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Dungeon Crawling: My First Hero

…Or Dungeons and Dragons for Beginners.

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So you want to play Dungeons and Dragons, but you don’t know where to begin. There are so many books, so many rules, and so many choices that the options can be a bit overwhelming. Fear not for I shall simplify it for you.

Before you worry about what books to get, and what rules to learn, you need to find a Dungeon Master. They’re the arbitrator of the rules, the referee if you will. They are also in charge of all the monsters and characters not in control by a player. The will have a story in mind (also called a campaign). You need to check with them to see if there are any classes or races they don’t want you to choose from when creating your hero. Most likely, they will also have all the books you’ll need to make your hero.

So now you know what you can’t choose for a race, or a class, if there are any restrictions at all. This means you still have quite a few choices to make, and even though you’ve seen Lord of the Rings, you’re still not sure how to narrow it down. D&D is a game of “let’s pretend…with rules” as such most it is left up to your imagination. There is a mental exercise called The One Room Dungeon.

Before you stands a long corridor. Torches light the way every ten feet, and somewhere in the distance you hear the constant drip of condensation on the flagstones. At the end of the hall stands a solid oak door. It is closed, but flickering lamplight can be seen shining from the crack beneath it. There is a treasure chest behind the door, but also an Orc Warrior guarding it. How do you approach the door? Do you use stealth to sneak up? Do you stride confidently down the hall, clad in your heavy metal armor? Do you cast a spell that silences your footsteps? Once you open the door, do you sneak attack the orc, face him head on with a deadly weapon, or blast him with arcane spells? Which of these choices excite you the most? Are you feeling like a rogue, a warrior, or a spellcaster? Maybe you’re a combination of two or three. When you can imagine how you deal with the orc and gain the treasure, you should begin to have an idea of what class you want to play.

So you’re beginning to have an idea in you head of what your hero is. Great! Borrow the Player’s Handbook from your DM. Flip through the races and see if any jump out at you. There are quite a few to choose from, and you should be familiar with the basic idea of them if you’re into the fantasy genre at all. D&D tries to balance them all out, but if looking over their mechanical benefits helps you decide, then by all means do it.

Next you’ll want to narrow down your class. There’s more than three in the PHB, so the choices you made in The One Room Dungeon are just the tip of the iceberg. Did you choose stealth, using your skills to overcome the orc? There’s a Rogue, a Monk, and a Bard to choose from. Maybe weapons were your go to solution. Fighters, Barbarians, Rangers, and Paladins await you. Or if spell-casting was your thing there are Wizards, Warlocks, Sorcerers, Clerics, and Druids waiting to be called upon. There is no wrong class, race or combination of the two. Sure, you’re choice might not seem optimal mechanically, but if you have fun that is what matters.

The final choice is your Background. What’s your story? Who were you before you took to the life of adventuring? Were you a sailor making a life on the open seas? Did you grow up in the posh life of a Noble house? Were you a criminal thumbing your nose at authority?

Between your race, your class, and your background you have you’re starting equipment and skills. You’re almost ready to play.

You need to generate your ability scores. Ask your DM what method they want you to use. Are you going to roll six-sided dice, spend an allotment of points, or place a static array of numbers? Your class choice will determine what score is important for its features.  Do your weapon skills rely on Strength or Dexterity? Is Intelligence, Wisdom, or Charisma your spell-casting stat? Perhaps you just want to have a high Constitution and be healthy as an ox.

All those choices made during creation and you’re finally ready to play. “How do I play?” you ask. Improvisation. The Dungeon Master will describe a scene and ask you what your hero wants to do. You can respond descriptively or in character. “My rogue sneaks up to the door and attempts to pick the lock.” or “I’ve seen harder locks in my mom’s cupboard” and I take out my lock-picks. Whether or not you do it is another story.

Anytime there is a chance of success or failure you’re going to roll a twenty-sided die and add a number to it. The higher you roll, the better the outcome. What numbers you add to it depend on the task being attempted. If it was an attack or a spell you’ll need to roll another smaller die to determine how much damage you did. Don’t worry about rolling the wrong one, or forgetting which one is an eight-sider and which is the ten-sider. We all had those same stumbling blocks when we first started.

Mistakes will be made. Heroes will fall. New ones will rise in their place. It is a game. Have fun, and make their tales legendary.

 

Oresan’s Magnificent Foes: The Necromancer Dance Party…

You step gingerly into the dust covered room of the depths below. You’ve entered a long forgotten temple. As you scan the room for dangers you notice above you a faint light flickers into existence. The orb pulses lightly. Suddenly brilliant prismatic light pours outward in swift moving rays. The room comes alive. Near the back of the room a single spot light bathes a hooded figure in light, showing them off to the world. It displays enigmatic footwork, swiftly turns on itself with a deft twirl, and quickly thrusts one finger skyward! It begins to sing… Unerringly you watch. Drawn in by this presence.

I’m inspired daily. Books, Youtube, Movies… and Games. Specifically video games. Video games have done a ton of creative legwork and created iconic and influential monsters and villains for our every need. You just need to take the time to convert them. This particular foe was inspired by the Crypt of the Necrodancer videogame. This is my second entry in a series called “Oresan’s Magnificent Foes” in which I will be detailing entries in a personal Monster Manual of sorts. Each entry will include a little blurb about What the foe is, Why it exists, and How I went about creating it. I hope you enjoy it, and if you have any suggestions, comments, or would like to see me create a foe based off something you love (or loathe) please let me know in the comments below. Read the rest of this entry

You’re Not Alone: My Tribe

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I’m sitting here listening to Danny Don’t You Know by Ninja Sex Party for the millionth time. If you haven’t heard the song, you should give it a listen. There are a few lines that always hit close to home for me but it reminded me that I was supposed to write something for Vanri. (Sorry, Vanri!)

When I was a kid, I had zero friends most of the time. There were a few people that I’d hang around but, no matter what I did, or tried, I never fit in. I never fit in to the point of relentless bullying, severe depression, suicidal thoughts, and attempts. I had a plate overflowing with shit. It was so full, so awful, so heavy that I couldn’t see the other side of it. I just imagined that this was going to be the rest of my life and who the hell wanted that.

I was into D&D, Magic: The Gathering and video games as I became a teenager, but at the time those got you bullied more. I made some friends, but nothing really changed for me. I still dreaded life nearly all the time.

Let’s fast forward because this went on into my 30s. I met Vel, we got married, and I started to figure out what I was and what I wanted to do with that. Five years ago, I kinda got mad. I liked games and I happen to be female, but I couldn’t find myself being represented anywhere. So I, metaphorically, kicked down my first door and said, “Alright, bitches, who wants to form Real Women of Gaming.”

I didn’t see us past a Facebook page, but something amazing happened. Here were people that (most knew me, some didn’t) were listening, supporting some ideas I had, investing themselves in this thing I started. This amazing group of people that were uplifting. This is My Tribe.

All of the things I was bullied for when I was young were now helping me kick down doors and expand this amazing thing. Being loud, excitable, talking about literally anything to anyone. Overweight, mental health, video games, nerd stuff. Everything that I really am helps me and these amazing people helped me find that and show the world that I’m an amazing person.

I get to spend nights laughing while playing Creativerse, Stardew Valley, Gears of War. I plan parties around board games and amazing new foods that my friends bring over. I make new friends that I’m excited to find because we both love specific games. These are things I look forward to. This is my crazy awesome wonderful life.

Now I will side note, that doesn’t mean that I don’t suffer from depression, anxiety and a host of other issues. Those are chemical imbalances in my brain that I am in therapy for, and I take daily medication. The support of my friends, of our fans, helped me get into therapy, helped me ask for medication. They helped me seek the appropriate help I needed to work on a healthier me. Life is no longer unbearable, it’s amazing and I am blessed.

The You’re Not Alone Anti-Bullying Fundraiser was on July 21st and we raised $1,075 for PACER’s Bullying Prevention Center.

Adventure Framework Part 3: The Pillars of the Adventure or The Art of Leaving Blanks.

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We built this city on Rocks and Rolls. We did! It’s the parody that plays in my head on a nearly endless loop whenever I think of a completed adventure. Following my methods from the previous articles allow you to do just that: make a city. We made a city full of foundations, roofs, and above all else, pillars. That’s the way it should be. The adventure you take your players on is not as simple as coming up with a single idea, a single building. It’s about creating numerous buildings.

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Imagine a city block, and within that block there is a single building. It’s nice. Has some cool features. People come and take pictures occasionally, but eventually people stop showing up. “It was nice the first time I was here…” Now it’s old news. Imagine now that a local man built a coffee shop next door, and a young entrepreneur decided to create a hanging garden. Another builds a building full of studio apartments, a small museum… People nearby that love the building see the potential of the space and create something grand. Before you know it the city block becomes a bustling hub for creativity and community spirit.

 

You, the GM, owned that block. You created the first building. The inspiration. The others: They built on it and created something for themselves. You were successful in spurring their ambition and helped them create their own community. That’s how it works. The GM creates the Building on the empty block, the players fill it up with and make its surroundings come to life.

 

How do we let them build their own city block?

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Top 10 D&D Foes (You Probably Already Heard Of).

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You gather your party and head into the darkest depths of the dungeons. The sirens song of fame and riches pulls you ever deeper. In a particularly dark corner you and your companions turn the corner and are met by a massive unblinking eye, glowing yellow in the dark. As you reach for your weapon numerous smaller eyes illuminate and circle the center. Your friend, a mage, begins casting a spell, and though her motions are familiar the spell crackles fruitlessly  and in an instant she is turned to dust in a brilliant flash of green. The rogue bravely leaps forward and is caught by an invisible force and thrust against the nearby wall collapsing in a lump. You draw your sword a try to take a step forward but you feet are stuck firmly in place. You look down to see your body turning to stone and as you take your last breath before becoming a permanent fixture you see your final companion, a paladin, bow before the beast and offer up his sword to it. You see a ghastly and toothy grin open up into a maw as the beast devours your friend.

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  1. Beholder (Should be higher, but works better with the intro…). You’ve meet the same fate of countless foul hardy adventurers. The Beholder is a fearsome and respected being, and any adventurers worth their weight know to avoid them at all costs. They combine heightened intelligence with willful destruction. Their anti-magic cone emanating from their central eye makes short work of magic wielding foes. Their eye stalks are especially deadly with effects ranging from massive damage that makes it impossible to resurrect your friends to powerful charming effects. They are not to be trifled with.

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  1. Displacer Beast. On your travels, you may have heard tell of many legged cat like beasts that seem to exist between our world and the ethereal plane. The Displacer Beast is a monstrous predator that lashes out at its enemies with barbed tentacles protruding from its back. It’s also blessed with a permanent displacement effect causing players to have disadvantage to strike it with attacks.

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  1. Medusa. You’ve heard the legends of these ancient beings locked away in temples and long forgotten homes. They are surrounded by numerous humanoid statues, their only companions, created by their petrifying gaze. Though not particularly adept at hand to hand combat they are capable in their own rite.

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  1. Treant. The living forests have powerful protectors. The ancient Treants, the awakened watchers of the forest, are powerful entities  are capable of powerful attacks, especially against constructs and walls. They are also each capable of giving sentience to trees in the area giving them potent allies.

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  1. Elementals. Air, Earth, Fire, and Water. The classics. Anywhere there are unstable elemental energies a powerful and chaotic Elemental could exist. They fit a number of roles from powerful siege monsters to balls of swirling energy. They are capable of popping up in many instances and make a great addition to any dungeon.

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  1. Giants. These lumbering titans are powerful and numerous in scope. From the Nordic inspired Frost Giants to the dumb and dangerous Hill Giant, they fit numerous roles. The recent Storm King’s Thunder adventure and Volo’s Guide to Monsters adds a number of unique Giants to the DM’s arsenal.

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  1. Dragons. The come in good and evil kinds. The have breath weapons… Nuff said.

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  1. Zombies. BRRAAIINNSS … The horde of nastys shamble forward. Though they aren’t particularly interesting on their own they often to lead to magnificent mysteries and stories. The Shambling horde of Zombies is a great trope and their Undead Fortitude keeps them coming back from the dead to pester the players. Also, there’s a beholder version… Talk about scary.

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  1. Vampire. One word: Strahd. There is an entire adventure based around the manipulative power of the Vampire. These creatures of the night have a plethora of abilities, legendary actions, and an eternity to plan. Play them smart and ruthless and you have yourself an iconic and memorable story and villian. Their weaknesses are one of their greatest strengths from a story standpoint, giving the players hope to defeat these powerful foes.

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Finally, and although it may be unexpected they are by far the most dangerous enemies in the world surrounding the players… Player Races. Countless of my adventures center around the desires of seemingly normal folk. You can create powerful wizards, destructive barbarians, and devoted and evil clerics. They are the center points of cities and dangerous locales and their ambition knows no boundaries.

Dungeon Crawling: Warlocks

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Three months ago, I had surgery on my dominant hand.

Do you realize how much of a limiter that is? How difficult it was to do basic functions? How impossible it was…to roll dice?!

Unfortunately, I had to tell my fellow DMs in the Adventurers League that I would be unable to run games, let alone play until my hand was more capable. After a month, I returned to work which is mostly typing. I also began looking again for more AL games.

Recently Crymson asked ever so sweetly, “WHERE ARE MY D&D ARTICLES?”

Okay, perhaps she didn’t type it in all caps, but that’s how I (t)roll.

So, I’m back. After another 4-hour speed run at a local shop (have I mentioned that AL games really don’t emphasize Role-Playing?) I figured it was high time I started pumping out words for the RWOG again. So here I spew…

Warlocks

With previous editions of D&D, I was all over the melee board: Fighters, Barbarians, Twin-weapon wielding Rangers, Rogues, Paladins, and on and on. I avoided squishy casters. I relished getting right up in a monster’s face and dishing out loads of damage.

5th edition’s Warlock, however, has to be my favorite class now. Sure, most people see it and think, “Oh, he’s gonna spam Eldritch Blast. How boring.” I must say it is. Just a little. But it’s the other features of the class that are the exciting bits. What type of patron? What type of pact? What invocations? The ability to customize so much within one simple class structure had me addicted at first Hex.

Initially, in the Player’s Handbook, there were only three Patrons to choose from: The Fey, The Fiend, and The Great Old Ones. In our home-brew game, I chose to roll up a GOOlock. At least, that’s what the internet calls it when you sign a deal with some Cthulu-esque elder thing that falls into the Great Old One category.

For the price of admission, you get to talk to anyone with a language, that you can see, mentally. You also get access to other spells along the Crowd Control spectrum as you level, and the sub-class capstone at level 14 lets you create a Thrall from anything you defeat. Creepy and fun. I started as an Ex-Pirate from the alternate Sailor background and away we went.

That campaign fell apart. Meh. No harm. I love creating new characters as I’ve stated in other articles.

More home-brews elicited no more Warlocks because I wanted to try something different. Then I joined up with the AL to see what it was about and to play with a buddy of mine I don’t see too often anymore. For that, I created another ex-pirate Warlock, however this one had signed his soul away to a fiend.

Dropping Hex-ed foes yields temporary hit points, and the spells available included all manner of fire and blasty and commandy type stuff.  Mad Dog with his unnecessary eye-patch (explaining his low Intelligence and Dexterity), and fiendish polearm has become a rather tanky melee grunt. He still throws the occasional Eldritch Blast but it’s only filler as he closes in to hack-and-slash.

His progression has slowed due to my surgery and foray into actually being a Dungeon Master for the AL. Now that I’m back with a mini-dice tower to assist my crippled rolling techniques, I blew off the dust with a new Warlock from Xanathar’s Guide to Everything: The Celestial Warlock.

Izzy the Healer is an off-healer. His patron, some benign entity that has gifted him some daily healing dice and clerical spells to supplement his Warlock blasty-ness, chose to rescue him from the battlefield and send him forth as a Combat Medic adventurer. Shield and tome, with enough different attack cantrips to fit any situation he may run across. His last foray into the field had him working as the only healer amidst a team of level ones. His Guidance spell was put to great use as we snuck into a fancy dress masquerade to force a confession from our target… after some pretty trying party games.

Waiting in the wings, as well, is Chenzo, a crossbow specialist that has been taken under wing as a Hexblade; or should that be Hexbow? He’s fit and ready for Tier 2 gaming (that’s levels 5 to 10) in the AL, but circumstances have yet to pass that would bring him to another table. His hand crossbow is magical, bonded as his pact weapon, and can be used as a focus for his magic. It also relies solely on his Charisma stat for combat. He hits because he looks good doing it? *shrug* Works for me.

I still don’t really like the time constraint that the AL seems to enforce upon DMs and players, but I like the game and love Warlocks, so I’ll put up with it.

Adventure Framework Part 2: Forget What I said, Do what I say! Conceptualizing Your Endgame.

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At the end of my last article (Adventure Framework Part 1: Start at the beginning) I said “You need to set a proper foundation, both for your players and yourself. From this, you set your pillars. The pillars are the stories you will tell. In part two we I’ll delve into the pillar of your adventures and how you should prepare each one.” I was wrong. I skipped a step: The Roof. For those of you that don’t know much about construction the roof is typically added last. You build from the ground up. You start with your foundation making sure it’s strong and level. From there you add your supports; pillars in our case. Then the roof.

Although we have created our adventure foundation, we don’t have enough information to build our pillars. We need more. What is our end game. What kind of materials will we use on top? Is it stone? Would you use the same pillars to hold up a straw roof as you would a stone roof? No. You wouldn’t. A straw hut has a very different foundation, most likely dirt. Though a straw hut and stone building are different in many ways their conceptualization is the same. They have a structure they follow.

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