Cloister of the Frog-God Actual Play: SWAMP

We start playing Cloister of the Frog-God, shipped all the way from Hungary.

Links

Pics

Journey to the cloister

Where to Listen

Shadowdark Quickstart Review

We review (positively) the rules and module in the Shadowdark Quickstart, written by Kelsey Dionne and published by the Arcane Library.

Links

Pics

Our journey through the dungeon
All the monsters in the quickstart for easy reference
the map pieces in their DIY origami container
die for scale
the terrible aftermath

Where to Listen

Shadowdark Quickstart Actual Play

We play the module in the Shadowdark Quickstart, written by Kelsey Dionne and published by the Arcane Library.

Links

Pics

Our journey through the dungeon
All the monsters in the quickstart for easy reference
the map pieces in their DIY origami container
die for scale
the terrible aftermath

Where to Listen

Breaking Geas

The gang fights a dragon in hopes of finally breaking their deadly geas.

The path the gang took
The red dragon wyrmling

The dragon’s hoard:

  • 6000 cp, 3200 sp, 200 gp, a leather coat tooled with floral vines (25 gp), a linen tabard trimmed with rabbit fur (25 gp), a pewter coffer etched with elven script (25 gp), a set of crystal dice (25 gp), a wooden orb inlaid with a meandros of silver (25 gp), Spell Scroll (Acid Splash) (common, dmg 200), Spell Scroll (Purify Food and Drink) (common, dmg 200), Potion of Climbing (common, dmg 187), Potion of Greater Healing (uncommon, dmg 187), Potion of Healing (common, dmg 187)
  • a copper amulet etched with draconic scales (25 gp), a brass circlet inlaid with electrum (25 gp), a copper salt cellar engraved with arcane runes (25 gp), a pair of brocade gloves trimmed with rabbit fur (25 gp), a pewter amulet inlaid with electrum (25 gp), an earthenware chalice painted with mythical creatures (25 gp), Potion of Greater Healing (uncommon, dmg 187), Potion of Growth (uncommon, dmg 187), Rope of Climbing (uncommon, dmg 197)
  • azurite (10 gp), 2 x lapis lazuli (10 gp), 2 x malachite (10 gp), tiger eye (10 gp), Bag of Beans (11 beans), Goggles of Night, (rare, dmg 152), Elixir of Health (rare, dmg 168), Necklace of Fireballs (rare, dmg 182), Potion of Invulnerability (rare, dmg 188)
Chilton County map

Where to Listen

Guess the Edition D&D Gameshow

Welcome to GUESS THE EDITION, our D&D game show in which the players COMPETE For the GREATEST PRIZES known to MANKIND (HeroForge gift cards) in a CONTEST of KNOWLEDGE, LUCK, and FORTITUDE. The host reads a quote, and the players have to guess which edition it comes from.

  • Options are 0-5.
  • I read the quote, and players hold up their hands to show 0-5 fingers.
  • You get points = the number of players who got it wrong.
  • Ties broken by sudden death round of three questions.
  • Further ties broken by rolling high on d20.
  • Winners gets Heroforge gift cards.
  • Dear listener, feel free to play along and record your score.

The Quotes

  1. (0e Underworld p36) everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way!
  2. (0e Underworld p31) Whenever ships come within 1″ of each other, they may attempt to grapple. Each vessel has a 20% chance of successfully grappling.
  3. (0e Underworld p35) On the first day of complete rest no hit points will be regained, but every other day thereafter one hit point will be regained until the character is completely healed. This can take a long time.
  4. (0e Underworld p3) Before it is possible to conduct a campaign of adventures in the mazey dungeons, it is necessary for the referee to sit down with pencil in hand and draw these labyrinths on graph paper. Unquestionably this will require a great deal of time and effort and imagination.
  5. (0e Underworld p6) The fear of “death”, its risk each time, is one of the most stimulating parts of the game.
  6. (0e Men & Magic p11 from Michael) In addition, the charisma score is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover.
  7. (0e Underworld p8) Time must be taken to rest, so one turn every hour must be spent motionless, and double the rest period must be taken after a flight/pursuit takes place.
  8. (0e Men from Alex R) Should any player wish to be one, he will be limited to the Fighting-Men class as a Hobbit.
  9. (0e Underworld p24) There should be no “natural laws” which are certain.
  10. (0e Underworld p33) Assume that one-half of all sailors can swim.
  11. (1e DMG p7) As the creator and ultimate authority in your respective game, this work is written as one Dungeon Master equal to another. Pronouncements there may be, but they are not from “on high” as respects your game.
  12. (1e T1 Hommlet p3) The persons met at the inn, along the road, and so forth, are you; for the Dungeon Master is all—monsters, NPCs, the gods, everything. PLay it to the hilt. Do it with flair and wit. Be fair both to the characters and to yourself.
  13. (1e DMG p37) YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.
  14. (1e T1 Hommlet p16) If you’re a gamer of any type, there’s an annual event you should know about no matter what your particular area of interest is. The event is GenCon, America’s Premier Game COnvention and Trade Show . . .
  15. (1e PHB p2) Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with deference to his position as game moderator. Be prepared to accept his decision as final and remember that not everything in the game will always go your way!
  16. (1e PHB p7) This game lets all of your fantasies come true.
  17. (1e PHB p9) Maximum strength possible for a female human or male gnome character.
  18. (1e MM p5) If a monster encountered is not in its lair it will not have any treasure unless it carries “individual” treasure or some form of magic.
  19. (1e KOTB from AlexR) ‘Bree-yark’ is goblin-language for ‘we surrender’.
  20. (1e DMG Appendix N p224) From such sources, as well as just about any other imaginative writing or screenplay you will be able to pluck kernels from which grow the fruits of exciting campaigns. Good reading!
  21. (2e DMG p2 from Matt P) As a Dungeon Master, you have great power, and ‘with great power comes great responsibility.’ Use it wisely.
  22. (2e DMG p113 from Matt P) Now, it is not important to create a detailed background that goes into the economic theories of dragon-hoarding or the supply-and-demand trade structures of dwarves.
  23. (2e PHB p4) A Note About Pronouns
  24. (2e I6 Ravenloft p2) This module is designed for a party of six to eight player characters (PCs) of the 5th to 7th levels of experience. A balance of character classes is helpful since the PCs will face a wide variety of problems. Each character class will certainly have its moment to shine. At least one of the PCs must be a fighter with a longsword.
  25. (2e DL1 Dragonlance p17) Oh Riverwind where have you gone? Oh Riverwind autumn comes on. I sit by the river and look to the sunrise, but the sun rises over the mountains alone.
  26. (2e DL1 Dragonlance p1) Now turn from the chair. Leave your mortal self again. Take up your polished staff. Walk softly into the light. Remember all.
  27. (2e Complete Fighter’s Handbook Character Creation > Ability Scores) Whether or not you run an all-warriors campaign, if you utilize the Warrior Kits chapter of this rule book, we recommend that you use Method VI to create the ability scores for your characters. Because characters using the Warrior Kits are so specialized, you’ll find it helpful to be able to custom-design your character ability scores, which Method VI allows you to do.
  28. (2e PHB Nonweapon Proficiencies) If your DM decides not to use secondary skills or nonweapon proficiencies, situations will arise in which you’ll have to determine whether your character has certain skills. For example, Delsenora the wizard slips at the edge of a steep riverbank and tumbles into the water. The current sweeps her into the middle of the river. To escape, she must swim to safety. But does Delsenora know how to swim?
  29. (2e PHB Chapter 11 final para) Of course, in any given encounter, there may be many other options open to your character. The only limit is your imagination (and common sense). Charging a band of orcs to break through their lines and flee may work. Talking them down with an elaborate bluff about the army coming up behind you might scare them off. Clever use of spells could end the encounter in sudden and unexpected ways. The point is, this is a roleplaying game and the options are as varied as you wish to make them.
  30. (2e Planescape, Welcome to the Planes) Welcome, addlecove! Welcome to the worlds beyond your world, the great wheel of the cosmos. This is a great place! Where else can a poor sod mingle with mighty minions of the great powers, or sail the astral ocean, or visit the flaming courts of the City of Brass, or even battle fiends on their home turf? Hey, welcome to the lands of the living and the dead!
  31. (3e PHB p99) When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load).
  32. (3e Epic Level Handbook p4) The rules in the DUNGEONS & DRAGONS ® core rulebooks are not enough for you. Your game promises more than what the rules can contain. Your plots run deeper and your imagination burns stronger. Twenty levels of power are too few, character options are too limited, and the monsters are too weak. Until now. Welcome to the next level of power.
  33. (3e PHB II p4) A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action.
  34. (3e PHB II p52) When wizards scheme, you pray. When dragons roar, you take up your sword, fearless. When devils from the Hells steal innocent souls, you respond with sacred vengeance and send them fleeing back to the pit whence they came.
  35. (3e MM p6) Oozes have no natural armor ratings but are nevertheless difficult to kill because their bodies are mostly simple protoplasm. This is reflected by bonus hit points according to size, as shown in the table below.
  36. (3e DMG I p6) The secret is that you’re in charge. . . . You get to decide how the rules work, which rules to use, and how strictly to adhere to them. . . . You’re a member of a select group. Truly, not everyone has the creativity and dedication to be a Dungeon Master. . . . It’s good to be the DM.
  37. (3e DMG I p13) Surprise your players by foiling metagame thinking. Suppose there is a lever on the other side of the pit, for example, but it’s rusted and useless. Keep your players on their toes, and don’t let them second-guess you.
  38. (3e DMG I p13) Metal or plastic figures can be used to represent characters, monsters, and scenery in the game. You can use them on a grid to show ranges, tactical movement, line of sight, and areas of spell effects.
  39. (3e Dungeon Mag 98 p12) I was disappointed and somewhat angry to read in i ssue #97 that you will no longer be publishing mature content. I don’t believe the majority of D&D players include children in their games, and an adult-themed adventure fits into many DMs’ games.
  40. (3e Dungeon Mag 97 Shackled City p45) You can also make the adventure tougher by adding random encounters. Suggestions include a trap that summons a Medium-size earth or fire elemental, a roving phantom fungus, a gray ooze, a minor or average xorn demanding tribute, or a pair of stealthy meenlocks.
  41. (4e DMG I, p4) Most games have a winner and a loser, but the DUNGEONS & DRAGONS Roleplaying Game is fundamentally a cooperative game.
  42. (4e PHB p7 from Matt P) This is the X Edition of the DUNGEONS & DRAGONS game. It’s new. It’s exciting. It’s bright and shiny.
  43. (4e DMG I p6) It’s like a fantastic action movie, and your characters are the stars. The story unfolds as your characters make decisions and take actions—what happens next is up to you!
  44. (4e DMG I, p7) A battle grid is very important for running combat encounters, for reasons outlined in the Player’s Handbook.
  45. (4e DMG I, p7) All the players need some way to record important information about their characters. You can use plain paper, but a character sheet photocopied from the one printed in the back of the Player’s Handbook is more helpful.
  46. (4e DMG I, p7) The last essential component of a D&D game is fun. It’s not the DM’s job to entertain the players and make sure they have fun. Every person playing the game is responsible for the fun of the game.
  47. (4e PHB p 6 from Matt P) In an adventure, you can attempt anything you can think of. Want to talk to the dragon instead of fighting it? Want to disguise yourself as an orc and sneak into the foul lair? Go ahead and give it a try.
  48. (4e DMG I, p 15) Metagame thinking means thinking about the game as a game. It’s like a character in a movie knowing he’s in a movie and acting accordingly. “This dragon must be a few levels higher than we are,” a player might say. “The DM wouldn’t throw such a tough monster at us!” Or you might hear, “The read aloud text spent a lot of time on that door—let’s search it again!” Discourage this by giving players a gentle verbal reminder: “But what do your characters think?” Or, you could curb metagame thinking by asking for Perception checks when there’s nothing to see, or setting up an encounter that is much higher level than the characters are. Just make sure to give them a way to avoid it or retreat.
  49. (4e DMG I, p 18): With four hours to spend, you can take the time to craft an adventure of your own that’s not quite so rushed. Build in elements designed to appeal to each player. Design a major quest to lead the characters on the adventure, a handful of minor quests to spice things up, and at least two or three definite encounters and a like number of possible encounters. Make notes about the encounters you’ll design next week.
  50. (4e DMG I, p 23) Your narration of the fantastic world of the game needs to seem real—not as a simulation of the real world, but as if the game world were a real place with coherent, logical rules. Actions should have logical consequences, and the things the PCs do should have an impact on the world. The people and creatures of the world should behave with consistency in ways that players can understand.
  51. (5e TOA Errata) Mad Monkey Fever (pg. 40). The heading is now “Blue Mist Fever,” and throughout this section, “mad monkey fever” has been changed to “blue mist fever.”
  52. (5e Starter Set p2) The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. Like games of make-believe, D&D is driven by imagination. It’s about picturing a crumbling castle in a darkening forest and imagining how a fantasy adventurer might react to the challenges that scene presents. In this fantasy world, the possibilities are limitless.
  53. (5e Starter set p3) There’s no winning and losing in D&D—at least not the way those terms are usually understood. Together, the DM and the players create a story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to play a new character. The group might fail to complete an adventure successfully, but if the players had a good time and created a memorable story, they all win.
  54. (5e DMG Appendix D) Here are several inspiring works that can help you become a better storyteller, writer, performer, and mapmaker. This is by no means an exhaustive list, but a collection of titles picked out by playtesters and the Dungeons & Dragons creative team. For more inspirational reading, see the Appendices in the Player’s Handbook.
  55. (5e DMG Introduction) It’s good to be the Dungeon Master! Not only do you get to tell fantastic stories about heroes, villains, monsters, and magic, but you also get to create the world in which these stories live.
  56. (5e DMG > Artifacts > Eye and Hand of Vecna) Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
  57. (5e MM) Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
  58. (5e Xanathar’s Chapter 2 para 2) The system in the Dungeon Master’s Guide is designed so that you can generate all treasure randomly, and the tables also govern the number of magic items the characters receive. In short, the tables do the work. But a DM who’s designing or modifying an adventure might prefer to choose the magic items that come into play. If you’re in that situation, you can use the rules in this section to personalize your treasure hoards while staying within the game’s limits for how many items the characters should ultimately accumulate.
  59. (5e LMOP Introduction) When in doubt, make it up! It’s better to keep the game moving than to get bogged down in the rules.
  60. (5e TOA Ch2) On the map of X, each hex measures 10 miles across. Characters moving at a normal pace can travel 1 hex per day on foot through coastal, jungle, mountain, swamp, or wasteland terrain. They can travel 2 hexes per day if they’re traveling by canoe on a river or lake. The rate of travel up or down river is the same; the rivers are so sluggish that current is almost imperceptible. Without canoes, the normal rate of travel along a river is the same as through the surrounding terrain. Canoes move 1 hex per day through swamp.

Where to Listen

Dragon-hunting in Mineral Springs, Alabamia

The party hopes to resolve a misunderstanding with Count Clanton’s usurper brother. To gain his trust (and some cash), they head down to the lair of a recently arrived dragon.

Chilton County map

Where to Listen

Alabamia Interlude – Peach Park Putsch

Seeking to fulfill their deadly geas, the party floats on over to Clanton, Alabamia. But the peaches are withered; there’s a civil war brewing; and an aristocrat wants them to slay a dragon.

John was listening and sent this image in despair at the indecision of the players
Assaulting the tower in Mineral Springs
Chilton County map

Where to Listen

Temple of 1000 Swords – Part 2

We continue Temple of 1000 Swords, an adventure by Brad Kerr, written for Old School Essentials but easily usable in whatever system you’re running (like us with 5e). Read Bryce Lynch’s very positive review of it here: https://tenfootpole.org/ironspike/?p=7505.

Drukk Egg Lair (front)
Drukk Egg Lair (back)

Where to Listen

Temple of 1000 Swords – Part 1

We start Temple of 1000 Swords, an adventure by Brad Kerr, written for Old School Essentials but easily usable in whatever system you’re running (like us with 5e). Read Bryce Lynch’s very positive review of it here: https://tenfootpole.org/ironspike/?p=7505.

Fighting Drukks at the entrance after a shortlived tour
Surprise attacking the Drukk lair (the mead horn is a palisade, and the guys on risers are on the rafters)

Where to Listen

Wyvern Songs – Fabien’s Atelier – Complete Playthrough

We start and finish Fabien’s Atelier, one of the adventures in the module Wyvern Songs, by Brad Kerr. Read Bryce Lynch’s review of it here: https://tenfootpole.org/ironspike/?p=8281.

  1. Wyvern Songs (aff): https://www.drivethrurpg.com/product/406938/Wyvern-Songs?affiliate_id=433586
  2. Brad Kerr’s podcast Between Two Cairns: https://www.buzzsprout.com/2042709/
  3. Brad Kerr’s itch.io site: https://brad-kerr.itch.io/
  4. Swordlords Publishing: https://www.drivethrurpg.com/browse/pub/17426/Swordlords-Publishing

Where to Listen