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Tales from the Yawning Portal: DMing the Tomb of Horrors

Tomb of Horrors has always been a favorite of mine to run as a session or two for fun. When Tales of the Yawning Portal popped up with a 5th edition version, I had to get it and run it. Luckily my group was totally on board for a different experience for a few sessions, so away we go. I've run ToH in multiple systems and I have seen the ins and outs. I know all the tricks. I know what fun looks like and what frustration looks like. ToH is a great experience dating all the way back to Gary Gygax's original group. Let's take a look. My game was run with 5 players, although we swapped out a couple of players along the way. It lasted about 3 sessions of about 4 hours each. All of the players started with multiple 14th level characters, so they could switch to new ones as characters died. My party ran no rogues, which was just weird. This is all my opinion. Your game may go differently, your gaming group may have different problems and successes. I'm not going to argue...

Two Groups in the Same Campaign: Madness or Brilliance?

For years I have been planning an Asian-inspired campaign, in fact, since before D&D 5E even came out. Originally it was to be a Pathfinder campaign. Instead, something better came together out of a combination of 5E, some homebrew, and the Forgotten Realms Kara-Tur setting. The campaign concept evolved over a period of years to become a group of monster hunters in Asian-inspired Kara-Tur somehow getting caught up in the Blood War, the eternal war between demons and devils. I knew to do this right it was going to take a lot of homebrew and a lot of prep. In the end, there are 3 custom races, 7 custom classes / archetypes, a whole new weapon set, and several house rules. Prep involves coming up with lots of place names and character names in a setting I am not particular well-versed in, either specifically or by genre. To save myself a lot of work, both of my Roll20 groups play different parties in the exact same campaign.  Prep once, play twice. Half the prep is a wonderful t...

Abyssal Winds: A New Style of Campaign

I've GMed over 100 sessions of Dungeons and Dragons 5E now, with over 40 different players across multiple campaigns. I think I have finally learned enough to make a meaningful commentary on the system. I really love it, except for one thing: my bad guys, NPCs, and monsters are always getting ran over by the PCs as they sprint through encounters. They don't even think about it anymore. Bing, bang, bam -- they run in and kill the baddies. I had a level 15 take out a level 21 lich in a round and a half without breaking a sweat. My new campaign has been years in the making and I really wanted to get a different feel from combat and NPC interaction. The party is a group of monster hunters in Kara-Tur, the Asian-inspired part of Forgotten Realms.  To slow down the action, I really have emphasized two major changes: making NPC interactions trickier and making monster interaction trickier. For NPCs, the PCs now have to navigate the subtleties of honor and tradition. Each PC has 7 ...

It's All About the Crits: Critical Successes and Failures

When you roll a 1, something bad happens; when you roll a 20 something good happens. It is a simple roll in many systems that can be the curse or bane of players and GMs. Today we're going to be discussing it in D&D 5E, however this rule applies lots of places. Lets get some terminology out of the way first. An attack roll is made when a creature attempts to hit a target using a weapon (which could a natural, like a fist or claw) to hit a target. A saving throw is a a creature trying to resist or avoid an effect of something like a spell or a trap. A skill check is used when a creatures applies its knowledge to answer a question or its skill to perform a task.  For our purposes, this creature will be a player character. For attack rolls, a 20 deals double damage dice, and a 1 misses in 5E RAW. These two effects nearly cancel each other out over the long haul, although not perfectly (math left as an exercise for the reader).  Every PC on every attack has the same change...

A Stern Warning

Dreden slammed his fist against the table. "DO YOU UNDERSTAND ME?!" "Yes," said the two hobgoblin warriors who faced him across table. "You cannot go above ground. We cannot be discovered, " said Dreden, his brow furrowed so that it was nearly touching his nose. "This mission will fail if you disobey." "Yes, commander," the two repeated, one slightly before the other. Dreden sat into the chair, lumber creaking under his muscular hobgoblin physique. The two warriors seemed fidgity. It was the white cloaks and the white helmets. They were too bright, too clean, and too civilized when they were above ground. "Now what is the status of the tunnels?" Dreden spoke slowly. His face was normal again. "The southern tunnel is slow going. There is bedrock under the river." said one warrior. "The northern tunnel is a day ahead, so far as we can tell, " said the other. Dreden frowned. "Escort Gitrid...

Numeneric Thoughts: Flying Things

Some of the things that fly in the Ninth World: There is a winged creature with feathers, webbed feet and a large circular mouth. This so-called suckler bird likes to land on large pieces of shiney metal and glass and suck the debris off it.  A large flock of them can clean all the windows in a good sized town in a day. The young, however, have been know to attach to eyeglasses, mostly just frightening the wearer. Numenera hunters near Beoth reported disturbing some sort of nest before leaving town.  A week later small flying disks appeared, cutting through timbers of local buildings. The residents were able to take shelter in stone buildings after one resident was killed, but are scared to go outside. There is a four-legged animal in the Wyr river valley that can spread its limbs and glide.  The 3 foot creature has generally been content with swooping down and grabbing live food from the river, but recently it has taken to snatching livestock and small animals in se...

Numenera Thoughts: The Sky

A few thoughts concerning the sky in the Ninth World: A man in Uxphon has found a Numenera in the mountains. For 10 shins he will let you point it at the sky on a dark night where is shows large invisible cities floating in the sky. In Navarene, several people have found objects left behind by a lumbering automaton that rambles quickly across the land. Friends and neighbors described the objects as large eggs. One witness said that when activated they glow crimson. A short time after, those that had the object were found burnt to death after a bright flash from the sky. A large forest of trees stands outside of Dobrin, metallic with large metal leaves that point toward the sky.  On the first day of summer and the first day of winter, the sky above them pops and crackles with lightning. Anything above the forest is burnt into dust. Near Mt Jaspar there is a machine in the sky that flies from a fixed spot out past the Deeplight and back every week, as if on an invisible cable...