Saturday, April 22, 2023

Campaign Journal #2: Thyrre & The Dungeon, Part I

Main Cast

Our player characters for the campaign:

  • Barclay Stone (he/him), human bard (college of eloquence)
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


Supporting Cast

Non-player characters introduced in this session:

  • Aethert, member of the Pennydelvers
  • Driffol, Bartholomew & Company employee in Thyrre
  • Wealda, captain of the guard of Thyrre
  • Arthugh, innkeeper of the New Hill Inn in Thyrre
  • 6 kobolds

Non-player characters from the previous session:

  • Aerol Thornrend, half-elf, member of Barclay's guild in Fellsdare
  • Bartholomew, dwarf, owner Bartholomew & Company
  • Colin "Flour", human, Renn's drinking buddy at the Ratcatcher's Inn & Tavern in Fellsdare
  • Decius, human, priest of Currend
  • Deep End, gnome, Renn's drinking buddy at the Ratcatcher's Inn & Tavern in Fellsdare
  • Elira, council member of Barclay's guild in Fellsdare
  • Eyes, gnome, Renn's drinking buddy at the Ratcatcher's Inn & Tavern in Fellsdare
  • Lady Ilyavoe, also known as Lady Dawn, the Ironwitch of Fellsdare
  • Liliani, elf, Renn's sister; is searching for Decius
  • Malde, meat and vegetable vendor in Fellsdare
  • Orloz, owner of the Sleepy Brewer Tavern in Fellsdare
  • Pietre Sorenson, human, member of Barclay's guild in Fellsdare
  • Renelm, baker's boy in Fellsdare
  • Vanya Starris, human, member of Barclay's guild in Fellsdare


Thyrre & The Dungeon, Part I

We rejoin our heroes in Thyrre, a town of 100 people about 10 miles south of Lyrum. Driffol, an employee of Bartholomew & Company in Thyrre, has booked the party a suite at the New Hill Inn. The suite's patio exits next to the well they are to search—except that Raehendra checks in first and accepts an upgrade from the innkeeper, Arthugh. Now they're on the other side of the inn, in full view of the Longdays (New Year/Spring Equinox) festivities. Sentie is observed by 3 Cassevallan spies and, while trying to find out who they are, is arrested and interrogated by the captain of the guard, Wealda. Meanwhile, Barclay's spider spy (spy-der?) spies on the spies, revealing that they suspect a lot but don't know everything.

At midnight, the party enters the well and discover a dungeon complex. To the left is a short, ancient tunnel ending in murky water. A door in that tunnel leads to a scorched room with twisted metal and chipped walls, as if something had exploded. To the right is a longer tunnel, newer but crude and periodically reinforced with wooden beams. Tracks lead down the right, crude tunnel. The party follows the tracks.

There is a poorly-concealed pit trap that the party ignores for now—although it bothers Barclay. The tunnel soon transitions to iced-over sewer stonework and tilts downward. At this point, the party can hear rushing water ahead of them. Renn and Kodrak slide down the slick tunnel but stop before a crumbling bit of cliff overlooking a rushing underground river. Falling into this water would likely mean certain death.

Renn spots a vague figure across the river, pointing to the party's left. Barclay investigates the pit trap and discovers a door. The party decides to investigate the door. It leads to a den of kobolds, who are wary but friendly after being given food. They warn the party that beyond their den are dangerous plants and a putrid stench.

Our heroes investigate, spotting some kind of mushroom-like people and—is that a hag? They will investigate next week!


Soundtrack: Daniel Pemberton, The Dark Crystal Age of Resistance, Vol. 1 (2019)

Saturday, April 8, 2023

Campaign Journal #1: Introductions (Act I Debut)

 

Main Cast

These are our player characters for the campaign:

  • Barclay Stone (he/him), human bard (college of eloquence)
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


Supporting Cast

These are the non-player characters who have been introduced or mentioned:

  • Aerol Thornrend, half-elf, member of Barclay's guild in Fellsdare
  • Bartholomew, dwarf, owner Bartholomew & Company
  • Colin "Flour", human, Renn's drinking buddy at the Ratcatcher's Inn & Tavern in Fellsdare
  • Decius, human, priest of Currend
  • Deep End, gnome, Renn's drinking buddy at the Ratcatcher's Inn & Tavern in Fellsdare
  • Elira, council member of Barclay's guild in Fellsdare
  • Eyes, gnome, Renn's drinking buddy at the Ratcatcher's Inn & Tavern in Fellsdare
  • Lady Ilyavoe, also known as Lady Dawn, the Ironwitch of Fellsdare
  • Liliani, elf, Renn's sister; is searching for Decius
  • Malde, meat and vegetable vendor in Fellsdare
  • Orloz, owner of the Sleepy Brewer Tavern in Fellsdare
  • Pietre Sorenson, human, member of Barclay's guild in Fellsdare
  • Renelm, baker's boy in Fellsdare
  • Vanya Starris, human, member of Barclay's guild in Fellsdare


Introductions

Our story begins in a waiting room at Bartholomew & Company, on Boarsgate Street, outside the walls of Fellsdare. It is almost Longdays, a two-day festival celebrating the Spring Equinox and New Year, and about an hour after dusk. It was a chilly trip to this address in the warehouse district, so our adventurers were relieved to find the waiting room heated and well-stocked with hot drinks and fresh-baked pastries—even at this hour. The atmosphere is somewhat awkward, all of them being strangers, and they have just enough time to reflect on the recent events that led them here....


Kodrak

Kodrak (he/him) left Westbare to seek adventure some months ago. He traveled the old dwarven roads, the ones his ancestors built in much older times, and visited the dwarven towers and shrines on his path—mostly ruined by now. He saw Thannescombe, the dwarven capital of Loril, and the fine folks there suggested he visit Fellsdare. It's a bustling city, they said, and there's always something to do—and adventure to be had.

Narrative on entering Fellsdare

"As with most cities, you can smell Fellsdare before you see it. At first, it's wood smoke, then baking bread, roasting meat, and sewage. When the wind shifts, you get the fumes of industry, tanneries and slaughterhouses. Felldare is said to be the largest city in the world but the stench seems milder than you had expected.

"In time you reach a neighborhood outside the city walls. It's a mixture of residential homes and inns, businesses, and warehouses. On each side of the road, the buildings tower three, four stories above you. Some would feel claustrophobic but you find it comforting, like the underground avenues of Westbare. You notice the crowd in front of you neatly forming into lanes, one entering the city and the other leaving. Soon you ride past the walls and onto a drawbridge over a deep gorge. You spot sewer pipes dotting the walls of this gorge, dozens of feet below ground level, spilling their contents into the river below. The smell of sewage burns your nose, but you pay it little mind. Your attention is on the drawbridge: it doesn't flex at all, even while bearing the weight of carriages, wagons, and a hundred people or more. Fellsdare was a dwarven city at one time and you reckon this drawbridge was dwarven-made.

"You cross the bridge and spot the city walls in the distance, perhaps a mile away. You estimate that they are at least fifty feet tall. The area before the walls is bustling with stablehands, food and drink vendors, workers emptying wagons into smaller carts and wheelbarrows. You continue through them, passing through the walls and into the city proper.

"Nothing has prepared you for the commotion of Fellsdare as people of all kinds go about their business. Humans of every color, children to adults. You're surprised at the number of dwarves, elves, even some goblins and orcs. You spot an ogre or half-giant, you can't tell which, and maybe a tiefling. It's tough to say. If there's one word that describes Fellsdare, it's 'cosmopolitan'."

Kodrak inquires about adventuring work but, at 700 years old, no one will hire him. Thankfully, his age doesn't prevent him from saving two children on a runaway carriage. Bystanders buy him drinks and their accounts of his deeds grow with each telling. The next day, one of the Merry Messengers delivers an invite from Bartholomew & Company.


Renn

Renn (he/him) has been staying at the Ratcatcher's Inn & Tavern with his new-found drinking buddies, gnomes Eyes and Deep End, and human baker "Flour" (Colin). He's in Fellsdare to search for his sister, Liliani, who is herself searching for Decius, a human priest of Currend—but Renn isn't very good at this "searching" thing. Through a friend of a friend of a customer, Flour gets Renn invited to work for Bartholomew & Company, which will also hire private investigators Lura's Dragons to search for Liliani.


Raehendra

Raehendra (she/her) has been working intermittently in Fellsdare for the past few months, but she really just wants to get out into the world. Her most recent job is working overnight at a graveyard—the literal graveyard shift. Raehendra studies her notes but also stops some vandals, drunks, and teenagers, and spots a woman on the tallest tower in Fellsdare each dawn. Unfortunately, she is let go. She was hired after a recent string of grave robberies, but they seem to have stopped. Perhaps because Raehendra is good at her job, perhaps not—who is to say? In any case, the caretaker gets her hired by Bartholomew & Company.


Barclay

Barclay (he/him) has a meeting with his superiors, Pietre, Aerol, Vanya, and councilmember Elira, at the guild clubhouse/tavern. His orders are to work with Bartholomew & Company and to keep his eyes and ears open for news about the earl of Falxmed, which they suspect is up to something.


Sentie

Sentie (they/them) has been working at the Sleepy Brewer Tavern for a few weeks. They help with the late-night rush, after-close cleaning, inventory, ordering and receiving, and opening the next morning. In their downtime, they get to experiment with new drinks, and they make sure to greet the dawn every morning. Sentie gets to know the regulars: Malde, an older woman who delivers each day's shipment of meat and vegetables on ice; Renelm, the baker's boy who collects that day's order; and the "scary lady in black", a woman they spot every morning atop the tallest tower in Fellsdare. Sadly, every good thing must end, as Orloz, the tavern's owner, needs to let Sentie go. However, he found Sentie a job with Bartholomew & Company.


Bartholomew & Company

We return to our party at Bartholomew & Company. Before entering, Barclay spotted a familiar silhouette exiting the building, entering a carriage, and speeding off. In the waiting room, the party enjoys drinks and refreshments provided by B&C but also cocktails mixed by Sentie. In time, they are ushered through the warehouse and into the office of Bartholomew himself.

Bartholomew has recruited the party to recover valuables in Thyrre, a town near Lyrum in the Reeves. He explains that a "professional procurer of difficult-to-procure items" removed some "contraband"—3 books—from the Eastern powers. This contraband was dropped down a well, one that is reputed to lead into underground chambers of some kind. (A dungeon!) Bartholomew admits that the job may be dangerous, but their reputations precede them—and he has them sign a "standard plundering contract". After noon the next day, the first day of the year, the party teleports to Thyrre from Toad's Alehouse.


Build a Dungeon

With a dungeon crawl in front of them, our players (and DM) each make two content suggestions:

  • Beware of pillars
  • Ettercaps
  • Evil fey
  • Friendly kobolds
  • Large cavern
  • Liquid in a vial
  • Maybe thieves, maybe zombies?
  • Missing prize-winning chicken
  • Pet fish is now a monster
  • Secret passage
  • Thane Terrai, folk hero
  • Vampire lair

The "Build a Dungeon" concept works this way: for each suggestion, the party adds a d6 die to a bonus pool. They can use one or more dice from this pool to augment their rolls while in the dungeon itself.


And that's our introductory session. We'll rejoin our heroes in two weeks!


Soundtrack: Elden Ring.

Friday, May 21, 2021

Background Music for Dungeons & Dragons and Other Fantasy Tabletop RPGs

Welcome back to the blog!

I wanted to talk about the background music that I use in my own Dungeons & Dragons campaigns. There's no cutting-edge DMery here—plenty of DMs use soundtracks at the table. But I believe that I've compiled a solid list of soundtracks and I hope you agree!

But first, there are a couple of things to keep in mind when playing music at the table:

  • Make sure that your music is background music, not foreground music. It shouldn't be loud enough to break anyone's concentration or interfere with conversation.
  • Know when to turn it off. Think of horror movies where the background music drops out, leaving only ambient sound effects. That really ramps up the tension, doesn't it? While I'm describing a location, I like to fade the music out while fading in some sound mixes instead. My favorite site for these is ambient-mixer.com.

Let's get on to my favorite soundtracks, but first, some disclaimers! These are the soundtracks that I use in my own campaigns. They may not be the best soundtracks for you, but I think there's enough variety here that most Dungeons Masters will find this list useful. This article is not sponsored in any way, although I may receive commissions for purchases made through the links below.


Film and Television Soundtracks

Conan the Barbarian and Conan the Destroyer by Basil Poledouris. These soundtracks belong on any Dungeons & Dragons playlist. They truly are the most epic of epic fantasy soundtracks! If you're already a fan of Poledouris, you may also appreciate his soundtracks to RoboCop and Spellbinder.

Midsommar by Bobby Krlic. These suspenseful and ethereal soundscapes are perfect for any horror scenario.

The Dark Crystal by Trevor Jones, The Dark Crystal: Age of Resistance, Vol. 1 by Daniel Pemberton, and The Dark Crystal: Age of Resistance, Vol. 2 by Daniel Pemberton and Samuel Sim. Sometimes dark and sometimes mystical—and often both at once—these soundtracks are ideal for journeys through mysterious lands.

The Fellowship of the Ring, The Two Towers, and The Return of the King by Howard Shore. These are arguably more famous than the Conan soundtracks, at least to younger fans. Sometimes the main themes are too recognizable, so I usually stick to the more subdued tracks.

Bram Stoker's Dracula by Wojciech Kilar. This is an underappreciated horror masterpiece! It has moody exploration and travel themes, but also plenty of tracks suitable for action and combat.


Game Soundtracks

Pillars of Eternity by Justin E. Bell. If you need one soundtrack that covers just about any fantasy scenario, it's Pillars of Eternity! This deluxe edition has 61 tracks!

Myst and Myst II: Riven by Robyn Miller, Myst III: Exile and Myst IV: Revelation by Jack Wall, Myst V: End of Ages and Uru: Ages Beyond Myst by Tim Larkin. Much like the Myst games, these soundtracks are filled with mystery and adventure. Play them while exploring dark dungeons and you won't regret it.

Darkest Dungeon, Darkest Dungeon: The Butcher's Circus, and Darkest Dungeon: The Color of Madness by Stuart Chatwood. Cinematic and epic game music, perfect for combat or action sequences.


General Instrumental Music

Dungeons & Dragons by Midnight Syndicate. This is as "official" as you're going to get, because the album was made at the request of Wizards of the Coast! The soundtrack is fantasy-oriented, but the rest of Midnight Syndicate's work is more appropriate for horror.

Theater of Mineral NADEs by Eyvind Kang. Cinematic medieval music, perfect for bard and minstrel performances.

Zeit, Phaedra, and Rubycon by Tangerine Dream. Ambient electronica, excellent for flying ships and trips to weirder planes.

SkyWorld and Battlecry Anthology by Two Steps From Hell. This duo composes music for movie trailers, so you've definitely heard them before—even if you don't know it. I like these two albums the best, but really anything will give your game a cinematic feel!


Instrumental Metal and Rock

nihsahshsaH and Badakhshan by Hashshashin. Traditional Middle Eastern music meets metal, psychedelia, and drone. Planning an encounter in the desert? This is your soundtrack.

Jumyr-Kylysh by Ulytau. Turkic folk metal to give your combats a nice non-Western flavor.

Australasia, City of Echoes, What We All Come to Need, Forever Becoming, and Nighttime Stories by Pelican. Yes, that's a lot. Slow to mid-tempo post-metal, perfect for combats and encounters, especially boss battles.

Perichoresis by Secret Chiefs 3. Afghani folk meets rock music. Really, anything by Secret Chiefs 3 could be played at the table, but this album is the most consistent from beginning to end. Some of my other favorites include Book M, Book of Horizons, Book of Souls: Folio A, and Xaphan, which all include a mix of Afghani and other genres outside the Western tradition along with death metal, surf rock, film music, and more.


Free Soundtracks

Of course, there are free RPG soundtracks, too. A couple of my favorite soundtrack YouTube channels are D&D Breakfast Club and Michael Ghelfi. Check them out!


If you know of any other epic soundtracks, please let me know in the comments!


Cheers!

Wyatt

Sunday, May 9, 2021

Review of Sly Flourish's Return of the Lazy Dungeon Master

Sly Flourish's Return of the Lazy Dungeon Master
Welcome to the first proper article on the blog! There's still plenty to do on the campaign site, but it's relatively stable now. Which is to say, the basic skeleton of a campaign world is there, and I just need to keep adding to it. But it's time to work on some in-game campaign tasks, like miniature painting and terrain building, and also sharpen my own Dungeon Master skills.

I wouldn't say that I'm a great DM. Average, probably, but also inconsistent. To fix that, I've been watching a lot of Matt Colville videos while preparing for my upcoming campaign. You've probably heard of his Running the Game series—and if you haven't, be sure to check it out. There's a lot of valuable advice for Dungeon Masters in those 100+ videos.

But I've also been hearing about Sly Flourish's Return of the Lazy Dungeon Master by Michael E. Shea. Some have said that it's a better Dungeon Master's guide than the official Dungeon Master's Guide itself. That's strong praise, so I wanted to check it out. I'll mention right now that this is not a sponsored post. I bought the book myself and I'm under no obligation to review it. I will include a link below with an Amazon Affiliate code, meaning I may earn a small commission if you buy it, but that's it.

So what is Return of the Lazy Dungeon Master? It's a variety of DM tips and tricks to make your life as a Dungeon Master much easier. Being a "lazy" DM is really about efficiency and optimizing how you prepare and run your game, so these are DM hacks to help you do that. Some examples include starting each session strong to get your players invested, having your players create wishlists of rewards (like magic items), and using upward and downward beats to maintain a fun pace. But you'll also find general DM advice, like ignoring whatever doesn't work for your game. That's true in Dungeon Mastering, gaming, and life in general, right?

Chapter 6 ("Define Secrets and Clues") is a standout DM tip for me. It involves writing down ten or more secrets or clues before each session. These are basic story elements, like a part of the villain's plan or a non-player character's secret identity. What's important is that you don't specify how players discover them. They're meant to be like breadcrumbs that you sprinkle in whenever the players find something. That might start a new quest, connect elements in a current quest, or reveal some secret about the world itself. It's a great way to keep your game flexible by preparing small details ahead of time and dropping them in when the time is right.

Another favorite of mine is chapter 20 ("Three Tricks for Group Storytelling"), which is all about transferring some of the burden of DMing to your players. We're probably all familiar with Matthew Mercer's "how do you want to do this?", where his players describe the killing blow. I like to let players "build a dungeon" by coming up with their own rumors about the location. (I'm sure I'll write about this soon.) Shea suggests asking players to describe interesting features about monsters, taverns (and other locations), and even events that happen during travel. They're all wonderful ways to involve your players beyond combat and role-playing.

I don't want to give away all the secrets, so check out Sly Flourish's Return of the Lazy Dungeon Master by Michael E. Shea (commission link) if you're interested in being more efficient in your own DMing. Or check out more of Sly Flourish's advice at slyflourish.com.

Take care,

Wyatt

Sunday, December 20, 2020

Hello World

 I don't imagine this blog will be active at all while the site is getting set up. But here it is.

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