We (the inquisition) traveled to an edgy land with vampires and stuff, looking for a girl who might know where the angel Avacyn might be. Angel-chan’s absence has been causing problems in the realm.
Along the way we met a sketchy weirdo who gave us holy bling (the arm of the faithful) and points us to Shadowgrange, the town where our contact resides.
Before long, an encounter on the road! Skeleton-bat-balls! But we #rekt them and carried on.
In This Episode
Someone rolls a 20 on a death save:
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. (5e rules)
Pops up with 1 hp like:
Hosts
DM
Players
We encounter strange creatures on the road and try to talk to them, but they don’t want to talk to us :*(
We make camp for the night. Asa takes first watch.
Our rest is interrupted in the second watch when Ava gets attacked by a shadow and gets a cool shadow scar of fingerprints around her neck.
I think Tim cheated to keep us alive. I’m waiting for my revenge IRL.
We continue to Shadowgrange when we hear an explosion in the hills. Smoke is billowing out of a cave. We investigate, find suicided culty folks arranged around a hole in the ground, the source of the smoke. Naturally, when we get close, baddies pop out, roll initiative.
After an abortive interrogation, we loot the corpses and carry on toward Shadowgrange.
Our discussion & review of Deep Carbon Observatory, text by Patrick Stuart and art by Scrap Princess. MAJOR SPOILERS.
tl;dl: it’s a work of superlative imagination. It refreshes the underdark and specifically the drow, and contains some structural/mechanical experiments you can lift for other purposes. It’s a no brainer purchase. However, needs a second edition that focuses on the “presentation layer”—how the ideas are to be communicated to the players, both in the maps and in the room contents.
A quick note here from Daniel re: module design: don’t have multilevel treasure tables for generating finite treasures. If there are going to be XdY treasures of properties that you need to generate by rolling yet further, save the DM the trouble and pre-generate the most interesting ones. You’ll see what I’m talking about in this episode. I could have pre-rolled them, but why not save the end-user some work?
Update: our confusion over “Sense Nearby” was just cleared up by the writer of Into the Odd. The character starting package doesn’t indicate that you can “sense nearby” (whatever that means) and also get an Arcanum. “Arcana” should be read as the object of the sensing: “sense nearby Arcana,” like detect magic. I (Daniel) hadn’t looked at the entry until now, but I see that its being split up over two lines is what caused the confusion for us.
This didn’t go as planned or desired at all, but ya gotta kill yer darlins. Or have them exploded.
Thank you, bone magnet.
Also, I (Daniel) am not sure at all that I ruled correctly re: the climactic moment here. I think I was interpreting metaphorical language in the text too literally. But it was a magical anatomy judgment made the heat of the moment. Perhaps Patrick can find it in his heart to forgive me.
crossposted from Detect Magic, Daniel’s RPG blog that hasn’t been updated in a thousand years but has tons of mostly useless stuff on it
Someone on G+ was asking about Blood & Bronze, a newish fantasy adventure D&Dish game set in the Ancient Near East.
TL;DR: if you like the historical setting, worth a buy. If you like Apocalypse World / D&D mashups, probably also worth a buy. Mechanical callouts in bullet points below.
The ANE is my jam; so of course I’d already purchased the book. (Note that links to drivethrurpg are affiliate links for my podcast, gg no re.)
For D&D remixes like this, I usually buy if they have some sort of interesting simplification of the typical mechanics or if they mash up the old school formula with new tech. B&B does both, but not really in a way that I care to adopt.
Stats:2d6 to generate ability scores, from which you consult a table for a rating from 1-6. Scores are for checks and saves (roll under); ratings are for skills. Fighting uses skills.
Skills: use your ability ratings to determine how many d6 to roll. You need at least 1 die to have a 5-6. The effects are Apocalypse World style, with bad stuff happening on misses. There’s quite a few, and you gain more by leveling.
HP: set by your class. Used both as trad hp and as a stat that other mechanics interact with.
Character generation: AW style character gen (hard eyes, young eyes, etc.), with rolled stats as Gygax would have wanted, starting gear, and a selection of skills (AW-style moves) per class.
Encumbrance: endurance/hp stat is softcap. For each 3 items past your endurance (round up), +1 point fatigue.
Fatigue: temporarily reduces all stats 1:1. When a stat hits zero, you’re weary.
Weariness: If you’re hit when you’re weary, you’re out.
Very barebones though written apparently for beginners (lots of talk about having paper, dice, how to roll and calculate things). However, not enough procedural stuff and thorough examples to really be suited for beginners. Organization unintuitive to me.
Nevertheless, the game has a ziggurat on the cover; so I love it.
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