The Heirs of Ruin Play Report 3

This was a pretty short session as Randy and Beth arrived a bit later than usual due to work, and we had to introduce a new player. Most of the session was devoted to the initial party discovering that they were being followed by an assassin-lead squad of soldiers, “dealing” with them, and learning that […]

Homebrew: Seeker Evocations

I wrote up some seeker evocations with a desert theme in mind for those that read this blog and actually use third-party/homebrew material. It is a hard class to write for because the concept seems kind of un-refined; you throw axes or shoot arrows, and spirits pop out to beat shit up. That much is made clear […]

Monster Updates And Evard’s Shadow

Aside from monster updates for the chuul, grell, and gibbering beast the only other interesting thing this week was the follow up adventure for Dark Legacy of Evard, Evard’s Shadow. Yeah, they did an update for the warlock but most of that was to include the new zone rules and make some of the star […]

Legends & Lore: Setting the Bar

Mearls contines to expound upon his concepts for a modular game system, and the more he talks about it the more I am in favor of it. I think. My understanding is that every class, or perhaps power source, starts at a baseline level of power. Groups that desire more complexity do so, effectively increasing […]

Vampire: The Classquerade

Mearls made the big reveal on Monday that the vampire class was deliberately designed, as is, to try and provide a class option that could closely emulate one or more vampire entries in the Monster Manual. This is a reasonable goal that I tried to attain with my homebrew red dragon race/class; take a critter […]

Red Sails in the Fallout Review

My judgement might be skewed in light of having just come away from Under the Crimson Sun, but I found this heartwarming tale of two anthropomorphic female animals literally playing grab-ass across the desert–along with a swarm of insects, racist human, and carnivorous plant–to be pretty a entertaining read that plays out very much like […]

The Ease of Essentials

Designing a class or sub-class with pre-specified class features and/or powers, aka “Essentials-style”, is easier than one without because there are often fewer choices to make throughout your career. For example a fighter gets to pick at least four exploits at 1st-level, one at 2nd, and so on and so forth all the way to 30th-level. […]

The Heirs of Ruin: Method Mapping

I really dislike drawing maps, so often I try to play out the events of the adventure in my head to get a feel for what might happen (as opposed to what I would like to happen), usually resigning myself to the task of mapping a day or two before game night. The campaign started out with […]

Playtest: Wizard

Wizard playtest is up. Most of the changes entail giving encounter attacks miss effects of one kind or another, changing zone effects so that the damage occurs at the end of their turn instead of the start (and only happens once), and adding spell school keywords to spells to help mesh with mages and their […]

Under the Crimson Sun Review

I am sorry. I could not finish this book. I barely got through half of it before I had to call it quits, and by then the author had just gotten around to doing something with the abyssal plague. It was not the thri-kreen walking around on six legs, or the crodlus with carapaces; that I could […]