartharrax

From behind the largest pillar in the room, a large winged shape pounced upon the party. Covered in snow-white scales and fixed on its prey with beady eyes, the white dragon Szartharrax announced his presence with a blast of cold breath and a palpable miasma of fear. The party was quick to respond, Krillorien blessing them with his prayers as Melanie assaulted the dragon with the vision of an imposing ogre. The dragon seemed unimpressed, however, and swiped at the humanoids with its massive claws.

“Why do we roll shit when we get all these bonuses?”
“Because RNG hates your guts.”
– Eric & Danielle

The dragon did not have the advantage of surprise for long. Lyria, forgetting all about her apparent hangnail, sank her blades deep into its side as Andrasian kept it at bay. Krillorien’s sword sang the battle hymn of Pelor as Melanie conjured the terrifying image of a mind flayer. Set on its scaly heels by the assault, Szartharrax struck back, only to overextend its reach and leave itself open to a counterattack by the cleric, who unleaded a brand of righteousness upon their foe.

“It misses like a champ.”
“Then I kick it in the balls.” – DM & Ben

The dragon quickly found itself on the defensive. Another flurry of blows from the halfling sent it into a mad frenzy, causing it to breath cold once more. This time, the sellswords were ready for it. Spells and strikes meant to shatter bones and cleave limbs came into play, even if every blow did not land as intended.

“RIGHTEOUS BRA- oh, a 7. Nevermind.” – Eric, on Ben’s Righteous Brand roll

Szartharrax had begun by attacking Lyria and Melanie in an apparent bid to rob the party of its lighter-armored members. Now, it focused all of its attention on the elf in scale mail. Perhaps the metal scales reminded it of some metallic foe of its past. Perhaps the elf’s blows were the most telling. Whatever the reason, Szartharrax lashed out at Andrasian, first with its claws and then, unsatisfied, snapped out to bite the elf. Andrasian felt the cold teeth sink deep, but struck back at the dragon with all his might.

“It’s okay, I still have Elven Accuracy just in case. *rolls a 4* …I use Elven Accuracy…” – Mike

The dragon was clearly beginning to feel its wounds. Its movements slowed but were still deadly. Melanie reached deep into Szartharrax’s juvenile mind, pulled out its deepest fear and made it real with her phantasmal force. The metallic dragon that suddenly appeared roared at Szartharrax, giving it pause. That was the opening Lyria had been waiting for. With a running start, she sprang onto the white dragon’s snout, somersaulted behind its horns and bent to bury her dagger in its eye up the hilt. The white dragon squawked in surprise, then toppled to the ground.

“YAAAAAY WE DID IT! *claps like an infant*” – Ben

Among the dragon’s hidden belongings were the bit of dragon hide Teldorthan had asked Andrasian to recover, a sum of gold along with a decent-sized pearl, a longsword with a handle wrapped in black leather with a small silver skull for a pommel, and a letter written in Draconic offering an alliance to the kobolds from Irontooth, the goblin warlord wishing to conquer the Nentir Vale. It spoke of taking the long-unoccupied dwarven manse south of Fallcrest and using it as a staging point for the invasion of the town. Krillorien realized that was why the goblins kept attacking his house.

The party left Kobold Hall, returning briefly to Fallcrest before making their way south to Winterhaven east to Harkenwold. While they had ended the threat of Szartharrax and his kobold minions, the ominous portents of the letter and word of a death cult beyond the southern hamlet eastern barony meant their adventures were only beginning…

Next: Your cultist is in another castle.

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

Into the Nentir Vale: Part 3

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Previously: A dwarf “fortress”, the town of Fallcrest and a sparkly cleric.

I seem to have misplaced the quotes I scribbled down from our last session. Which means this recap will likely be somewhat dull. – DM

They called it Kobold Hall, or Kobold Keep. Some of the more disgruntled denizens of Fallcrest called it Kobold Hole. It was a known nexus of activity for the reptilian raiders, but no individual or group had stepped forward to deal with the threat. Until now.

The band of sellswords from Fallcrest made their way into the old ruin. At the base of what was once a guard tower, they found a trapdoor with rusty hinges. Tugging on the ring revealed stairs leading underground. At the base of the long stair was a dank room dominated by a pit of sludge and patrolled by kobolds. The guards bore spears and slings, while Andrasian hefted his Lifedrinker Battleaxe, Lyria drew her daggers, Melanie began casting spells and Krillorien hewed into the kobolds with longsword and holy words.

Beyond the sludge pit was an ancient tomb converted into a shrine for the kobolds’ twisted rituals. Krillorien bristled at the sight of such graven imagery as the party moved into the room. However, more than reptilians occupied it. The suits of armor situated in alcoves along the walls spat darts on anyone large enough to trigger the connected pressure plates. Lyria, being small and light, breezed over the plates on her way to deliver a series of stabbings to her foes. After the kobolds had fallen, they found the shrine in the corner was to Tiamat, the dire dragon goddess of greed and envy.

The next tomb had been converted into a kobold playground. A large stone, covered in sludge, hung from the ceiling on the end of a long rope. Small animal skulls were arranged on the coffins in the room. The object of the game, it seemed, was to smash the skulls on the coffin – or those of any intruders. Avoiding the stone as it swung through the room was problematic for most of the party, as Lyria’s size again gave her an advantage. However, Andrasian and Krillorien immediately took it upon themselves to spoil the game by severing the rope. Melanie’s spells took care of the players as they made for the doors at the far end of the room. Lyria ran up and across a wall to reach one of the platforms from which the players had cast their ball, only to find a fearsome guard drake waiting for her. The fight that followed was pitched, but in the end the party survived.

Awaiting in the adjoining chamber was a wyrmpriest of Tiamat and his cohort. As the sellswords rushed into the room, a giant boulder crashed out of the side of the room and began rolling towards them. A slightly depressed portion of the floor by an inner chamber kept the boulder rolling around, making positioning difficult. The wyrmpriest was a bit too eager to exercise his ability to breathe ice, and Melanie proved herself a superior spellcaster. For her effort, she found a staff of the war mage on the kobold’s corpse. But the question as to why the kobold’s ability involved cold breath was a somewhat disconcerting one…

Next: Who’s in charge of these kobolds, anyway?

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

Into The Nentir Vale, Part 2

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Previously: Meet the sellswords.

When Andrasian, Melanie and Lyria finally made it to Fallcrest, the wagon master greeted Sergeant Murgeddin heartily. After a brief conversation, the dwarven sergeant instructed the party to take their item to Marla of the Great Church, an institution dedicated to the worship of Pelor. Given the nature of the box’s contents, the trio agreed that it was best to put it in someone else’s hands as quickly as possible, and a holy priestess of the sun god seemed like as good a choice as any.

They made their way through Fallcrest’s winding streets to Moonstone Keep and found quite a few people waiting to see Lord Warden Faren Markelhay, from peasants to local lords. They politely waited in the queue… for about two minutes. They then moved to the front and asked the officious bureaucrat about the wait and attempted to convey the importance of their mission. The bureaucrat refused to grant them entry, unwilling to even consider it unless he knew what was in the box. After one blow-off after another, Andrasian finally showed the bureaucrat the ghastly contents. Turning white as a sheet and uttering nervous prayers, the bureaucrat let them pass and promptly found the nearest latrine.

Within the keep’s throne room, Markelhay looked over maps, scrolls and laws. The thone’s dias was unoccupied, the Lord Warden occupying a simple chair behind his cluttered desk. To one side, Marla spoke with another priest of Pelor, a young eladrin who had come to the Lord Warden to validate the deed for his manor. It was a stout, dwarven building a few miles south of Fallcrest which the cleric’s father had won in a game of Three-Dragon Ante with a dwarven companion. Dwarves kept the grounds and halls clean and safe, and after spending the night there, the cleric had come to ensure no other lord or well-to-do businessman could claim it. He introduced himself to the trio as Krillorien.

“In the words of Sookie Stackhouse, ‘I’m a fucking fairy!'” – Ben, introducing himself to the group.

When Marla was presented with the box, she thanked the trio and conveyed some of her concerns, which were not unrelated. Rumors of a death cult had compelled her to look into the whereabouts of a demented priest calling himself Kalarel. Unholy rituals within the land of the Nentir Vale unnerved the priestess, and she had discussed it with Krillorien prior to their arrival. The group agreed to investigate, and Krillorien volunteered to join them.

Before departing, the group decided to look around Fallcrest for new equipment and armor. The Halfmoon Trading House and Sandercot Provisions yielded nothing of note save some energetic haggling, but Naerumar’s Imports was another story. Operated by the gentlemanly tiefling Orest Naerumar, he assured the incoming patrons that magic was all around them.

“I don’t know about this guy. That line sounds pretty gay.” – Danielle

Lyria’s attention was caught by a nondescript bag hanging in the corner. Orest told her it could hold far more than it seemed, and he was willing to trade her a favor for it. An associate of his in Winterhaven by the name of Valthrun the Prescient was corresponding with him on the subject of alchemy, and the last letter indicated the sage had broken one too many of his flasks. Orest asked Lyria if she would kindly deliver a masterwork alchemy set to Valthrun, and in exchange she could keep the bag of holding. The halfling agreed.

Meanwhile, Andrasian looked into new equipment at the smithy. Jovial Teldorthan Ironhews was happy to see a warrior come into his shop and asked if the lad had ever used a hammer. Andrasian showed the smith his axe and inquired about fresh armor. Teldorthan related that he had come into some dragon hide he intended to craft into a suit of scale, but kobold raiders had made off with the prize. He’d last heard they were using a ruined manor called Kobold Hall as their hideout. Andrasian told the smith he’d recover the hide if the smith would, in turn, craft armor for him. Ironhews was delighted to accept.

Dressing Melanie was a more straightforward task. On recommendation from Orest, she and Lyria went to House Azaer, Fallcrest’s premier importer and finest clothier. Upon seeing the two and being told that Melanie was in need of clothing, tiefling and landlady Amara Azaer called for her tailor, Rodney Grant, who appeared from behind counter, gasped at the sight of Melanie’s near-nakedness, took her by the hand and pulled her into his workshop for an immediate fitting.

Equipped and fully stocked, the party set out for Winterhaven. On the way, however, they were ambushed by several kobolds. Krillorien proved himself immediately, his lances of light paring down the enemy numbers.

“Sparkles!” – Ben’s method of invoking Lance of Faith.

They made short work of the lizardlings. Among the ruined bodies they discovered a half-soaked map with directions marked and notes made in Draconic. Adjusting her glasses, Lyria made out the scrawls and revealed the map showed the way to Kobold Hall. Considering how close they were and with the sun nearing its apex, the party decided to head for the kobold hideout with all due speed…

Next: Kobolds play in old tombs.

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

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