I'm gonna take a moment now to thank some people who've visited my blog. Now granted, I never really updated this thing much because I'm a busy man. Things that are more important then putting ideas to "paper" take precedence over the Tome, but with the little (but much appreciated) attention I've been getting lately, I need to thank some people and start writing some more.
I'd like to thank Gaming Geeks ETC for letting me post things on there all the time, sharing my posts, helping me out in my games, and just all around an awesome community for all table top players. You should definately check these guys out on facebook by clicking the link if you get some time.
Next, I was just relaxing before bed a bit and about to write another part of my series on here I started a couple days ago when a guy from 1d4 Rounds messaged me and basically is helping me spread the word. I'll gladly return the favor, and I'll tell you why.
I checked it out and I actually remember visiting this page from Gaming Geeks and checking out the blog and the one thing that made me remember was the Pantheon of Evil blog they had put up. Good stuff. Not only because it was great to see those actors, but honestly, it even gave me a bit of inspiration for my own psychopathic killer in the future.
This place is a great resource for gaming in general. I've seen things from custom spells for D&D to information about DragonCon, to web comics. Definitely check them out.
Dungeons and Dragons Tome
Monday, October 28, 2013
Sunday, October 27, 2013
3.5 Balance Series: A DM's Responsibilities
I've heard it all in games I've played in, games I've DM'd, and games I have nothing to do with: Such and such is broken. He broke the game by doing such and such. He does how much damage on that hit? Um, you cast both of those spells?
Let's stop with those things I'm sure every DM who has run 3.5 has heard and players as well. Let's address a few key issues as far as the game itself goes.
- The Game is only Broken as Much as you LET IT BE.
Let you're rulings be known BEFORE YOU EVEN START LETTING THE PLAYERS BUILD THEIR PCS! This is important. If you don't let all the rules be known, even if it's a rule that changes after a certain number of levels, you're players will find a way to take advantage of it if they optimize. If you take care of this before hand and print them out a copy of how the game is going to work and changes to rules, you're going to eliminate that breaking of your game by about 25% already. This is an important step.
An example:
Lets say you want to run a game in a low magic setting where magic is understood little or not at all by the majority of the population. Taking this into account and that adventurers themselves are rare and not common folk in ANY world:
1.) We know that wizards and sorcerers are going to be a dime a dozen. Perhaps you can only be a wizard once you've attended a wizard acadamy and those who fail a final test are the majority. This could be a reason why wizards and sorcerers are rare but still be a reason why a group of adventurers has one in their group. I'd also reflect this in the world as far as the characters actions are concerned. If that PC uses magic that's obvious (with some sort of visual effect or otherwise) then either those people around him are going to be scared, in awe, or very interested in what has just transpired. Word is going to spread pretty damn quick about what they did regardless simply because it's rare.
2.) Magic items would similarly have to be addressed. This could be done in a simple way by making them more expensive, but a better way would be that they can't be purchased at all except in a few key locations. Or if you want magic to be more rare, simply only random roll magic items in treasures that call for them.
3.) Spellcasting progression should also come into play. Wizards could be totally taken out and the only arcane casters are sorcerers. You could eliminate arcane casting altogether and just make a world with divine magic. You could eliminate magic items but still have magic weapons and armor available in your world. There are a lot of different things you can do to get the right feel for you're world. Alas, this is just one example but my point here is you need to make these rules clear for all your players.
Keep in mind in this example, you'll need to treat NPC's accordingly as well. Putting a creature with several spell like and super natural abilities up against PC's with no magic items or spell casting ability at all is a sure way for you to break your group.
- Not Understanding the Rules WILL LEAD to a "Broken" game or character
For Example:
Let's say your putting a group of PC's up against some undead. You know you've got a cleric in the party so you need to know all the ins and outs of turn undead. If you don't, you're screwed and you've just turned a challenging encounter into a boring over kill of a win to your players. That's NOT what a DM is supposed to do. Winning all the time and not having anything to worry about in battle isn't fun when that's what happens all the time. Having a DM who doesn't understand the rules isn't what players want either, especially when questions come up. It's important for a DM to do their home work. I believe in keeping game play going and debating rules outside of the table while taking a break, but I don't believe in never correcting your self and letting you're players walk all over you.
I'll STOP right here for now and address other points later in another blog post. Anyways, just trying to help out my fellow DM'S Please share, repost, reblog, whatever or ask any questions you wish!
Thanks for visiting the Tome!
Monday, October 29, 2012
Lords Alliance Campaign: In Time of Need
Well I started yet another game on Myth-weavers, this one a 10th level party of five that is on a quest to help The Church of Tyr and the Knights of the Eternal Order find out what happened to one of their most loyal paladins after a group he lead to destroy a wizard of great power and recover an artifact from said wizards keep.
So far the players have learned it's been over 10 years since this paladin has returned to the church where he basically lived once becoming a faithful servant of Tyr and that his wife and child have either gone missing or been murdered. Scouts of the church have been sent out to the keep (though though abandoned except maybe being occupied by a bandit group) in recent weeks and the ones who return after surviving (though few) report seeing a black carriage pulled by horses every few days parking at the keep and then leaving sometime after.
Graves in the city of Archenbridge on the outskirts have turned up with missing bodies and not just in small numbers. It's a mystery as to how or who is stealing the bodies though the characters suspect necromantic magic. Some witnesses have reported seeing a black carriage, only to run away in fear after hearing strange voices.
The first encounter with hostiles was when the players headed to the hills in which the keep is located, but instead have decided to take on a goblin horde instead to work on their strategy as a fighting unit and perhaps make some money in the process, all the while helping the city of Archenbridge and those who pass through the hills (mostly daring merchants trying to take a shortcut).
HILL GIANT ENCOUNTER
My plan was to have a pretty challenging encounter first off, so I put the group up against 4 Hill Giants and 1 Ogre Mage who was basically the leader of this band. They prey on those passing through a narrow hill valley, demanding a toll of sorts or granting death to those who refuse.
I placed the giants up high on the hills, giving them an advantage of throwing their rocks against those below. The ogre mage of course was lower in CR and level, but he had the ability to fly as well as their innate spell like abilities.
This picture gives you a basic idea of what my setup was. I made this map using MapTool and the tokens using TokenTool, both are AWESOME programs. Definitely recommend them. This picture was after quite a few rounds and I believe combat was basically over.
RESULTS OF ENCOUNTER
The giants killed one of the light horses that the cleric was using as a mount and the battle caused the other to flee in fear (panicking, I made will saves for the horse as it wasn't a war horse, and just a LIGHT horse).
A few of the PC's were hurt pretty badly but over all took down 3 of the giants (causing the other to flee, which was later taken out) and the ogre mage. I put this encounter at a CR 10 encounter. The Hill Giants were CR 6 (default out the Monster Manual) and the Ogre Mage was CR 7 I think or 8 (default out the Monster Manual).
It made for a pretty exciting battle and the players seemed to enjoy it. To my knowledge I believe it lasted about 6 or 7 rounds.
Thanks for checking out the Tomb!!! I'll be updating this blog pretty regularly now since I have more time and will be posting encounters with results, NPC's I create, and other various cool DND things I come across. I bid you good day fellow dnder's.
Well I started yet another game on Myth-weavers, this one a 10th level party of five that is on a quest to help The Church of Tyr and the Knights of the Eternal Order find out what happened to one of their most loyal paladins after a group he lead to destroy a wizard of great power and recover an artifact from said wizards keep.
So far the players have learned it's been over 10 years since this paladin has returned to the church where he basically lived once becoming a faithful servant of Tyr and that his wife and child have either gone missing or been murdered. Scouts of the church have been sent out to the keep (though though abandoned except maybe being occupied by a bandit group) in recent weeks and the ones who return after surviving (though few) report seeing a black carriage pulled by horses every few days parking at the keep and then leaving sometime after.
Graves in the city of Archenbridge on the outskirts have turned up with missing bodies and not just in small numbers. It's a mystery as to how or who is stealing the bodies though the characters suspect necromantic magic. Some witnesses have reported seeing a black carriage, only to run away in fear after hearing strange voices.
The first encounter with hostiles was when the players headed to the hills in which the keep is located, but instead have decided to take on a goblin horde instead to work on their strategy as a fighting unit and perhaps make some money in the process, all the while helping the city of Archenbridge and those who pass through the hills (mostly daring merchants trying to take a shortcut).
HILL GIANT ENCOUNTER
My plan was to have a pretty challenging encounter first off, so I put the group up against 4 Hill Giants and 1 Ogre Mage who was basically the leader of this band. They prey on those passing through a narrow hill valley, demanding a toll of sorts or granting death to those who refuse.
I placed the giants up high on the hills, giving them an advantage of throwing their rocks against those below. The ogre mage of course was lower in CR and level, but he had the ability to fly as well as their innate spell like abilities.
This picture gives you a basic idea of what my setup was. I made this map using MapTool and the tokens using TokenTool, both are AWESOME programs. Definitely recommend them. This picture was after quite a few rounds and I believe combat was basically over.
RESULTS OF ENCOUNTER
The giants killed one of the light horses that the cleric was using as a mount and the battle caused the other to flee in fear (panicking, I made will saves for the horse as it wasn't a war horse, and just a LIGHT horse).
A few of the PC's were hurt pretty badly but over all took down 3 of the giants (causing the other to flee, which was later taken out) and the ogre mage. I put this encounter at a CR 10 encounter. The Hill Giants were CR 6 (default out the Monster Manual) and the Ogre Mage was CR 7 I think or 8 (default out the Monster Manual).
It made for a pretty exciting battle and the players seemed to enjoy it. To my knowledge I believe it lasted about 6 or 7 rounds.
Thanks for checking out the Tomb!!! I'll be updating this blog pretty regularly now since I have more time and will be posting encounters with results, NPC's I create, and other various cool DND things I come across. I bid you good day fellow dnder's.
Friday, July 15, 2011
Custom Monsters Folio One: Demons
Who doesn't love using demons in their campaign as a DM? Sneaky, evil, cunning, and very resourceful. The Abyss is chaos itself, twisting souls and emotion to create horrors from the very fabric of it's being. This is but another demon formed from the chaos of the Abyss itself. This, is the Ractorum!
Ractorum
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Check out more art from namesjames's gallery. |
Ractorum
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Wednesday, July 13, 2011
Specifying What Your Game is Going to Be
A lot of times when your starting a game, players ask a lot of questions. What should I be? What kind of game is this going to be? How do you want me to roll stats? You want to answer all these questions and be clear what exactly will be going on but you don't want to jump all over the place, especially if your players are already experienced with the rules. They want to get down to making their character, they don't want to listen to you tell them about the game and what/how to do things while making their character for hours on end...
Here is an example I used in an online game for Myth-weavers, a play by post forum on which I currently run two games. Something like this that you make before and can print out for players will help save a lot of time, and answer any questions they have. Feel free to use the same format, or come up with your own. You should be specific, and think of what questions they are going to ask, but don't make it too long. I wouldn't make it any longer than a page. Anyways, here is the example..happy gaming!!!
Game Description
Staring into the dark liquid, her eyes flared with intensity as he continued to watch. The arcane script carved into the stone of the scrying pool began to glow slightly and the image of the outpost appeared as clearly as if he was standing there himself. He smirked to himself as he watched the protectors of the wood speak of there defenses and where they would be patrolling. He knew their numbers now, what weapons they had, and that the time to strike would be soon. Turning away from the scrying pool he headed through the cold obsidian door, down the green lit hallway and up a set of stairs. Two guards stood near it and he bowed slightly to them.
"I've new's for our Matron Verdaeth."
The guards moved to open the door then pushed them open, the large carving of a Javelin cracking with electricity on the door splitting open to reveal a lavish chamber lit with dull purple light. The male in the prescense of the Matron fell to the floor bowing low before her.
"I've the information you seek."
This will be a Forgotten Realms game which takes place in the 1480 DR (After the spell plague and after Lloth has returned from her period of silence. I want a party of all drow characters. The following books are allowed: (You'd put the books your allowing here)
*I reserve the right to either allow or disallow or change something in these books but most of the time it's either not going to be approved if it's a variant that changes around basic rules too much or if it doesn't make sense for a drow character or causes me more hassle then what I have to deal with.
Character Creation
Abilities: 4d6 drop the lowest, re roll 1's and 2's
Starting Level: Level 5 (Being a drow, this means your staring XP will be 21,000 at level 5 and you'll need 28,000 xp to level up to 6. This is because drow have a Level Adjustment of +2)
Starting Gold: 9,000 gp to purchase the equipment you currently have when play begins
Classes: Anything is good but remember the alignment restrictions. Psionics are allowed.
Flaws: You don't have to take one. However if you DO decide to take one, roll randomly in the dice rolling thread, you get one roll ONLY. (Roll a D12 to determine your flaw, then pick your bonus feat). If the flaw isn't to your liking, you don't have to take it, but you have to take the flaw you rolled if you decide to.
Hitpoints: Max at first level, roll for the other 4 levels
You will all be members of House Tormtor, currently the dominant noble household of Erelhei-Cinlu (if you need more information on this city which is in the Drow of the Underdark supplement, I'll let you know). You may or may not choose to know each other at the beginning of play but you will all be brought together soon.
OTHER STUFF:
*Choosing a prestige class from the drow of the under dark book and rping well could very well get you some RP bonus xp. I give xp for RP.
*This game will be half rp, half combat to the best of my ability.
*There may be random encounters so don't be surprised if you encounter a copper dragon flying over head who decides to investigate a group of drow on the surface of Toril. You will not have your hand held by me nor will you be meant to fight everything you encounter the first time. You may have to retreat if you want to live. Expect all monsters/NPC's to react accordingly. This will be a challenging game. I don't recommend you apply if you are not experienced with 3.0/3.5 rules.
Any other questions, please let me know.
Here is an example I used in an online game for Myth-weavers, a play by post forum on which I currently run two games. Something like this that you make before and can print out for players will help save a lot of time, and answer any questions they have. Feel free to use the same format, or come up with your own. You should be specific, and think of what questions they are going to ask, but don't make it too long. I wouldn't make it any longer than a page. Anyways, here is the example..happy gaming!!!
Game Description
Staring into the dark liquid, her eyes flared with intensity as he continued to watch. The arcane script carved into the stone of the scrying pool began to glow slightly and the image of the outpost appeared as clearly as if he was standing there himself. He smirked to himself as he watched the protectors of the wood speak of there defenses and where they would be patrolling. He knew their numbers now, what weapons they had, and that the time to strike would be soon. Turning away from the scrying pool he headed through the cold obsidian door, down the green lit hallway and up a set of stairs. Two guards stood near it and he bowed slightly to them.
"I've new's for our Matron Verdaeth."
The guards moved to open the door then pushed them open, the large carving of a Javelin cracking with electricity on the door splitting open to reveal a lavish chamber lit with dull purple light. The male in the prescense of the Matron fell to the floor bowing low before her.
"I've the information you seek."
This will be a Forgotten Realms game which takes place in the 1480 DR (After the spell plague and after Lloth has returned from her period of silence. I want a party of all drow characters. The following books are allowed: (You'd put the books your allowing here)
*I reserve the right to either allow or disallow or change something in these books but most of the time it's either not going to be approved if it's a variant that changes around basic rules too much or if it doesn't make sense for a drow character or causes me more hassle then what I have to deal with.
Character Creation
Abilities: 4d6 drop the lowest, re roll 1's and 2's
Starting Level: Level 5 (Being a drow, this means your staring XP will be 21,000 at level 5 and you'll need 28,000 xp to level up to 6. This is because drow have a Level Adjustment of +2)
Starting Gold: 9,000 gp to purchase the equipment you currently have when play begins
Classes: Anything is good but remember the alignment restrictions. Psionics are allowed.
Flaws: You don't have to take one. However if you DO decide to take one, roll randomly in the dice rolling thread, you get one roll ONLY. (Roll a D12 to determine your flaw, then pick your bonus feat). If the flaw isn't to your liking, you don't have to take it, but you have to take the flaw you rolled if you decide to.
Hitpoints: Max at first level, roll for the other 4 levels
You will all be members of House Tormtor, currently the dominant noble household of Erelhei-Cinlu (if you need more information on this city which is in the Drow of the Underdark supplement, I'll let you know). You may or may not choose to know each other at the beginning of play but you will all be brought together soon.
OTHER STUFF:
*Choosing a prestige class from the drow of the under dark book and rping well could very well get you some RP bonus xp. I give xp for RP.
*This game will be half rp, half combat to the best of my ability.
*There may be random encounters so don't be surprised if you encounter a copper dragon flying over head who decides to investigate a group of drow on the surface of Toril. You will not have your hand held by me nor will you be meant to fight everything you encounter the first time. You may have to retreat if you want to live. Expect all monsters/NPC's to react accordingly. This will be a challenging game. I don't recommend you apply if you are not experienced with 3.0/3.5 rules.
Any other questions, please let me know.
Sunday, July 10, 2011
Adventures Galore!!!!
Looking for an adventure or side-quest for your group? Check this out! You can search by level, edition of D&D (Ad&D to 3.5 and a few others), setting, or search for the name of the adventure. These adventures are all from Dungeon Magazine, so if you have the right issue or a collection of the mags, you can search for something here!!!
Dungeon Mag Adventure Database and Search!
Dungeon Mag Adventure Database and Search!
Making Your Own Tokens by Newbiedm
This is a cool tutorial about how to make your own tokens for use in your game. It's inexpensive, highly customizable, and you can make multiple tokens out of just one sheet of paper. Thanks Newbiedm! Awesome little article. Check out the rest of the site while your at it.
Making Custom Tokens for D&D!!!
Making Custom Tokens for D&D!!!
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