Ale Break: 24 Hours in Faerun
Update: more OwlCon photos available here!
I just spent 24 hours in the Forgotten Realms, and boy am I tired!
This weekend Steve and I packed up our PHBs and trekked on over to Houston for OwlCon 2010. We left early Friday because I wanted to play some D&D, actually I wanted to play a lot of D&D, and I got what I wanted!
When we got to Rice University, where OwlCon is put on, we were really pleased at how well organized everything was. Steve had the foresight to book a hotel just a few blocks from campus, so every day started and ended with a nice walk across their stately campus to the buildings where the games were. Inside, we got our packets, peeked into the exhibit hall, noting the Battletech Pods with excitement, and made our way over the the building where the RPGA games were held.
Now, in my experience, with the exception of GenCon, RPGA is the red-headed stepchild of convention events. That is to say the RPGA events tend to get shuffled off to a corner of the convention, and I usually get the impression that the convention organizers either don’t really care too much about them, or, at some historical-miniatures-focused conventions I could name, seem downright hostile towards them.
OwlCon was different. When we arrived at the nice large room the RPGA events were in there were plenty of comfortable chairs and large tables. I was directed to the Houston RPGA organizer and right away started to have my socks blown off. My pre-registeration on Warhorn was indicated on his printout of all the weekend’s games, he directed me to the GM for my game, and we sat down and started playing. We didn’t have to stand around for an hour trying to muster, we didn’t have to fight other players for a GM, we just showed up and started playing. Pow.
And that was just the start. On Saturday the morning slot started at 10 AM instead of 8 AM, as one often sees at a con. That meant we got a good night’s sleep and didn’t have to rush breakfast or run like mad to catch our games. Steve headed off to play some Advanced Civ and Rail Baron, while I put on my dragon-skull helmet and headed back to Ferun for more bloody fun.
As a side-note, I’ve always been a Greyhawk fan, and was a little disappointed to see it replaced by Forgotten Realms by WoTC. But I really liked the stories that they ran this weekend. The organizers had put a lot of work into the scenarios and it showed. The adventures dove-tailed into each other and after an adventure or two you really had the impression that you were in a living setting where your actions would have an effect on what was ahead. They even played a round where the player’s success or failure at the some tables affected what was happening at the other tables.
After my elven barbarian got his ass handed to him by were-rats (actually, a total party kill) the organizers went around and got sandwich orders from everyone from the campus deli. 30 Minutes later lunch arrived. That meant we didn’t have to rush to wrap up our game, run off to find some lunch, and run back to make the next slot. This convention had a very atypical relaxation component to it that I could really get used to. I pretty much couldn’t believe it.
After the third slot of the day finished at midnight we strolled over to the dealers room, perused the wares on display, and played a round of the Battletech PODS, which I had never had a chance to try before. It was every bit as fun as I imagined it would be. I was once again impressed by the fact that the dealer’s room didn’t close up at 7 pm or so as is typical at previous conventions I’ve been to. Usually, even at GenCon, I have to decide between playing a game or skipping something to shop at the dealer’s room. Not so at OwlCon.
Sunday followed Saturday’s great lead with more of the same: friendly, if tired, GMs and players playing two more slots of RPGA events. At the end of the weekend my elf was 3rd level, I was tired and satisfied, but not frazled or exhausted as is ofter the case after a con, and we headed on home to Austin. We had met a bunch of great players and GMs from all over Texas, and we had hit the monsters until the gold came out.
I’m already looking forward to OwlCon 2011. Thanks for a great time, guys!
Posted in convention and tagged ale break, news: convention by Adam A. Thompson with 4 comments.
Owlcon XXIX
We’ll be at OwlCon this year, which starts tomorrow!
Look for us with the unicorns on our shirts. We’ll have a few copies of our issues, including hardcover copies of Claw/Claw/Bite Omnibus 1.1 for you to peruse.
Posted in convention, news and tagged fun by Stephen Hilderbrand with no comments yet.
DnFnD #1 – Bards
Bards are the quintessential fantasy role playing characters. They are the ones who tell the stories. They write the songs that make the XP ring. In a way, the players playing DnFnD are bards.
I’m not suggesting you sing at your games, but you know what I mean. And why rule singing out? It’s a heck of a way to liven up a session. Not recommended in apartment complexes with thin walls…
As stated in Appendix II of the PHB, in 1st Edition DnFnD, …
Read the rest of the article here.
Posted in 1st edition D&D, Editorial and tagged dnfnd by Stephen Hilderbrand with no comments yet.
Adventure on sale to celebrate one year of 4th Edition on Tailslap! Only $2.50!
It’s also been a year since we released our first 4th edition adventure: Anointing the Seer. This dark fairy tale adventure for 5th level characters has been a great seller, and I had a lot of fun writing it and playtestng it at Millenium Con here in Austin. Now, as a special thank you to our readers I’m releasing Anointing the Seer for half price – only $2.50!
Follow this link to get your half-price copy from RPGnow.com!
In this adventure, a malevolent warlock appears at the coronation of the new priestess at a flourishing temple, renowned for it’s high priest’s abilities as an augury, and lays a curse on all there. A call goes out for some brave souls who must enter the now dangerous temple, discover the nature of the woe laid upon the priestess and set all to right. Before all is done, they will face a witch and her minions, a warlock in his aerie and a dragon in its lair.
Featuring beautiful art, full color maps, and new monsters, spells and magic items!
This dark, fairy-tale style adventure is designed for 4th Edition Dungeons & Dragons characters of 5th level. It is set in the western end of the Verdant Woods at the edge of the Middle Kingdoms in the Soralic lands, a campaign setting by Unicorn Rampant. As such is is suitable for any wooded area with some mountainous terrain that is near the edge of civilized lands or in a very rural area between kingdoms. The adventure is location-based and character driven, with fairy-tale elements and plenty of crunchy dungeon crawling goodness.
Great care has been taken to make this adventure easy for you to run, with notes for the gamemaster preceding each section of the adventure. All stats are presented in an easy to read format, and the adventure features great art from three professional artists.
Follow this link to get your half-price copy from RPGnow.com!
Posted in news and tagged Anointing the Seer by Adam A. Thompson with no comments yet.
Proppian Player’s Guide (Oct 1 DRAFT)
Welcome to Proppia, a fantastic land of medieval fairy tales, where knights in plate armor occupy turreted castles of stone, where struggling merchants hawk exotic wares in the town squares, where an ordinary journey becomes a dangerous adventure, where priests claim miraculous powers, alchemists bent on affecting the world mix powerful concoctions, and where scholars study arcane tomes written in long-dead languages for the secrets to powerful incantations.
Based on feudal medieval history, this world is chaotic and violent, and differs from traditional d20 worlds in that arcane and divine magic are hard for player characters to acquire and require intense in-game activity to wield. Without instant healing and three fireball spell slots a day to ward off the many bandits, the roads and rivers are unsafe, let alone the deep wilderness with its dark denizens. In the monarchies, republics, theocracies, and military states, bribery and corruption are as commonplace as poverty and superstition. The fears and superstitions that manifest in the songs of bards and the whispers in dark corners of taverns are likely true, though often embellished when shared with the intoxicated masses.
In this midst of this general disorganization, expansionist kingdoms send their armies to ravage the countryside, strange creatures infest underground mines, thieves stalk mountain passes, witches intone loathsome curses, and various cults deliver dogmatic sermons in forest clearings as they vie for the allegiances of the people. Aggressive animals and strange creatures have reported throughout the land, especially in the forests.
The world of Proppia is inspired by Europe between the 15th and 16th centuries, covering the end of the Dark Ages, the emergence of the Renaissance, and the folk tales captured by the Brothers Grimm and others. The new ideas of the Renaissance have begun to usher in a period of change to the world. The strange, miraculous and magical elements simply reflect popular beliefs, superstitions and myths. This is an era before formal logic or widely-accepted science, a time when anything is still possible in the minds of the people. In short, if medieval Europe believed something might be true, in Proppia it may actually be true. In fact, the players are responsible for and encouraged to bring the fantastic ideas from fairy tales to life within the world. This is, after all, your story; your place to game. Make it fun.
Over the course of the campaign, you will travel across many lands, meet diverse personalities, wage war, crawl from from the ashes of battle, and discover and wield new and ancient magics. You will explore many different city and nation states, castles, hamlets, monasteries, dungeons, and a dangerous, unforgiving landscape of moors, primeval forests, and deep caverns. You will encounter unique creatures as well as those traditionally found in fantasy role playing settings. You will trip over and unwillingly discover specially-designed traps.
There are many opportunities to perform heroic deeds that live forever in the minds of the people, and that fill your purse. If you travel far and wide and accomplish enough, you will be known among Sigfried, Beowulf, Roland, Frodo, and other heroes whose stories are still told today. You may even have your story told and retold by each new generation. One of the goals of Proppia is to generate enough story material for a series of medieval fairy-tale sagas.
And so you are invited to relax your notion of the rigid rules of the 3.5 (and 4th ed) systems and enter Proppia, a world where history and fantasy meld together in a low-magic, high-adventure campaign of politics, intrigue, and mystery. Tiptoe forward from the back of the tavern and take the stage as a lead character in Proppia, and prepare yourself for a lifetime of quests and heroic adventures…
Download a draft copy of the Proppian Player’s Guide. Note that it’s still in the works, but is coming along.
Posted in news, Sourcebook and tagged proppian by Stephen Hilderbrand with 1 comment.
Alternative Level Advancement System
Sean K. Reynolds, co-designer of 3rd edition D&D, has shared an alternative character leveling system he developed that uses “Steps” instead of XP. Read all about it on his site here!
Posted in announcement by Adam A. Thompson with no comments yet.
DnFnD
Inspired by the Friday and Saturday night shift running of the Tower of Gygax at GENCON 2009, I have begun to delve deeper into 1st Edition Advanced Dungeons and Dragons, and have been reminded of why I liked this edition so much as a kid. I’m documenting pros and cons of this (just about) original edition at DnFnD.blogspot.com.
Follow along if you too want to reminisce.
Posted in news and tagged GenCon 2009, Tower of Gygax by Stephen Hilderbrand with no comments yet.
GenCon 2009 Preview
For those of you heading to GenCon, Unicorn Rampant will be running two sessions of our new 4th Edition adventure, For the Love of Evil, one on Thursday from 8am-10pm, and one on Friday at the same time. We’ll be running a Battletech game, Arena of Death on Saturday from 1-10pm. Come join the excitement!
Posted in news and tagged GenCon 2009 by Stephen Hilderbrand with no comments yet.
Ale Break: Keep on the Borderlands
It all started when I ordered a copy of the AD&D adventure “Vault of the Drow”. I like to read over these old modules and see how the original writers of this game conceived adventures. I was so taken with “Vault” that I also got “Descent into the Depths of the Earth”. I liked them so much that I decided I wanted to run or play in them. But with the two weekly games I run in mid-progress I felt like I was pretty much booked up.Wednesdays we play “Savage Tide”. At 16th level, they’re in the home stretch: 4 more adventures to go, and I don’t want to lose momentum on this game.
Sundays I run a D&D game for some friends and co-contributors to Unicorn Rampant. I’ve been running a homebrew campaign I call “The Heir of Soguer”, but have had a little writer’s block lately. So I thought, here’s a chance for us to take a little break from “Heir” and revisit some old adventures I haven’t played since high school or have never had a chance to play.
So far it’s been a blast running “Keep on the Borderlands”. I came up with a place to put the keep in my campaign world and told the players the story was taking place 10 years before the story I’m telling in “Heir”. I then told them they were from the Temple of the Stars, a historically important location they’re headed to in “Heir” and worked on backgrounds for their characters. I then and gave them their quest: go to the Keep on the Borderlands, where bandits are raiding travelers, and lend a hand however they can. This gave me a way to tie this side trek into the current game: it gives the players some foreshadowing of what they’re about to encounter in “Heir”. The quest is also the type of cheesy, simple old-school adventure hook that gave the game a great starting flavor.
It’s been wonderfully nostalgic running Keep. The players got to the famous “Castallian Keep” and started wandering around, meeting the locals and soaking up the medieval flavor.
I had to come up with names for all the NPCs, since that’s the one detail omitted from the town descriptions. For those who have never seen Keep on the Borderlands, there are elaborate descriptions of lots of things, including the contents of every drawer in the moneylender’s shop and the traps guarding each drawer, but the people there are “scribe: mu2, ac:9, at:1, dmg: 1-4, spells: ventriloquism, grease”. And you thought 4e stat blocks were short 🙂 All together the adventure is about 20 pages with the area descriptions, treasure, hidden features and stats all run together in a single paragraph for each area. Adventures have come a long way in 30 years, although you still sometimes see this.
Once they got to the Caves of Chaos and started in on the meat of the dungeon, I started converting the encounters on the fly. According to the 4e DMG, each 1st level character in the encounter merits 100 xp worth of monsters, up to 175 xp for a really tough challenge. The adventure says there are 6 goblins in the first room, and I have 3 players. So I went with four goblin minions at 25 xp each, and two 1st level goblins at 100 xp each for a total of 300 xp worth of monsters. If there were only 3 goblins called for I made them all 1st level goblins at 100 xp each, or two 2nd level at 150 xp each and a minion for 25 xp. It worked out quite nicely; I was able to run the adventure from a single page in the monster manual, so there wasn’t a bunch of flipping around from book to book. Between this and buying 14 goblin minis this kept the players from guessing who were minions and who weren’t.
All of this made me think about how simple the monsters were in AD&D. They had a HD, which determined their “BAB”, and a number of attacks and damage. They also had a morale score, and if they were special they had a “saves as” entry. Unless they had spells or special abilities, that was it. Compare that to the 3e stat block for a goblin: 23 lines of information jammed together in a poorly orgznized format. Of course, that format was inherited form the old AD&D monster manual. Paizo improved drastically on the readability of that format in their Dungeon Magazine by organizing the stats in sections, and we use that format here at Unicorn Rampant for our Claw/Claw/Bite! line of products, but there can still be a lot of digging around required of the DM compared to having only 5 or 6 numbers as stats for a monster. Now, in 4e, you can almost run all your monsters from a single chart again. I keep thinking I’m going to write up a spreadsheet that takes monster level and role and spits out complete stats.
For running the dungeon I used our big Chessex mondomat, as usual, and tried out the Dungeon Mastery dungeon tiles from Piazo that I got at GenCon last year. I was really happy with them: they add a lot of good-looking detail to the game without taking a lot of time to draw. Lack of good corridors is the only real weakness of the tiles, but it’s easy enough to draw the corridors and use the tiles for the rooms along the way. I’m thinking I’m going to pick up another set or two and copy some of the corridors in the back of the DMG for the next session.
I just got all three modules of the “Against the Giants” series, so hopefully we’ll keep enjoying these old adventures enough to string together a campaign out of them.
Thanks to W.o.G. for inspiring me to get “Vault of the Drow” and sending me down this old path once again.
-Adam
Posted in Editorial and tagged ale break by Adam A. Thompson with 2 comments.
Taking July Off
We’re taking July off to spend with family, friends, and also to prepare for GenCon!
In the meantime take a look at our sister publication: Tailslap!
See you in August!
Posted in news by Stephen Hilderbrand with no comments yet.