Companion Blog for the Podcast and YouTube channel Caves and Drakes a TTRPG group who play, talk about and love games.
Monday, October 25, 2021
Lore Dump #4 - Folktales of Beverast
Saturday, October 23, 2021
DM Deep Dive #4 - Running a Published Adventure
Wizards of the Coast has published 15ish ready-to-play 5e adventures at this point. Most are $50, hardback, and sell themselves as all you need to play. I have attempted to run/ran a total of 3 (Lost Mines of Phandelver, Ghosts of Saltmarsh and Curse of Strahd), only having 1 truly good experience. I have a sour taste in my mouth due to a few bad experiences and I’ve learned many lessons along the way and I’ll share them here.
Lost Mines of Phandelver - my first true adventure I ever ran. It was fun, the group was new, I was new, everything was fresh, and as an adventure it is truly easy to run. Some things are a little convoluted and a certain baddie definitely needs a little buffing up to give the adventure a solid villain, but overall it was a wonderful experience. It’s a good, standard, little bit of everything D&D experience that you can very easily remix with your own content.
Curse of Strahd (pre-Ravenloft Guide) - Oh boy. Horror is a just as poorly defined as a genre as fantasy. The group, due to wanting tons of secrets and potential for inter-party conflict and drama, ended up with a overzealous 40k Paladin, the son of Dracula, a literal werewolf (found the class on Reddit), blood ritual creepfest sorcerer, and basically Trevor Belmont. Out of the gate I had already homebrewed Byrgenwerth into Barovia, completely rewrote Vallaki, and made it an unfocused and unrecognizable adventure. Strahd became a meme by the 2nd interaction with him, all the tension was gone and we wrapped up Barovia as quickly as possible and went back to good old gonzo kitchen sink fantasy. I truly believe this devolved to insanity because of a mismatch of expectations.
Ghosts of Saltmarsh - This game probably had the strongest start to any I’ve ever run. I ran the first 3 pretty by the book and everyone was having fun I didn’t set up the council very well, they didn’t much care for the politics that much, they were in the middle of a murder mystery that took them to Seaton (homebrew adventure), then COVID hit and we stopped playing for a long time then attempted to pick it up right where we left off. Everyone had forgotten what was going on, understandably, we had a small change of characters, so we then jumped ship literally and went to exploring the a jungle with a “only-the”highlights” style speed run of Tomb of Annihilation. The game puttered out about halfway through that due to scheduling.
Current Campaign - I started this campaign with the first chapter of the notorious Tyranny of Dragons. It started with a bang, it had a cool villain, and it was high octane adventuring. I absolutely loved it! I changed motivations to fit the setting, and wrapped up the conflict without it bleeding into 15 levels of questing. It was a great use of a module
Lessons learned
- Modules are wonderful as toolkits to steal chapters, pages, NPCs, quests.
- Modules can work really well if well written and everyone is on the same page going in.
- If you are going to run a module in it’s entirety, make sure you try and keep it in the same spirit as the designers intended and make alterations as you see fit as you go. Don’t rewrite on the front side, that’s way too much work.
- Make sure everyone is on the same page with each other and the DM. The Curse of Strahd party was truly a nightmare, pun intended.
Thursday, October 14, 2021
6 Episodes in, DM Pulse Check
Wednesday, October 6, 2021
Lore Dump #3 - the Dark Elves
"They came from beneath the deepest mountains, arisen from the dark depths of the underworld. A people seeking salvation and freedom from the umbral chains on their dark hearts. Three peoples; orc, dwarven and elven, united against the dark lords from below. This will undoubtedly cause the coming of a new age., and the people of this world will set the tone" - From the Letters of Val'antheius of the First Circle, written to Eleronadel, the High Listener.
The following is a synopsis of the knowledge collected within the Library of Listeners.
The Dark Elves, or Drow, are a group of Elven folk who at one point in the far past descended into the Underworld to establish their home. They lived here for many millennia until they became aware of the strings that were slowly being put upon them by the Dark Lords of the Underworld. They had become puppets to the schemes of the Dark Forces and sought to break free of their bondage. Legend tells of a warrior named Nax'tharus who led his people out and onto the surface where they faced the blinding light of the sun for the first time. They struggled to find their place in the world and still do.
The emergence of the subterranean races was mostly in the last 50 years, to an elf this is but a fraction of their life, to a human, over half. We are not even one generation into the repercussions of three new peoples arriving in this world. The geopolitical forces at play are still on edge. These people were entirely alien but 50 or so years ago. They have mostly found their homes in the shaded grottos and forests left unclaimed or enough out of the way to not be worth disputing. Xenophobia is abundant, sadly. Many people don't care for outsiders as it is, let alone outsiders of this world as they know it. However the Drow have not given up hope and most seek to truly find their place in the world here, while few sects seek retaliation and violence against those who would condemn them.
During their exodus, Nax'tharus fought opposition within his own people, namely Tal'deloron, a Drow mage who saw the Dark Lords as sources of power that should be utilized. This caused a splinter in the Drow people and that group of Drow rebels calls themselves the Sidaru, or Servents of the Spider in the common tongue. They wish to see those who stand against them and wish to keep them on the outskirts stricken down and conquered. They are very militant and widespread. Their influence grows, and the fear of the Drow kind, in general, does so as well. The Drow have a tough job making a good name for themselves, and the Sidaru are making it no easier. Many Drow have loosely united under their warrior leader, Nax'tharus, who seeks peaceful assimilation, a kingdom of his own, and a seat next to the surface kings. Only time will tell the fate of these people.
- From letters and stories within the Library of Listeners.
Monday, October 4, 2021
DM Deep Dive #3 - The Self-Propelling Campaign
Session 4 Recap
As the session begins, the technomancer Lagren Tung and the party devise a plan to save his friend who had been captured by the Ironjaw rai...
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Random tables are a great traditional way to generate an adventure. Often, I prefer random tables to my own thoughts because it forces me to...
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I got a cat-themed daily calendar last Christmas that I use at work. A few weeks ago I was peeling off the page to show the next day's d...
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This isn't a regularly scheduled post but I'd like to share where my head is at for the game now that we are a little over a month i...