Showing posts with label 5th edition. Show all posts
Showing posts with label 5th edition. Show all posts

Tuesday, December 2, 2025

Shadowdark: Trolls are Dangerous Again

 If you were paying attention to this blog (unlikely) then you know that both of my Dungeons & Dragons campaigns stopped abruptly a little over three years ago. The two groups were using 5th edition D&D, one group in a homebrew world, transitioning to Ptolus, and the other already in Ptolus. I am now preparing to start a new campaign using the Shadowdark RPG. 

There is an interesting mechanic for driving activity in the game by giving light an even greater importance to survival than in many other games, especially 5e D&D. Torches burn out after about an hour of real time, with variance and depending on other factors. Delving is risky in the light, but becomes terrifying in the dark. Characters have limited encumbrance and space meaning choices of what to carry and how much can be the difference between life and death. Characters in Shadowdark do not have darkvision, unlike almost all of the species in Dungeons and Dragons 5th edition. When they run out of light sources the real fight for survival begins.

This is where trolls enter the discussion. We all know that fire is one of two certain ways to finish off a troll and prevent their regeneration. Acid is the second method, but it comes with the risk of exposure and damage if the vessel it is carried in breaks. Fire is therefore the most likely resource at hand for combatting trolls. Using up torches battling trolls depletes that very valuable resource. Now trolls aren't just deadly in combat, they're deadly afterward as well. 


Many of the creatures inhabiting dungeons will make an extra effort to douse light sources and trolls have more reason to snuff torches. So, when your players chuckle at the thought of trolls, smile and watch their expressions when the light goes out.





 

Wednesday, August 17, 2022

The Joy of Lightning Bolt


A 1st edition AD&D Lightning Bolt spell can be a wizards worst nightmare in a short hallway. If it strikes a solid surface that doesn't give way like a wooden door would, then it will rebound toward the caster. If they have not placed themselves beyond the reach of a rebounding lightning bolt, well, let's just say the effect could be hair raising.

In 1e if you were a 5th level wizard that had just acquired the spell you could set the origin of the bolt up to 90' from you and the length of the bolt itself would be 80' meaning a target up to 170' away could be blasted. It also means if you are within 40' of a stone wall and unwise enough to cast in that direction you would cook yourself like a hotdog touching two live wires. (This self zapping could be from a longer distance if you set the origin of the bolt close to the wall).

Put yourself in a really short hallway with walls at both ends and multiple strikes can toast you to cinders. While the multiple instances of damage from a single bolt is debated by some, it certainly can happen in the Balder's Gate computer game. I know, I've been dumb enough to try it.


Fifth edition does nothing to clarify the issue of rebounding lightning bolts or the potential for repeat damage. It simply describes the bolt as being 100' long with the origin of the bolt being the caster's position. It is however an evocation spell so the Sculpt Spell ability would also work meaning no cooking party members in the line of fire.

Sounds like the call has to be made by the DM, hopefully with input from the players in the campaign, especially if their wizard does things like I did because they could all be at risk.

You're a hairy wizard, but stay out of this.





Thursday, August 4, 2022

Interactive Ptolus City Map

There is a great website resource available for both DMs and players in a Ptolus campaign. It is the Ptolus City by the Spire Fully Interactive Map. It is not an official product of Monte Cook Games, but does have their blessing as I understand things.

I highly recommend viewing the interactive map on a laptop or PC. I find it unwieldy on my phone.

Ptolus Interactive Map


If you own the setting book, and can prove it to the site owner, you can access the book details about the locations pinned on the map. However, you can still make great use of this as a player without spoiling the secrets about the locations. 

Finding your way around the city and becoming familiar with the districts is very helpful. This map can take the confusion out of knowing where you are in relation to everything else. Need to get from the Guildsman district to the Docks? You can use this to plan your  route if that much detail is desired.

The important street names are on the map and you can make up your own for other short streets, and alleys if you choose. 

I use this most often when placing scenario locations for the player characters to visit. I can't add pins to the map, but I can note street names in my notes along with landmarks they are close to so players can match them to the map.

Check the site out. 

Friday, May 20, 2022

Campaign Diary - Bad Moon Rising

Location - Little Plains, a town halfway between Ptolus, Slune, and almost equidistant from Dorhinthas in the south of the empire.

Party in Play

Rae - Elf. Fighter 1/ Wizard 4.  One of the original members of the party that originated in the town of Little Plains. She is somewhat of a strategist and creative tactician always looking for an edge when the situation gets dicey.

Wulfe - Elf. Fighter 1/ Wizard 4. Originally from a small town north of Ptolus near the Moonsilver Forest, he wandered westward to satisfy his curiosity about the frontier areas of the empire. Joining the group early in their adventuring career he has been a steadfast companion and effective in any dangerous situation. He wields Cheval, a Faery forged longsword known for occasional bursts of radiant energy.

Korved - Human. Cleric 4. An itinerant priest, he arrived in Little Plains hoping to come to grips with his recent experiences. He had joined the Gaen faith at a young age and over time found his thinking more in line with her masculine aspect Hannan. The non-violent and amicable split in the church was his signal to explore the world.

Sparky - Human. Fighter 4. She's a force to be reckoned with in a toe to toe fight. Recent life as a sword for hire had led to some less than respectable jobs and little in the way of pay. Joining an adventuring group seemed a wise choice.

Celestia - Elf. Fighter 1/ Wizard 2. A bold and confident adventurer, she puts forward an unfearful countenance. A recent addition to the group Celestia is making herself at home as if she were there all along despite lacking the experience of the other members.

Jill - Human. Fighter 3. A sell sword by trade, she has recently been down on her luck and in need of work. Hired to deliver a bag of coins to this group she ended up joining as a means of escaping from the butt end of the empire. Capable with sword and bow Jill is a good fit for the team.

Jackalope - Human. Fighter 3. A stranger in Little Plains that arrived about the time the wolf attacks began. Staying at the Brown Dog, Jackalope approached the party after overhearing their intent to go north. Volunteering additional information about the wolf problem, the party agreed that an extra sword arm might be in order.


Jackalope had listened to the group last night before everyone called it a night. She decided the best time to approach them and ask to join up would be after they woke up, but before they settled in for breakfast. She had information that might prove helpful and another sword arm in events such as these is unlikely to be turned away. 

Rising early, Jackalope made her way to a small table in the cramped tavern room and waited. It wasn't long before the adventurers filed in, still sleepy and hungry. She introduced herself and began sharing what she knew. "I've been north three times so far. The wolfpack is large, maybe 20 strong, and some are larger than normal. They seem to be sending out pairs to scout during the day. If you're going there I would like to join you."

After some questioning it was revealed she had arrived around the time the wolf attacks started. This caught the attention of the more cautious members of the party, but was not enough to dissuade them from agreeing to take her along.

During breakfast they discussed a plan of approach. Wulfe, Sparky and Korved would head west out of town to gather the skeleton horde and head north avoiding notice to bring the horde to bear on the invading wolves. Meanwhile Rae would lead Jill, Celestia, and Jackalope directly up the north road to the farm. If only things were that easy.

Lorn met the farm bound party just outside of Little Plains. The farmer had married Sroka, Widow Penik's eldest daughter when the widow had wandered north a five years ago and not returned. It was presumed that she had died, a victim of wolves. All they found of her was part of her blue shawl amid some blood and many wolf tracks. Of the four party members taking the north road, only Rae was familiar to Lorn.

"You're back! I'm so glad to see you! Deek is missing, he hasn't been back here since the wolf attacks started. He usually comes home from your farm every evening, but, well, please find him." The conversation was a rapid back and forth with assurances that they would do everything that they could to see the 12 year old home safely. 

Along the way farmers could be seen bringing their livestock out into small corrals close to their barns. Everyone was afraid to let them out on larger fields for fear the wolves would prey on them as they had done, so often in the recent week. 

To the west Sparky, Korved and Wulfe weren't much surprised that there were now 27 undead present with three arriving just as they reached the two dozen from the night before. It was hoped that nobody would observe their small army of undead just 1500 yards from town. Korved despised that these things existed, and everyone worried about the questions they had no good way to explain without revealing the presence of the Crystal of Calling to potential bad actors. It was urgent to get these skeletons north as quickly as possible.

The Crystal of Calling was becoming even more of a problem when close to civilization. Graveyards were proving a ready source of corpses to animate and bring forth. Already existent undead proved even easier for the artifact to draw to its presence. So far the party had been lucky that they had only seen skeletons and zombies, unintelligent undead, as these would stop when close by and wait for commands. The situation might not be the same for higher forms of thinking undead. After-all they had taken it from intelligent ghasts and ghouls that were gathering their own army of abominations. What the crystal might do in a city full of graves had not yet occurred to them.

On approach to the farm Rae became more concerned at the sight of 4 wolf pelts nailed to the side of the barn. Close to the house the party encountered the Silver Blades who had come here three days earlier. Beyond them in the field was a smoldering burned area, two charred wolf bodies at the center.

"I don't suppose any of you thought to bring along coffee did you?" Daris the halfling Silver Blade piped up as the party approached. They had been awake for most of the past three days and were exhausted from their around the clock vigil and fighting off wolves. 

Rae had never really trusted the Silver Blades, though she had no real reason for the mistrust. Perhaps it was their penchant for dark clothing and having been distant on their return from the south. They had lost three of their party on that trip, maybe that explained the attitude, but something had not sat right in Rae's mind even in other encounters with them. 

Fertik leaned heavily on his staff, his eyes sunken and dark. The wizard was clearly very fatigued. "We're happy to see some relief." Gesturing over his shoulder at the burned area, "Sorry about your field."

Rae shrugged off the matter of the charred ground. "That's ok. Do you know where Deek is?"

Daris pointed to the root cellar doors. "Sorry about the lock, but we needed some place to keep him safe. Deek was bitten by a wolf three days ago. The wolf could have killed him, but instead ran off. We left rations and water for him. The doors are now sealed with a board through the handles. That should secure him for a short time."

"Do you think it was a werewolf?" Rae's concern was growing.

Fertik's shoulders slumped. "The way this pack is behaving, the possibility is real. We've seen similar things before and we chose not to take chances with the boy. You may need magic or silvered weapons if a werewolf is involved."

Harak shrugged. It was the first indication that the big warrior was even awake, standing there silent and unmoving. 

With that the Silver Blades excused themselves and headed to town. 

After a brief discussion it was decided that Jill and Jackalope would take Celestia's sword and head to town to try and have their swords coated with silver. Meanwhile Celestia and Rae would see what they could learn about Deek's condition and what he might need.

Knocking on the cellar doors Rae called down to Deek. "Are you ok down there?"

"My arm hurts and I'm hungry." came the reply. "When can I come up?"

A series of questions determined that his wound had healed completely, but his arm was still sore. He had also consumed all of the rations and water left for him and had resorted to eating all of the mice that resided in the root cellar.

With careful consideration Celestia removed the board holding the doors closed and Rae handed down a full waterskin with a promise of food later. Then they resealed the doors.

Wulfe, Sparky, and Korved had begun trekking north with their army of undead following. 





Wednesday, May 4, 2022

The Joy of Fireball

D&D's iconic Fireball spell has morphed over the years from a very dangerous tool that could wreck the persons using it into a more controlled, yet no less useful weapon of mass destruction. 

A major drawback to using it in a dungeon during first edition AD&D was the massive volume of space it would expand into, 33,000 cubic feet. (33,000 cubic yards outdoors, and I still don't understand why except to function as an army breaker) This could play havoc on  a careless wizard and their party when loosed in a constricted area and I have experienced this myself on a few occasions. It didn't just fill the small room it was cast into and then stop, it would continue expanding until the entire volume was reached. Mind you, this was only an issue for DMs that were sticklers for rules detail.

Note: I don't really know what radius 33,000 cubic feet makes up, but without a defined radius I do know it can wipe a party out quickly, especially with a math nerd DM calculating who becomes toast. Apparently it works out to 33 10' cubes.


There's a similar issue with a lightning bolt in a short hallway, but that's a discussion for another time.

In fifth edition D&D the fireball is kept to a neat and tidy 20' radius. Yes it does spread around corners to fill that area, so be careful, but you won't be sending a column of flames roaring down a hallway packed with your party members, unless you want to of course and even then it will only go 20 feet. There's also the Evocation School ability to Sculpt Spell which let's the wizard of that school blast enemies around a teammate without roasting said teammate (where's the fun in that?).

So in the current game you don't have much to worry about in terms of fiery self destruction if the caster is an evocation wizard. And that takes away one excuse for getting drunk after a TPK. (That means Total Party Kill for those alcoholics out there that don't play D&D)



Wednesday, April 13, 2022

An Adventure in Restenford: A Lesser Known Lendore Isles Scenario

For fans of Len Lakofka's Secret of Bone Hill and the sequels Assassins Knot and Deep Dwarven Delve, there is another adventure set in the town of Restenford.

In Dungeon Magazine issue #71 is Priestly Secrets written by W. Jason Peck. The story involves the characters in a recovery mission for the church that definitely does not go as one might expect. Everything takes place in Restenford keeping the incidents contained and not involving overland travel other than movement in town.

No spoilers will be shared here since I hope readers will have a chance to play or DM the fun.

An object of importance has been "misplaced" resulting in a threatening infestation and worse. In the course of recovering the item and resolving the root issues, the party will not only encounter opposition in combat, but also challenges of a physical/terrain nature to overcome. 

I ran this for my old campaign group during the transition from second to third edition. The adventure is written for second edition, but can easily be converted to any other edition. The game went great and while the party made it through intact they did have some difficulties that almost resulted in losing a party member to a natural hazard.

While the characters will not get rich from the treasure available, there is the possibility that looting of the available treasure could give the DM the chance for a tie-in later in the campaign.

My original copy of issue #71 was, along with thousands of dollars worth of mostly gaming gear, "lost" during my last move. This is still a sore point. I just paid for a copy of the magazine from an Ebay vendor, it wasn't cheap, but at least I have it back in my collection.

Priestly Secrets will not make it into my Ptolus campaign as-is, but the premise is solid and the core elements easily fit into the setting. By placing the adventure in the Temple District or in North Market near the Necropolis, you can also have some of it take a detour through the sewers and it will still make sense. If it does make the cut, it will end up involving a priestly order that handles burial preparations and funerals, and I'll have to determine how to draw in the PCs since there won't be a Baroness requesting a cleanup.

You may discover a less expensive source for the issue than I did, and I highly recommend getting your hands on it if you are a DM.



Saturday, April 9, 2022

New Monster (Unique, Legendary) - Burning Cube (Updated for 5e)

Embuk kicked and swam for all he was worth through the cold waters of the underground lake. He prayed that the horrible creature could not cross the water.

A trail of ashes behind the thing were all that remained of his companions Maluk and Zefram. They had tried to fight back after the cube-like monstrosity slammed into them at the intersection of hallways. They had not noticed it coming.

It was as the rumors had said, a wizard had dropped his powerful wand of fireballs only to see it engulfed by a massive nearly invisible cube of slime. Now, imbued with the elemental energies of the wand the creature wanders the caverns and worked hallways beneath the ruins incinerating its victims.

Zefram had struck it full on with the point of his spear only to suffer a retributive blast of flames gushing from the wound. Maluk fared no better, though he did not become paralyzed, the thing wrapped itself around, absorbing him. Within its transparent form he burned to charred cynders over the next several seconds, writhing and screaming the whole time.

Embuk fired his crossbow and sadly sealed Zefram's fate as another gout of fire burst forth and down Zefram went. The thing lurched forward over his fallen companion and Embuk ran.

Burning Cube (Unique Legendary Creature) modifications:

To convert the Gelatinous Cube from the 5th edition Monster Manual into the Burning Cube change all damage types to fire. Add immunity to fire. Remove the paralytic ability. Add a retributive attack 3d6 fire in an area effect 15' cone beginning next to the cube, when damaged by slashing or piercing weapons (DC15 Dexterity Save for half damage). Upon death the Burning Cube explodes in a 20' radius inflicting 8d6 fire damage, DC 15 Dexterity Save for half damage. Give it maximum 120 hit points. Change CR to 4 (Legendary and Lair). If you decide to keep the paralyzing capability, adjust the CR to 5.

Errata: increase the attack modifier by +1 more, increase damage to 3d8 and 6d8 for the pseudopod and engulf respectively.

The retributive burst of fire is not a recharge feature, it happens automatically immediately when triggered. If the triggering attack is ranged, the effect still happens beginning in the square next to the  cube.

Legendary Actions (3 charges): At the end of an enemy's turn the Burning Cube may take one of these actions as described in the Monster Manual.

Pseudopod (cost 1 charge) or Engulf (cost 2 charges, including the additional movement).

Lair Actions: On an initiative count of 20 (losing initiative ties) the cube takes a lair action to cause one of the following effects.

Ceiling Collapse. A small section of the ceiling above collapses onto one enemy within 60' of the cube. The target takes 4d6 damage and must make a DC15 Dexterity Saving Throw. Success reduces the damage to half. Failure results in the creature being restrained and prone. Freeing the creature from the restrained condition requires using an action and a strength check with a DC of 20. 

 Sticky Surface. An area 10' in diameter within 30' of the cube becomes difficult terrain reducing movement by half.

This monster is inspired by the blog banner and this piece of art created for The Dice Are A Lie by Mark Allen.



Friday, April 8, 2022

On the Origin of the Gelatinous Cube

For this one I solicited feedback from some Grognards Who Play 5th Edition Dungeons & Dragons, on Facebook. Below is what it inspired.

The creature in D&D known as the Gelatinous Cube has been a fun toy for DMs to employ against their unsuspecting player characters since early in the game, but what in-game origin story can we attribute to its existence?

I have never seen the monster used in any wilderness settings, only in the confines of caverns or dungeons within adventure modules. Why might that be and what can we do to change that up a bit?

Jeff Kesselman believes that it may be official canon they were created by wizards to act as a kind of street sweeper for keeping dungeons clean. 

I recall something along those lines, but it seems like overkill and a dangerous thing to let loose in areas you yourself have to pass through. After-all, why would you make it transparent? That would raise the possibility that you may accidentally run into your own creation while trying to reach the bathroom. There's also the expense of installing all those metal doors to keep it from dissolving wooden ones and getting into sensitive areas.

"I think I'll grab some lunch. Dammit! The cube ate all my Ramen again!"

Anonymous suggested an article in Dragon Magazine #124 by Ed Greenwood. You can find it at this link. https://annarchive.com/files/Drmg124.pdf    <----- Link

Ed's article is a short, fun read like the other Ecology articles in Dragon, but it doesn't address the heart of the topic, the origins of the creature.

Cullen Blackthorne imagines a cube of enormous proportions due to all the organic material it could absorb in the event it escaped the dungeon.

An area of barren landscape would certainly be a sign of the presence of an escaped Gelatinous Cube. Per the Greenwood article it would be very likely to split into more hungry cubes often than to get too large, but then you have a problem akin to an out of control forest fire! Wow, heroes needed for sure!

Martin Nussbaum offered this link from Wikipedia about slime molds to aid in thinking about how Gelatinous Cubes might function. https://en.wikipedia.org/wiki/Slime_mold  <----- LINK

Having read this information I can now see Cullen's previous point about enormous cubes. Imagine a renegade cube in an isolated mountain valley splitting into hundreds of cubes as they devour every bit of organic matter. Then they recombine and surge over the mountain peaks to bear down on a nearby city. No need for a tarrasque when you have a foe like that. Truly horrifying.

Charles Ciaffone posits that mages may have accidentally created Gelatinous Cubes when sealing off a stronghold and trying to protect it with a more potent version of the spell Guards and Wards, and something went slightly awry. It would certainly aid in protecting the location from intruders of the adventuring kind.

Accidental creation could certainly be the case when you think about transparency as discussed above, but what accounts for the untypical shape? If  intentional could the original creator have been attempting to build an ooze based golem and used a cubic mold? 

Bob Curtis pointed to their possible use deep below a toilet in order to create a stink and waste free disposal.

The drawback here is that Cubes can climb on walls and ceilings like a snail. They also aren't inclined to sit still for long instead wandering on the search for more food. The result could be one fatal bowel movement.

Brian Sailor says the age old answer is always "a mad wizard did it."

Much like the Owlbear is believed to have been created by a mad wizard, so too could the Gelatinous Cube be a product of madness, but here's the real question; was the wizard insane mad or angry mad? It's conceivable that a pissed off spellcaster might drop one of these off in the offender's lair as a nasty surprise.

"You've crossed me for the last time Bantragemus. Here's a gift you'll be dying to receive."

In the depths of a dungeon laboratory Velard Yellow-Wand prepared the Mithril vat. Velard wanted to craft something unexpected for unwanted guests to deal with. Something that could clean up after itself and not leave his abode cluttered with the corpses of interlopers and thieves. It had to be able to ambush prey so it needed to remain unseen until it was too late, but imbuing a creature with invisibility would be very difficult. What if it was simply transparent?  It also needed to prevent passage beyond it, to be like a moving wall. Looking down at his desk Velard noticed his pair of bone dice. "Aha! A cube! One born of an ooze!" 

Chris Kelly thinks that Gary Gygax may have smoked an enormous biffter, ate most of the Jello, then plunked the remaining cube down on the game table.

We may need to ask Luke Gygax if we want to learn the real life origin of the Gelatinous Cube, but for in-game origins it can be whatever you want as the answer to the mystery. Regardless of the answer, have a little fun with this beastie in your game.

Special thanks to everyone on Facebook that contributed information and ideas to help bring this post to life. Tomorrow's post will be a 5e update of a unique Gelatinous Cube that I created in the early days of the blog for a B/X style rule set.

Have fun and happy gaming!




Friday, March 25, 2022

Campaign Diary - A Familiar Robber in the Night

 Location: The ruins of Thistleblack a long abandoned town with a strange nature. Below the ruins are a dungeon with crypts and a time twisted magical library.

Party in play: 

Rae - Elf. Fighter 1/ Wizard 4.  One of the original members of the party that originated in the town of Little Plains. She is somewhat of a strategist and creative tactician always looking for an edge when the situation gets dicey.

Wulfe - Elf. Fighter 1/ Wizard 4. Originally from a small town north of Ptolus near the Moonsilver Forest, he wandered westward to satisfy his curiosity about the frontier areas of the empire. Joining the group early in their adventuring career he has been a steadfast companion and effective in any dangerous situation. He wields Cheval, a Faery forged longsword known for occasional bursts of radiant energy.

Korved - Human. Cleric 4. An itinerant priest, he arrived in Little Plains hoping to come to grips with his recent experiences. He had joined the Gaen faith at a young age and over time found his thinking more in line with her masculine aspect Hannan. The non-violent and amicable split in the church was his signal to explore the world.

Sparky - Human. Fighter 4. She's a force to be reckoned with in a toe to toe fight. Recent life as a sword for hire had led to some less than respectable jobs and little in the way of pay. Joining an adventuring group seemed a wise choice.

Celestia - Elf. Fighter 1/ Wizard 2. A bold and confident adventurer, she puts forward an unfearful countenance. A recent addition to the group Celestia is making herself at home as if she were there all along despite lacking the experience of the other members.

Jill - Human. Fighter 3. A sell sword by trade, she has recently been down on her luck and in need of work. Hired to deliver a bag of coins to this group she ended up joining as a means of escaping from the butt end of the empire. Capable with sword and bow Jill is a good fit for the team.


It was close to dusk when the party realized they were nearing the ancient ruins of Thistleblack. Having departed Slune in a hurry two weeks ago they neglected to restock their rations. Tired and hungry they debated camping on the plains or making for the ruins and risking the dangers therein. The decision was made. If need be they might be able to eat something they could hunt in the ruins. To Thistleblack.

Rae and Wulfe had been here twice before and on both occasions found reasons not to remain. Beneath one wrecked building was a passage leading down into an odd set of halls and rooms. Deeper in was a crypt with some active undead guardians that they had chosen to avoid. On their second trip they discovered a library far below, accessed from a crumbling tower, that was time-twisted and magically imbued. Both occasions were disconcerting and they anticipated this time would be no different.

Entering the ruins they noted the eerie quiet, no sounds, not even wind disturbed the scene. Rae pointed out that the expected creatures, giant ticks, giant beetles, giant lizards and even flying dinosaurs all seemed absent. 

They chose to use the roofless wrecked building as their defensible campsite. Bringing the horses inside with them they then parked the wagons to block one entrance and built their camp fire just beyond the other. They set watch and proceeded to get some rest.

Just past midnight, early into second watch Celestia's keen hearing alerted her to the nearby arrival of something large flying in and landing in the direction of the crumbling tower. Jill, also on watch seemed fully absorbed in staring at the crackling campfire and missed this happening completely. Celestia made Jill aware of the possible visitor, but opted not to trouble the others as so far there was no definite threat. 

After a time a voice broke the silence of her mind, but Celestia noted she could not hear it with her ears. "Isn't this interesting, I know one of you elves."

Speaking out loud she replied to the inner voice. "Who are you and who do you know?"

"She sleeps so soundly, do not disturb her. Elves do not normally sleep." Celestia knew the voice meant Rae.

The odd conversation continued without revealing the identity of the speaker. Jill hearing only one part of the discussion finally asked, "Who are you talking to?" Having Celestia explain it was a voice in her head did nothing to ease Jill's concern.

Eventually Celestia's own concern grew enough that she quietly roused all of her companions and whispered to Rae the generalities of the conversation. That is when the voice was heard by Rae. "I know you." This time it was only Rae hearing the internal voice to which she was replying out loud. 

"Since we last met my tastes have become more extravagant. You and your friends will give me all of your gold."

"Shit" Rae knew it was the dragon that had slain half of the party early in their adventuring career when some of them objected to paying 400 silver to be left unharmed. She quietly informed everyone of their predicament and they agreed to pay the dragon.

Korved now as puzzled as Jill, looked around for anyone or anything hidden nearby, spotting nothing in the dimness. The the voice spoke to him. "One of you will bring me all of the gold you possess. Just one of you. It will be brought to the back of the tower."

Korved objected, insisting they see who they were talking with and that they put the gold out beyond the campfire in exchange for the dragon ensuring their safety until morning. Rae also chimed in to reinforce the safety request.

They gathered their limited gold into a single bag. Whispered debate included the idea of maybe slipping the Crystal of Calling in with it hoping to plague the dragon with constant visits by undead. This was decided against and instead they only prepared the gold.

This time an audible throaty voice answered back with the request and instructions for where to deliver the gold. "And one of your horses."

A whispered debate began between the party about this new condition. While the others were distracted by their debate, Celestia took the bag of gold and led their older gray work horse out. She had come close to the tower before they realized what she was doing.

She returned unharmed. 

Following shortly was the sound of beating wings and the terrified death screams of the old gray horse. It was all they could do to keep the remaining horses from complete panic. The dragon didn't stop to eat, instead returning to its roost atop the tower, shrouded from view in the darkness. Satisfied for the moment the dragon agreed to their safety till morning. 

They had no idea how big their tormentor and robber might be aside from Rae's knowledge that on last meeting it was a wyrmling and inexperienced.

Accepting their predicament the party decided to return to the watch schedule so some of them could attempt to rest. This time the elves chose to go into a trance state instead of a full sleep. The humans would have to take their rest as they could manage.

Dawn arrived and the party began preparing to travel, but not without some trepidation. They could now catch a glimpse of the wyrmling and it was about twice the size Rae remembered. 

Seeing that they were awake and active the yellow dragon decided to show itself in full glory so they would appreciate its benevolence. Flying to above their campfire it hovered, fanning the flames higher with the beat of its wings. There in full view was a yellow dragon wyrmling the size of a large man with wings even wider that its main body was tall.

"I am Vitrixis."

The party had planned for this in whispered conversation as they were bedding down and now proposed another deal with Vitrixis.

Korved spoke up. "We have another deal to offer you. We are travelling first to our town of Little Plains and then onward to Ptolus in the east. If you will protect us on our journey we will pay you 1,000 gold pieces when we arrive."

"Have you withheld gold?! Pay it now!"

It is in our vault in Ptolus. We don't have the gold on us only the key. Consider what we have already paid you a down payment."

"Your journey will take six of your weeks or more. My time is more valuable than your small offer and what you have already paid is but a drop. Give me the key, I will claim your vault as mine."

Korved again spoke up. "You would have trouble in a city the size of Ptolus being an animal."

Vitrixis cut him off, "An ANIMAL?! It is YOU  that are animals to be eaten or spared as dragons see fit."

Rae knew she needed to speak up and attempt to defuse the growing tension. "A dragon would encounter resistance in the city. How would you get to and from the vault safely? We could help you."

"YOU KNOW NOTHING OF DRAGONS! YOU ARE FOOLS! (I got to raise my voice for this part of the role-playing. It was fun booming this out.)

Vitrixis grew angrier seeing that these lesser, unworthy beings did not appear to be cowed by his display. He breathed a gout of blazing hot sand onto the two closest below him. Korved took the worst of it collapsing into unconsciousness with burns to his exposed flesh. Jill was also burned, but had avoided the severity that took Korved down.

Wulfe didn't hesitate, firing off a heightened burst of Magic Missiles. Sparky, Jill and Celestia pelted the dragon with arrows, some of them striking home. 

This was not the plan. Vitrixis now gambled that they had been lucky. "GIVE ME THE KEY!"

The answer was not to his liking. More spells and arrows were loosed and the wyrmling was gravely hurt. Rae thought he might hear her thoughts and without voicing it told the dragon to back off. Deciding his life was presently worth more than his pride Vitrixis darted away at speed as the party behind him readied to send a coordinated volley should he return.

After the dragon was out of sight Wulfe tended to the stricken Korved. He stabilized his companion who soon awakened and was able to cast curative magics on himself and Jill.

Still starving, discussion ensued as to what could be done about food. Hunting would take time, but Korved had another idea. "Cut a bunch of meat off of the dead horse. I can purify it and we can cook it. We can then take it with us and get out of here."

Their cooking done the party split the two remaining horses to pull both wagons and they began to put some distance between them, the dragon, and Thistleblack.

Meanwhile deep below the dead had been stirring. At first it was the active guardians. Now the ancient dead were emerging from their long rest. The processional through the crypts, hallways and rooms of the dungeon below the ruins made its way upward. The calling had been heard and they would follow.



Friday, March 18, 2022

Campaign Diary - The Streets of Slune, Two odd Encounters

 Location: Slune

Time: Early morning.

Party in play: 

Rae - Elf. Fighter 1/ Wizard 4.  One of the original members of the party that originated in the town of Little Plains. She is somewhat of a strategist and creative tactician always looking for an edge when the situation gets dicey.

Wulfe - Elf. Fighter 1/ Wizard 4. Originally from a small town north of Ptolus near the Moonsilver Forest, he wandered westward to satisfy his curiosity about the frontier areas of the empire. Joining the group early in their adventuring career he has been a steadfast companion and effective in any dangerous situation. He wields Cheval, a Faery forged longsword known for occasional bursts of radiant energy.

Korved - Human. Cleric 4. An itinerant priest, he arrived in Little Plains hoping to come to grips with his recent experiences. He had joined the Gaen faith at a young age and over time found his thinking more in line with her masculine aspect Hannan. The non-violent and amicable split in the church was his signal to explore the world.

Sparky - Human. Fighter 4. She's a force to be reckoned with in a toe to toe fight. Recent life as a sword for hire had led to some less than respectable jobs and little in the way of pay. Joining an adventuring group seemed a wise choice.

Celestia - Elf. Fighter 1/ Wizard 2. A bold and confident adventurer, she puts forward an unfearful countenance. A recent addition to the group Celestia is making herself at home as if she were there all along despite lacking the experience of the other members.

Jill - Human. Fighter 3. A sell sword by trade, she has recently been down on her luck and in need of work. Hired to deliver a bag of coins to this group she ended up joining as a means of escaping from the butt end of the empire. Capable with sword and bow Jill is a good fit for the team.


The bright light streaming through the shutters brought them to full wakefulness. There was no hesitation in their actions and no notice of hunger or inclination to have breakfast. Possessions were gathered, armor donned, gear stowed and off to the stables they went.

Elsewhere in the lower reaches of Slune, Jill had been hired by a man claiming to represent the gnolls that live in the caves southwest of the city. Her task was to find a group of adventurers comprised of elves and humans, and to give them a bag of gold coins. She would be paid by the group according to him. 

Elves were very rare in Slune and Jill had the name of one of them to help locating the correct group. "Find Wulfe and you've found the right group."

It had to be legit, why else would someone just hand you a bag of money and expect you to deliver it to someone else. You could just take off with it yourself. What might the catch be and why was he too lazy to deliver it himself?

Sparky and Wulfe waited below while Rae and Korved rolled the headless corpses off the roof into the waiting wagon below. The loud thumps would surely draw attention so they covered the bodies quickly. 

As they pulled away into the main street Korved tossed the bag containing the two severed heads into the back of the wagon. "Lets get to the gnolls quickly. Maybe for half of what they owe us they'll dispose of these two where they won't be recovered."

They were halfway to the edge of town when Jill spotted them coming. "Hi, are you Wulfe?'

"Who's asking?"

"I'm Jill and I have something for you."

Rae reacted, knocking an arrow to her bow. "What do you want?"

The paranoid and confused exchange continued until they were interrupted by the arrival of a little girl and her three fully armored companions. Little Maru couldn't have been more than 6 or 7 years old. She wore a frilly pink dress, a big red bow in her pigtailed blonde hair, and shiny black shoes with silver buckles. 

"I'm Maru. Master Ayumu sent me to buy your pink crystal. He offers 300 gold for it."

Wulfe split his attention between a confused Jill and this puzzling new arrival. "What pink crystal?"

"Master Ayumu said you have a pink crystal that causes trouble. He says bad things follow you."

Korved took a step forward. "We don't have a pink crystal." He looked back and then again at Maru. "Nothing's following us so you can go home."

Maru looked annoyed. "You're mean. I WANT THAT CRYSTAL!"

With that Little Maru knelt down, slamming her palm to the cobblestone street. A line of fire tore along the road toward Korved, erupting upward at his feet narrowly missing him. She spoke in a language none of them understood and her three metal guardians started toward the group.

Jill rushed toward the rear of the wagons seeking to avoid this confrontation, one she hadn't planned on or expected. Rae watched her closely as Sparky drew her bow unsure of who to target. It was Korved and Wulfe that would meet the oncoming metal men head on.

Two of the metal men engaged Korved with one dealing him a heavy blow with its armored fist. The third made a grab for Wulfe missing by a wide margin. Their horses chuffed nervously as the battle commenced and the metal onslaught continued.

Korved led his assailants around while carefully defending himself, giving Rae and Sparky time to realize Jill was not the threat. Rae took the opportunity to create a fog cloud fully engulfing the steel clad enemies and their tiny commander making it hard for them to target the party and vis versa.

The battle dragged on with Korved being burned by Maru and beaten upon by steel gauntlets. Sparky moved around to join Wulfe against his opponent alternating who would enter the fog to engage with it. Meanwhile Jill joined the fight firing her bow, narrowly missing the wall of living steel confronting Korved. 

Little Maru poked her head and arm out of the side of the fog shrouded area blasting at Korved again, but this gave Rae a chance to launch an arrow her way. Maru, wounded and crying ducked back into the fog.

Eventually through martial might and use of spells the metal assault was defeated. As each one fell the animated armor tumbled apart spilling gold coins from their chest compartments. Onlookers rushed to scoop up what money they could from the scattered coinage.

Their immediate threats dispatched and no sign or sound of the little girl that started the attack, they took advantage of the chaos and fog to ditch the bodies from their wagon. 

Jill realizing it would be good to get out of Slune and still possessing the party's payment said as much and asked if she could join them on their way. They consented to having a new companion for the time being and again headed for the edge of town on their way to Ptolus.

Reaching the city gate they encountered their friend Celestia returning from some undeclared business of her own. Introductions with Jill were quickly made and away from Slune they travelled. 

Back in the city a pair of eyes watched them fade off into the distance as Maru clutched a single gold piece in her small hand. Master Ayumu would be unhappy with her. And she wept.





Friday, March 11, 2022

Campaign Diary - The Last Night in Slune

Location: Slune, a small city at the far western edge of the crumbling Empire of Tarsis. 

Party in play: 

Rae - Elf. Fighter 1/ Wizard 4.  One of the original members of the party that originated in the town of Little Plains. She is somewhat of a strategist and creative tactician always looking for an edge when the situation gets dicey.

Wulfe - Elf. Fighter 1/ Wizard 4. Originally from a small town north of Ptolus near the Moonsilver Forest, he wandered westward to satisfy his curiosity about the frontier areas of the empire. Joining the group early in their adventuring career he has been a steadfast companion and effective in any dangerous situation. He wields Cheval, a Faery forged longsword known for occasional bursts of radiant energy.

Korved - Human. Cleric 4. An itinerant priest, he arrived in Little Plains hoping to come to grips with his recent experiences. He had joined the Gaen faith at a young age and over time found his thinking more in line with her masculine aspect Hannan. The non-violent and amicable split in the church was his signal to explore the world.

Sparky - Human. Fighter 4. She's a force to be reckoned with in a toe to toe fight. Recent life as a sword for hire had led to some less than respectable jobs and little in the way of pay. Joining an adventuring group seemed a wise choice.


Sometime in the darkest hours of the night loud thumping, banging and frantic voices from the rooftop awakened the party from their sleep.

"Take the money, just let me live!"

"You know we can't do that, it would make us common thieves. And dead men."

The tussle continued as Wulfe climbed the short ladder to the trap door in the ceiling. Pushing it open and peering out revealed a man jumping from the roof to hang by his fingertips from the adjacent building. His pursuers fired crossbows striking the man once in the back, yet he hung on. Wulfe climbed out onto the roof to confront the assassins.

In their room beneath the fray the others began donning armor and weapons. 

Realizing that himself and Sparky would need to see in order to fight, Korved cast light on a coin and tossed it up through the trapdoor onto the roof illuminating the scene. 

Magic missiles lanced outward from Wulfe's extended hand, striking the killer to the left eliciting a scream of pain. 

"This is not your concern wizard. Leave while you still live." Undeterred the assassins again shoot their targeted victim who falls to his death in the street below.

Korved, Sparky and Rae soon joined their companion on the roof as the assailants turned to face the group.

The remainder of the battle was over quickly as Wulfe cast web restraining the assassins. 

During the brief interrogation the pair refused to say anything beyond having done their job. After threats from Korved it was explained that their deaths would be short and their superiors could bring them back allowing them to take revenge. 

Korved decided enough was enough and used his deity's power to unleash a fan of searing flames, igniting the web and slaying both opponents. Rae used a frost spell to quickly extinguish the burning web preventing it from setting the building on fire.

While the rest of the group descended to street level, 

Korved took the opportunity to decapitate the corpses, concerned that they might rise as undead due to the influence of the Crystal of Calling*. The pink crystal tethered to a platinum chain calls out to undead drawing them near and on one known occasion animated the body of their former companion Gregor.

In the street the party examined the victim trying to determine who he was and why he was targeted for murder. They found no answers to those questions, but did discover a note upon which was fastened by wax, a brass key bearing the number 62.

The note read "You've completed your task. Here is the remainder of your payment. Five thousand gold pieces reside at Hammersong Vaults on Whipstone Street in Ptolus. This should be enough to keep your mouth shut."

Realizing the implications they decided leaving Slune first thing in the morning was advisable, and that they were about to come into a tidy sum of money when they reached Ptolus.

Before returning to bed they made plans for what to do in morning. They would bring their wagons into the side street below the position of the two dead enemies and drop them down into the larger wagon. Afterward they would immediately exit the city. As for what to do with the bodies, they would take them to the gnolls who owed them payment for the goblin tree the party had delivered a few days prior, and negotiate  reduction of pay in exchange for the gnolls doing away with the corpses.

Their sleep was restless as their nervousness about possible reprisal for killing the assassins wore on their minds. They need not have worried as the night passed peacefully.


* Crystal of Calling - Undead are drawn to the crystal. Sometimes it can animate recently deceased bodies. Undead heading the call may be subject to command. The party has been followed and approached by skeletons and zombies for over two months since acquiring the artifact.




Thursday, March 10, 2022

Players Guide to Ptolus

For those unfamiliar with the setting the campaign is moving to, here is a link to the Players Guide to Ptolus. 

You can buy the dead tree version or you can download the free .pdf

https://www.montecookgames.com/store/product/a-players-guide-to-ptolus/  <---- Link. You may need to copy and paste because Blogger is being difficult as I write this post.

This 32 page guide will give you a solid understanding of the setting without spoiling the secrets and true depth of detail within the setting.

The setting was originally released in 2006 for the D&D 3.5 edition. It had been used by Monte Cook as a playtest bed for D&D 3.0 and was part of his campaign world prior to that time. Recently updated to D&D 5e it retained all of the detail of the original, just converted stats to match the later system.


TM and © 2021 Monte Cook Games, LLC

Monday, March 7, 2022

A Change of Systems and Settings

During the down time of the last two plus years (thanks effing Covid) the decision was made to convert from using the Lamentations system to D&D 5e. Part of the reasoning involved the vast pile of 5e resources I own and that are readily available.

The campaign is headed in the direction of transitioning settings from a West Marches style environment to playing in Monte Cook's Ptolus which has been converted for use with fifth edition d&d. I am greatly enamored with Ptolus. Having run a campaign when it originally released in 2006 for 3.5 edition, I have wanted to run it again, but find 3.5 too ponderous and full of exploits. So onward to Ptolus we go.

We still have the same core group of players minus one that sadly passed away just after Thanksgiving unexpectedly. Her husband is one of the core and has decided that her character should remain available as a spare character for any of the rotating cast of extra players that drop in from time to time or for any new player to use while getting familiar with the game. Just yesterday he asked to have the miniature she used so he could place it and some of her dice next to her urn. 

So far the players have been adjusting to the different system very comfortably. They are a creative bunch and are finding new ways to address situations in game using their new found capabilities. Two sessions in and all is well with 5e.

Upcoming posts will discuss sessions 1 & 2.

Thursday, February 7, 2019

YouTube Viewing

I recently began watching Matt Colville's D&D videos on YouTube. As well as his campaign diaries and assorted other topical discussions he has a  series called Running the Game. Running the Game is both interesting and educational, full of great advice and ideas for use in your game. While the series is primarily focused on the current 5th edition of D&D, the ideas and  DM techniques work for any edition.

I highly recommend Matt's videos for novice and veteran DMs alike.

Friday, April 3, 2015

Isle of the Abbey part two

When last we saw our adventuring band, the players and I gathered around my new Hammered Game Table. (see the posts about Getting Hammered).

The party were up against mad cultists and encountering an odd assortment of rather strange characters.

They discovered the elf Bayleaf, a mercenary instructor of arms, chained to a desk writing a letter home requesting he be ransomed. After cutting the leg off of the table to allow the elf to walk with them, they then went looking for the mysterious pale skinned individual who had ducked down some stairs.

Merenk was waiting further down the hallway standing behind the animated corpse of the captain of the cult guards. They parlayed with the necromancer and despite the paladin's distrust and dislike, the party agreed to put aside hostilities and see if Merenk could assist or advise in exchange for safe passage to the mainland.

Merenk, it turns out, was also hired by the cult to shore up defenses by leaving undead "traps" about the island to drive off the pirates and anyone else that might bother them.

With Bayleaf, Merenk, and the zombie in tow, the party decided to take on some more cultists they had been told might be in the ceremonial chamber.

The party wizard did the honors of opening the door to the ceremonial chamber using a fire bolt spell to do what the paladin had failed to achieve, and that is when Merenk's information about a third mercenary came into stark reality.

Merenk mentioned that the cult had hired Silas, an elementalist wizard well versed in fire magic, to train the membership in how to cast powerful fire spells. The success of that training was about to prove very dangerous.

Leznar and his remaining adherents were poised and ready for battle, or so they thought. The party was fast on the attack with only one cultist able to blast a vicious fire spell taking down the wizard.

To the relief of the adventurers the rest of the fight went their way. The wizard was pulled out of harms way and later healed. The party managed to do serious damage to Leznar before he could unleash his spells, hoping to stifle and unholy power he might have in his arsenal. (my very first roll as DM on my new table was a concentration save for the evil high priest - natural 20)

The paladin stormed into the room to engage some of the cultists, while the ranger, and halfling barbarian/sorcerer unleashed ranged attacks at their enemies.

Leznar proved far more resilient than expected as he called forth a roiling mass of smokey black tentacles centered in the hallway and blocking the rest of the party from attacking. Meanwhile the remaining cultists acted to repel the troublesome paladin. (he had slain one cultist, been hit with a fire bolt, and was now dodging - and a cultist, terrible with melee weapons - had to roll with disadvantage when attacking - two rolls, one a natural 20, the disadvantage die was a 19 and a hit.)

 Leznar never got off another spell. The ranger managed to fire a perfect arrow through a haze of writhing tentacles, through the doorway, over the raised dais wall, past a shielding cultist, and through Leznar's eye, slaying him outright. (natural 20 plus sharpshooter feat)

Mop-up was easy and resulted in a talkative prisoner, the last member of the cult.

Now the party became very suspicious of the strange company they were with. After rounds of questioning they bound the hands of both Merenk and the cultist. While this was going on, Bayleaf discovered a hidden storage chamber beneath the dais and recovered his personal effects, also showing the party some other valuables.

In the chamber were an arcane scroll, a chest with two old books, the captain's logbook the ranger was seeking, a history tome, and a very expensive looking small bottle containing a dark liquid.

Other loot from the dead cult leader and minions included a necklace of skulls that the paladin confirmed was evil, a single bracer later understood to have something to do with earth magic, either control or resistance (need the pair for definitive identification), and very valuable jewelry.

Moving on, the party opted not to risk going into the tower, understood to be where Silas likely was, and instead to continue with one of their main objectives, finding the holy book Interregnum of the Spirit, the sea priest asked them to recover from the crypts below the abbey.

Merenk confessed that the hallway he had hidden in lead to a false passage and not to the crypts, however there was a second way into the tower at the other end. The last cultist confirmed the fact that it was a false passage, but knew nothing of the secret door.

At sword point, Merenk led the party to the real passage, and to the first crypt. The party had learned from the captured cultist, of a trap of some type they would have to brave if they were to pass from the first crypt to the second.

While in the first crypt a brief search turned up little of any obvious value beyond a tarnished silver goblet.

With a plan in mind, the party opened the door that separated them from the trapped passages that the cultist feared. Endzique the halfling cautiously went forward to scout. He noticed an odd difference to the air - while the crypt was dry and musty, these passages were dry and smelled of earth.

It wasn't long before the trap was discovered. Hidden in beyond a somewhat narrow archway in a chamber between the passages was an animated armored guardian whose attention was now fixed on the diminutive scout. The guardian followed the retreating halfling, but refused to pursue Endzique into the crypt, instead continuing away down the right side passage.

Following the armored trap, the halfling watched as it went deeper into a seeming maze of halls. To try and lure it back, Endzique slung a stone striking the automaton. This only got it to turn it's head completely around to face him as it continued away.

Wednesday, March 11, 2015

Follow-up on XP in Escrow

Here's the thing, as a DM, I wouldn't give full experience for the Lich and Death Knights in the latest example. They would have an xp value as challenges when the situation is overcome unless actually engaged, and creative solutions (or funny ones) would earn a bonus. Regardless, the 5E advancement is off-the-charts too rapid.

I seem to recall Mike Mearls or one of his team at Wizards of the Coast, mentioning alternate charts that would be in the DMG. They have since stated that quite a bit had to be cut from the book before release, and I can only surmise the alternate charts were cut.

I imagine working out an experience advancement table wouldn't be that hard to do, it's the getting the pacing right that is the tougher part. And if I really wanted to as DM, I could just tell the players when to level. I much prefer tables, probably for the sense of reward I get from it as player and DM.

When I return to running Ptolus, I expect to have put together an advancement table more to my liking, that gives everyone time to explore the setting before being too powerful for almost everything.

Keeping the change simple is important. Considerations include changing just the advancement table; reducing the experience awarded for combat; figuring out a way to convert to xp for treasure with drastic reductions in creature xp value, etc. I'm currently leaning toward just the first option. This is something the players will be consulted with for input and ideas.

More time is still needed DMing the game before I feel ready to offer up additional house rules.

Thursday, February 26, 2015

Am I Missing Something?

Admittedly I have not read every bit of the 5th edition Player's Handbook in detail. So my question is, did I miss the section detailing the rules for characters to create scrolls and potions?

I also have not cracked open my Dungeon Master's Guide so it is likely -that- is where I would find the information.

Call me lazy, just don't call me late for dinner.

This came up Sunday while another player and I were car-pooling to CaptCorajus' game. We had been discussing the creation of a handful of scrolls by the party wizard and realized that neither of us had read the rules for doing such a thing.

Throughout the different editions of the game, creation of magic items by Player Characters has not always been a certainty. I don't recall the specifics of each edition, and at the moment am more interested in a nice long nap than digging out the rule books for umpteen versions to determine the specifics for comparison.

During the drive to the game we discussed the idea of having scrolls made to trade to other wizards in exchange for spells they know that the party wizard does not already have in her spell book, and for occasions when she is otherwise bereft of available spell slots due to having cast her allotment for the day.

It also occurred that with higher level spells she is not yet capable of casting, when she reaches the appropriate character level she could already have the information on hand and ready to copy into her spell book.

While the adventuring party in the Capt's campaign has accumulated a great deal of magical gear, I don't recall much in the way of scrolls and potions. That is somewhat odd compared to most of the earlier editions of the game and I'm not certain if that is intended in the 5th edition or a DM decision.


Saturday, February 14, 2015

Computer Game for 5th Edition D&D - Sword Coast Legends

A new D&D computer game has been announced and is available for pre-order. Here is a link to the info. Sword Coast Legends (horrible name) looks like it will play similar to the Baldur's Gate, and Never Winter Nights games.

The one drawback in my opinion is the need to be logged into Steam to play the game. While that isn't even close to a deal breaker, I love the Left 4 Dead stuff and it requires the same, I do find the "must be logged in" requirement for games an appalling trend.

The game allows 1 to 4 players, and there is also a Dungeon Master mode so someone can run adventures in the game. My group has a history of messing with the NWN games this way periodically and in all likelihood we might end up doing the same with this game as well.

Oh, and I bet Magic Missile will be the best combat spell in the computer game too!