Tag: tabletop (page 6 of 12)

Into The Nentir Vale: Part 5

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

The party continued down the King’s Road to Winterhaven. They remained long enough to speak with a few of the locals about the Keep on the Shadowfell. Apparently, it had been occupied but only until recently. Making their way north of Winterhaven to the forbidding ruin of the Keep, they found evidence of the goings-on taking place before its abandonment. Under the ruin through some dank corridors, they found a room almost entirely encased in shadow. The half-completed portal in the room seemed to be absorbing the light from the few guttering torches in the chamber. Despite this dire portent, there was not a living soul to be found among the ruins or the catacombs, and the only clue as to what had happened to either the death cultist Krillorien sought or the goblin war chief mentioned in the letter carried by Lyria was a dark banner, bordered in red with a single symbol in its center: a red circular chain.

“We should take it.” – Ben as Krillorien
“But stealing is wrong!” – Mike as Andrasian
“Lyria’s already taken it.” – Danielle

The party returned to Winterhaven before setting down the King’s Road for Fallcrest. Without wagons or horses, the trek took them two days. Upon arriving they made finding Marla, the priestess of Pelor who had told Krillorien of Malareth’s fascination with death cults and reported activity outside of Winterhaven. They found her in the House of the Sun, speaking with a senior priest, Grundelmar the dwarf. Upon seeing the banner, the priests sent the foursome to the Lord Warden, aware of his interest in the chain symbol but unsure of its significance. Markelhay, happy to see the heroes, told them the banner belonged to the Iron Circle.

A band of mercenaries with a mysterious but undeniable purpose, the Iron Circle first appeared in the Nentir Vale two months before the party’s discovery of their banner in the Keep. While the Lord Warden had gotten no reports of Circle activity anywhere near Winterhaven, he does know they stormed Harken Keep to the southeast and conquered Harkenwold. Markelhay’s friend, Baron Stockmer, was now their captive, and the brigands were exacting “tolls” and confiscations from all who dwelt and passed through the area.

Teldorthan Ironhews had also heard of the Iron Circle. The blacksmith told Andrasian that he’d heard rumors of an old nemesis, Nazin Redthorn, commanding the mercenaries in the Nentir Vale. Fashioning a suit of mail from draconscale recovered by the elf, Teldorthan expressed his desire for the adventurers to return to Redthorn’s head. Lyria was also a beneficiary of the blacksmith, who presented her with an obsidian dagger fashioned by the drow. To explore and empower its enchantments, the halfling and Melanie visited Orest Naerumar, who was delighted to see them. He asked if the rumors were true, and the heroes had rid the Vale of the extant threat within Kobold Hall.

“Yeah, they played tetherball with us.” – Ben

Outfitted and prepared, the heroes found space aboard a wagon train heading south. Rather than go into Harkenwold itself, the driver let them off before taking a fork from the King’s Road towards Hammerfast. Proceeding on foot, the party spotted black smoke and followed it to a scene of a homestead being put to the torch. Iron Circle brigands and their pet wolves had set the outhouse on fire, and when the party approached they dismissed the heroes, saying it was Iron Circle business. A woman’s voice from within the house pointed out that this ‘business’ looked like robbery and murder.

The battle ensued and it was clear the party was a match for the mercenaries. The wolves harried the heroes but they did not last long under the concentrated efforts of Melanie’s spells, Andrasian’s blade, Lyria’s flourishes and Krillorien’s prayers. Inside the house they found a woman named Ilyana and her sons. The homesteader explained that her husband Karthen had been murdered by the mercenaries, but hope remains and the people are ready to fight back. To touch things off, the heroes would need to speak with Reithann, the druid, or Dar Gremath, an old fighter somewhere in the town of Albridge. With the druid’s grove being closer, the heroes set off in that direction first…

Next: Damn Dirty Croakers

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

Opening the Dungeon Master’s Kit

From MEPACON Fall 2010

Thanks to my attendance at MEPAcon this past weekend and the generous guys of the Portal Comics & Gaming in Bethlehem, I now own the Dungeon Master’s Kit, a D&D Essentials product in the vein of the new Red Box and the Monster Vault. The party is returning to the Nentir Vale tonight, and while my laptop awaits a new power supply, this Kit promises to make sure I do not assume my place behind the screen unarmed.

Peeling away the plastic and pulling off the cover depicting some rather dashing art, one discovers the following.

Reavers of Harkenwold. This is a two-part adventure that not only expands further upon the denizens and situations within the Nentir Vale, but also explores many of the aspects key to a well-rounded adventure and part of a larger campaign: NPCs with personalities and goals, dungeons with traps and branching pathways, role-playing encounters and so on. So far there’s a great deal of potential and I will know more once the party enters the Harkenwold.

Battle Maps. These go with the adventure and also can be used afterwards. One of the maps has art consistent with the quality seen in the other Essentials products while the other feels a little lackluster. It could just be the brightness of the colors and the thickness of the lines, but it doesn’t appear to be of the same quality. To me, at least. Still, the greater variety of locations on these maps means they can be combined with those from the other products to mix things up for the players in future encounters.

Monster tokens. While you’re sure to see some repetition between these counters and those in both the Monster Vault and the Red Box, there are plenty of human opponents included, for use as guardsmen, minions or competing sellswords. There are also some rather nice NPC counters mixed in to the bunch. From the innkeeper’s wife to a white-bearded wizard, you can now depict either valuable allies or singular villains on the maps when your heroes storm the enemy stronghold. Like the Monster Vault’s tokens, these are two-sided to facilitate easily showing when a victim is bloodied.

Hero tokens. Expanding on those included in the Red Box, an entire sheet in the DM Kit is dedicated to the races available to players, from dragonborn to tieflings. There are more humans than any other race, and spaces that could include more art from other races — dwarves or halflings for example — are taken up with Action Point tokens. I’m glad to see some of these races get tokens, as I mentioned in my Red Box unboxing that getting miniatures for all of these guys can be quite an investment, and I personally am a big fan of dragonborn and tieflings as player races. As complaints go, holding something in your hands and saying “I wish there were more of these” isn’t a bad one.

DM Screen. Flimsier than its stand-alone cousin, it still contains a lot of information a DM might need in the course of an encounter, right at their fingertips. It also conceals notes and dice rolls from the players.

Dungeon Master’s Book. There have been some updates to the 4th edition rules since the original DMG came out a couple years ago, and this book makes it a point to include those revisions. It also includes sections for the DM regarding campaign-building, improvisation and loot creation. What might be most surprising to veterans of Dungeons & Dragons is this book’s size. Instead of the hefty hardbacks of other core rulebooks, this is an attractive softcover that still contains a fantastic amount of information and is written in a format similar to the Monster Vault book — in-depth, easy to digest and fun to read.

While veteran DMs already armed with the tools of their trade may not see the value in this kit, newcomers to Dungeon Mastering or returning storytellers with only peripheral knowledge of 4th edition (like myself!) gain a lot of tools when they pick this up. More than just a pre-generated adventure and monsters, the Dungeon Master’s Kit lays the foundation upon which a saavy DM can build just about any campaign he or she wants. The size of the book belies the value of its information and is far more portable than others of its kind. Of the three Essentials products I’ve unboxed, the Dungeon Master’s Kit is probably my favorite. But the Monster Vault’s a close second. I loves me some beholders and owlbears.

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.

Surviving a Convention

Dice

It’s been a while since I’ve attended a convention of any kind. Gaming and other geek conventions differ from writing conferences and business convocations in several ways. They tend to be a bit more fun and free-form. It’s easy to lose track of time, belongings or personal needs & hygiene in the encapsulated environment of a hotel ballroom converted into a parlor for the celebration of geekdom. And when you’re away from it for a while, as I was, it’s easy to forget a few of the basics.

Hopefully, this will be helpful for others as it could have been to myself, say, yesterday. Hindsight is 20/20 and I’ve got my butt-shades on.

Bring Your Own Food & Water

A few dollars spent at a grocery story can go a long way in extending your convention enjoyment. A few bottles of water, some snacks and the means to make easy food like sandwiches or maybe a salad will likely cost you the same as a meal at the local fast food joint. Not to mention the greater degree of control over your consumption means you can make healthier choices.

For the record, the next time I come to one of these shindigs, I plan on picking up a six-pack of water bottles, some baby carrots and almonds, a bag of chips or pretzels, a loaf of bread, peanut butter, jelly and marshmellow fluff. Because fluffernutters are awesome.

Be Prepared

Gamers can be a fickle, impatient lot. Go over the convention schedule, know what you want to do and where you have to be at what time to do it. Otherwise, you may find yourself administrating an empty table.

If someone else failed their time-comprehension check or they have a loved one hacking up a lung, it doesn’t hurt to bring some entertainment of your own. A laptop or portable gaming system can amuse yourself, but conventions are supposedly social occasions. For the sorts of conventions I’m discussing, bring card games: Fluxx, Chrononauts, Three-Dragon Ante, etc. Feel free to toss a couple Magic decks in your luggage as well, just in case another planeswalker appears.

For Cthulhu’s Sake, WASH

This hasn’t been much of a problem of late, but I remember attending a few conventions where someone decided to keep the fun going all night long and neglected to take ten minutes to wash some of the funk off in the shower. It’s common courtesy to not stink up the joint, after all. I tossed a stick of deodorant in a plastic bag just in case I found myself rooted to a table for hours and completely lost track of time. That didn’t happen, but it falls under the “Be Prepared” rule.

Tomorrow I’ll give more thoughts on my current con experience, and Tuesday we unbox the Dungeon Master’s Kit before I subject my victims players to its contents.

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?

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