Adventuring Party | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Fri, 26 Mar 2021 13:12:52 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Adventuring Party | Nerdologists https://nerdologists.com 32 32 Friday Night Dungeons and Dragons: The Race To The Wizards Tower https://nerdologists.com/2021/03/friday-night-dungeons-and-dragons-the-race-to-the-wizards-tower/ https://nerdologists.com/2021/03/friday-night-dungeons-and-dragons-the-race-to-the-wizards-tower/#respond Fri, 26 Mar 2021 13:11:18 +0000 https://nerdologists.com/?p=5493 It's time for a race as three adventuring groups race across the lands trying to be the first to get to the top if the Wizard's Tower in todays Friday Night Dungeons and Dragons.

The post Friday Night Dungeons and Dragons: The Race To The Wizards Tower first appeared on Nerdologists.]]>
Ladies and Gentlemen and Gelatinous Cubes, we are about ready to kick off the fourth annual running of “The Rice To the Wizards Tower”! You all know the rules, no fighting, well, that is until the end, race as fast can to get to the wizards tower, figure out the clues, and the first one to the top gets prizes greater than you imagine. Note, for legal purposes, prizes might be a one way all expense paid trip into the mouth of a great old one, so don’t imagine that. Join with me as I flesh out this crazy idea for a Dungeons and Dragons quick little game.

The Idea

This is something different, normally I pitch campaigns, this time I want to do something different. This would be three one shots that all come together at the end. I would put together three groups of two players, maybe three players, and take them through the opening part of the race. Let them get to the tower, but when you can see the tower, that is when you end the session. Then you get all three of the groups together and let them fight over and all the way up into the tower.

Dungeons and Dragons Wizard
Image Source: D&D Beyond

The trick for running this will be timing. It’s pretty unlikely that all the groups would arrive at the tower at the exact same time. In fact, I think in the one shots you’ll have to be keeping track of timed elements to figure out who makes it to the tower first. Of course, getting up the tower won’t be easy, and you can do things to delay the first group more than the other groups. Then that last session, you have the groups arrive at different times, tell people to start at different times. So if one group was fast, they get there and get an hour to get as far into the tower as they can. Or maybe half an hour, then the other groups show up. Of course, now that the first group has cleared the tower to a point that makes it really fast for the other groups to catch up with them. Now it’s a question of, will any of them survive to the top. Will they work together or will it all fall apart?

So that first session, what would be the plan for that? I think that it should be about finding where the Wizard’s Tower is. create a general map of the lands, and create some points of interest, different ones for each group that they have to get through. One should be focused on combat, give them a number of small missions and then a clue for where the tower is. The next one could be about puzzles and riddles, again getting a clue for where the tower is when they complete it. Another could fall more into skill challenges, and you guessed it another clue. I think that three things would be solid for a one shot, you want them to do enough and lose some hit points, spend some resources, but not have so much to do that you’d need two or three sessions leading into it. The wizard’s tower is magical, so it can get hidden anywhere, so the whole race, I think, makes sense to take place in a day or at most two, so that the players are a bit resource poor leading into the final session.

Then that last session, we’re going to be staggering when people arrive to the table, like I said. The fastest group will do the job of clearing part of the tower. And then it can be a free for all as players and groups try to make it to the top of the tower. I would make this session as crazy as possible. Make nuts puzzles with high checks for things like dexterity and strength. Give really open ended challenges and just see what the players decide to do to solve them. Let PvP happen if the players want it to happen. Or they can work together. Because when they find the top of the tower, there will be a giant monster for them all to fight or get devoured by. I’m thinking like how it’s a monster in the vault in Borderlands that you need to fight. Let them spend resources and just have a blast with it. Who knows, maybe no one will make it to the top.

Challenges

Now, I think this could be a good game to run. However, this is a very challenging game to run. You need more buy in from the people playing in the game. In a normal campaign, you can pivot a little as you realize what the players are really looking for in the game. But with this, it’s going to be harder, the game is almost on rails, though stuff like picking which spot to checkout first is going to be up to the players. If they fight the other groups, that’s going to be up to the players. But this would be more coordinating. How I’d probably do it is that I’d run the first session on the way to the tower over a single week and then that weekend, Saturday afternoon, I’d plan to meet up at a local FLGS that has food and drinks and make an afternoon and into an evening out of it.

Timing everything up as well is going to be interesting as well. I think that getting 30 minutes off of another groups time makes sense, so if one group is really late, they start an hour later than the others in terms of making it to the tower. Now, you could have everyone arrive at the same time, but it’d be kind of fun to have the groups show up to that last session at a staggered times to kind of create more of the feel of what happened in the game. Again, that makes it a bit trickier as you are trying to coordinate times.

Would You Run This Game?

Even for me, this game is a hard sell to run or play in. I like the concept a lot, but of all the people I have ran D&D for locally, I don’t know that I have enough to pull off a game like this. I’d really like to do it with nine people, three groups of three, and I could maybe make that work, but getting schedules to work together, that’d just be tricky. Even for six players, three groups of two, that is tricky. And I thought about this maybe at a con setting, but to commit to two sessions of a single game is a lot for a lot of players who really want to just get to trying as many things as possible.

How about you, would you run a game like this? Would you play in a game like this?

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.
Support us on Patreon here.

The post Friday Night Dungeons and Dragons: The Race To The Wizards Tower first appeared on Nerdologists.]]>
https://nerdologists.com/2021/03/friday-night-dungeons-and-dragons-the-race-to-the-wizards-tower/feed/ 0
Friday Night D&D – The Lost City of Zenefil https://nerdologists.com/2020/05/friday-night-dd-the-lost-city-of-zenefil/ https://nerdologists.com/2020/05/friday-night-dd-the-lost-city-of-zenefil/#respond Fri, 22 May 2020 13:04:59 +0000 http://nerdologists.com/?p=4396 Like normal, I’m stealing slightly from something that I’ve been watching. Into the Badlands. The world has “ended” after something happened and there’s this Badlands

The post Friday Night D&D – The Lost City of Zenefil first appeared on Nerdologists.]]>
Like normal, I’m stealing slightly from something that I’ve been watching. Into the Badlands. The world has “ended” after something happened and there’s this Badlands split up and ruled by barons in the show, but that’s not what I care about. What we’re caring about here is this city of Azra that people know about in the show and believe to be some paradise that they can maybe find and escape to.

In our case we have our city of “paradise”, Zenefil, and there’s a deity in the world who has created this for the adventurers to find. Now, that sounds great for our adventuring party, but the world otherwise really sucks. There are powerful chromatic dragons that are ruling the lands with fear.

Image Source: D&D Beyond

So this is clearly going to basically be the whole thing getting to the paradise of Zenefil, but generally if something sounds too good to be true, it probably will be. And the deity should definitely have put a limit on how many people can actually get in. So while I said adventurers, everyone and their mother is going to consider themselves adventurers and probably be willing to kill to try and get there. Plus, then you’d have the dragons who would be trying to stop the people from leaving because they need subjects to torture or it’s just dull.

Beyond the dangers of the other people going and the dragons, I’d make it sort of a puzzle/mystery sort of thing where players need to figure out clues and decipher things that the deity is giving them in order to eventually make their way to Zenefil. This will do two things, it’ll weed out some of the weaker NPC’s that they might run into for a while so it becomes less chaotic, it also kind of gives you points of timing for other NPC’s. Beyond that, it allows you, the further they get away from the dragon kingdoms towards Zenefil, they should start seeing more monsters and natural things like that.

You can also add in less natural things as well, depending on what you want to do with Zenefil. Do you want it to be an amazing sanctuary and refuge against the dragons, or do you want it to be a equally as bad, if not worse place. Now, you can have the players need to fight at this point and try and defeat the deity or the deities monsters/henchmen.

This is going to be more exploration focused in some ways as your clues can lead them to various landmarks along the way and put them into unique situations. Also it’ll be an exploration into what the player characters are deciding to do with the other NPC’s that are running about as well. I think that there’s going to be a lot of interesting stories to tell with that, will the PC’s help some less fortunate NPC’s, will they leave an NPC that is injured out there who can be brought back as a nemesis? Is there another group that is their arch rivals? Play around with those emotions and groups of people, heck, even family members.

So, would you run a game like this? Would this be something that you’d do for a whole campaign? For me, this is a higher level campaign, or the second arc of a campaign. If you can set-up the dragons as rulers in the first one somehow, then you could create the paradise/Zenefil part as the second arc at a higher level. It would give the players less competition and more reason to not just worry about their own survival.

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Friday Night D&D – The Lost City of Zenefil first appeared on Nerdologists.]]>
https://nerdologists.com/2020/05/friday-night-dd-the-lost-city-of-zenefil/feed/ 0
D&D Party – Party People in the House https://nerdologists.com/2019/06/dd-party-party-people-in-the-house/ https://nerdologists.com/2019/06/dd-party-party-people-in-the-house/#respond Tue, 11 Jun 2019 13:19:58 +0000 http://nerdologists.com/?p=3215 Alright, you have your number of people and you’re sitting down at the table. It’s session zero and everyone wants to play a wizard, is

The post D&D Party – Party People in the House first appeared on Nerdologists.]]>
Alright, you have your number of people and you’re sitting down at the table. It’s session zero and everyone wants to play a wizard, is there a right way to create your party?

I think that this is a more interesting question than the party size question, but has just as vague and answer. It’s totally acceptable to have a party that is all wizards, as a DM, you just have to adjust for that, but there is an ideal party balance. However, 5e is built so you can ignore that if you want.

Image Source: D&D Beyond

The ideal party balance goes back to what I said in the previous article, it assumes that you are going to have a Wizard, a Cleric, a Fighter, and a Rogue, or someone that fits into each of those archetypes. But I think a more useful way to look at it is do you have someone for each pillar of the game?

Wait, what are the pillars of D&D?

Exploration, Combat, and Social are the three pillars that most D&D games are built on, though fairly often I would say that exploration is not fully used. Some of that is because people just don’t like the resource management aspect that can be in exploration. It’s also more fun to fight something or talk to an NPC than it is exploring which seems more passive for the players and more on the DM to describe what is going on.

These pillars are important though when creating your adventuring party. You want to have player characters who do cover all of these. Now, I generally wouldn’t say that each character should be good at all of them, but all of them should be good at either social or exploration and then generally you want them to be competent at combat.

If the players and DM focus on hitting these pillars in session zero, the ideal party combination doesn’t matter much. For example, I’ve run games where we have two rangers, a paladin, and a wizard. We don’t have a tank character, but you just have to change which monsters you select and how they work. Maybe they are harder to hit, but don’t deal tons of damage as the paladin is the closest we have to a tank. Or were there was a fighter, wizard, and rogue. In that case, you have no healing, so you either have to hand out some healing potions, or have larger fights, but less fights during a day, so the player characters are less likely to die.

Image Source: D&D Beyond

So, to recap, any party combo is going to work. It’s probably more important that they work in your world, such as don’t have a party of wizards when wizards are really rare, unless they are fine being extremely unique, and maybe that’s the plot there. But make it work for your world and your game, but any combo is playable in Fifth Edition Dungeons and Dragons.

What are some odd player character combinations that you’ve had? Are there any that you thought didn’t work or that were weird but fun to play?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.Facebook 

The post D&D Party – Party People in the House first appeared on Nerdologists.]]>
https://nerdologists.com/2019/06/dd-party-party-people-in-the-house/feed/ 0
Building a D&D Player Character – 301 https://nerdologists.com/2019/03/building-a-dd-player-character-301/ https://nerdologists.com/2019/03/building-a-dd-player-character-301/#comments Mon, 11 Mar 2019 13:11:09 +0000 http://nerdologists.com/?p=2887 Back into building a D&D character. We’ve talked previously about the simplest ways to make a character that doesn’t step on other players toes, that

The post Building a D&D Player Character – 301 first appeared on Nerdologists.]]>
Back into building a D&D character.

We’ve talked previously about the simplest ways to make a character that doesn’t step on other players toes, that fits into the game, and one that is fun to play.

Image Source: Wizards

Next we’ve talked about how you can use the personality traits, ideals, bonds, and flaws to create some back story for your character. This allows you to really start creating a backstory for your character and your role playing. You can review 201 here.

Now we’re onto really delving into the backstory and what makes a good backstory. This will be covered in the final two posts about creating backstory and creating your player character.

When creating a backstory there are a few things that you should be writing into your backstory:

Image Source: D&D Beyond

Role Playing Prompts –
This is probably the trickiest one to explain, but basically you are looking to expand upon the personality traits, ideals, bonds, and flaws that you’ve previously created or at this time create those along with your backstory to give you things to role play with. But now you get the chance to really expand upon that. If you have a flaw that you hate all goblins, well, now you can explain why you hate all goblins since they murdered your family and burned down your village. So as you develop your backstory, look to drop in those little tidbits of information to support the personality traits, ideals, bonds, and flaws. Also, look to add in more role playing elements for you. You can create little pieces of story that are going to give your character a more rich background and more depth to role play with.

A Reason to Adventure –
This one is pretty straight forward. You need a reason to be about adventuring. If you spent your whole life on a farm and you are going to inherit the farm, why are you out adventuring? Or if you are a hermit in the woods who hates people, why are you adventuring? Give yourself a reason to be adventuring, and a reason to keep adventuring. If a bunch of goblins killed off your family and burned down your village, that’s probably a reason to start adventuring to get revenge and also a reason to continue adventuring after you get revenge because you don’t have a place to go back to. It doesn’t have to be that tragic, and with elves or other longer living races, you might adventure just to leave your mark on the world. But use your backstory as your opportunity to create a reason why you are adventuring and why you will continue adventuring with the adventuring party.

Image Source: Encounter Roleplay

Goals/Story Hooks for Your Character
Now, this is partially covered when you create your bonds as they can be things that is your characters goal, but work on adding in some goals and story hooks for your character that the DM is going to be able to use. It doesn’t mean that all of them will be used, but they are things that the DM can use if they want. In our example of wanting to get revenge on the goblins who killed your family, that’s a story hook that the DM can use. If you write that you’ve already taken care of the goblin in your backstory you’ve now closed off that part of your backstory and completed it already. The DM now can’t pull out your hate of goblins, give you the chance to track down the goblins and maybe have a change of heart about goblins as a whole. As a DM, I really appreciate those bits of mystery that people leave in their backstories. In the first season of Dungeons and Flagons, we had a great example of this as Ashley’s character was left somewhere as a young child and all she remembered from it was the stars in the sky. That gives me a ton to play with as a DM.

If you have, especially the first two added into your backstory, you are going to have a character that has a reason to go adventuring and a fun character to play. The last piece really allows you to be more a part of the story and have those story arcs that really focus in on you. If you are a player who wants to sit back and enjoy the story more, having less of those hooks is going to make it so you’re less involved.

Are there other backstory elements that make a good Dungeons and Dragons character? Have you done these while creating characters before?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.Facebook 

The post Building a D&D Player Character – 301 first appeared on Nerdologists.]]>
https://nerdologists.com/2019/03/building-a-dd-player-character-301/feed/ 1
Dungeons and Flagons Season 2 Episode 12: Fallout https://nerdologists.com/2018/07/dungeons-and-flagons-season-2-episode-12-fallout/ https://nerdologists.com/2018/07/dungeons-and-flagons-season-2-episode-12-fallout/#respond Wed, 25 Jul 2018 12:11:34 +0000 http://nerdologists.com/?p=2381 Welcome back to season two of Dungeons and Flagons. As our adventurers try a daring escape after stealing some books, can they escape the school

The post Dungeons and Flagons Season 2 Episode 12: Fallout first appeared on Nerdologists.]]>
Welcome back to season two of Dungeons and Flagons.

Image Source: Wizards

As our adventurers try a daring escape after stealing some books, can they escape the school where Von’thre studied.

The audio isn’t the best on this one, but you can everyone, the balance just isn’t the best because of how the audio set-up was.


If you have questions for Nerdologists: Dungeons and Flagons emails them to nerdologists@gmail.com or find us on Facebook or Twitter! We’ll be doing a recap and Q&A every twenty-five episodes.


Our players are:

Ashley – Nori the Mountain Dwarf Champion Fighter

Kristen (@Kefka73) – Syldi the Half-Elf Rogue Thief

Clint – Von’thre the High Elf Divination Wizard

The DM:

Peder (@TheScando)


Please give us reviews and let us know how you listen to the show!

You can find us on iTunes

Or on Stitcher

Reviews help with the algorithms that allow more people to find our show. Every review you give helps, and we thank you for them! We have three reviews currently on iTunes; once we get five, we’ll be able to see them, and properly thank those who have given us reviews.


Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Dungeons and Flagons Season 2 Episode 12: Fallout first appeared on Nerdologists.]]>
https://nerdologists.com/2018/07/dungeons-and-flagons-season-2-episode-12-fallout/feed/ 0