Gnome | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Mon, 26 Jul 2021 13:39:44 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Gnome | Nerdologists https://nerdologists.com 32 32 Creating a Simple Dungeons and Dragons NPC https://nerdologists.com/2021/07/creating-a-simple-dungeons-and-dragons-npc/ https://nerdologists.com/2021/07/creating-a-simple-dungeons-and-dragons-npc/#comments Mon, 26 Jul 2021 13:36:57 +0000 https://nerdologists.com/?p=5947 Is there a simple way to create a lot of good NPC's for your Dungeons and Dragons game? I look at what I find works.

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Last week I talked about Dungeons and Dragons in a couple of different ways. But I covered a simple way to start to build your Dungeons and Dragons homebrew campaign. Homebrewing can by tricky and part of that is creating NPC’s, non-player characters. These will be who your player characters (PC’s) interact with. How do you create interesting characters that your players can interact with? And how many do you need to make?

Making Simple NPC’s

When I started out my first big homebrew campaign, I wanted to create a big world. You can see from my article last Monday that I don’t do that anymore. Instead, I really focus on trying to keep my preparation as simple as I can. Why, because there is a lot that can be prepared and only so much time to do it. And I think a lot of preparation could be done on the fly. The same goes with NPC’s, you can make them simply.

  • Name
  • Looks
  • Quirk

That is it that you need for making an NPC. Now, that might seem a little bit simple, and it is really simple, but I’m going to give you a reason why I keep it so simple. It’s because you don’t know which NPC’s your PC’s will latch onto. Nerdarchy, for example, use an example where there is a bakery with a “good bread”. That is something that set that apart and made it important to the PC’s even though it wasn’t something that was planned. So when that bakery with the “good bread” ran into issues, the PC’s cared about it. Again, this throw away thing became important.

So Why Only Three Things?

I actually started with a fourth thing on there, their occupation, but now I don’t have it there anymore. There is a reason for that, because not all NPC’s will have a job. A backstory is very likely, but a job not so much. That is fine, some NPC’s give quests, others run shops, some become rivals and some make good bread.

But you don’t need to know who does that right away. Create simple characters that can be used anywhere. You then have starts to characters that you can insert into your story on the fly or before the start of a session. If John the burly human with a grey beard and is missing a finger matches what I need for a blacksmith, I can put him into my story. But John could also be a city guard, or a gardener, or a mercenary. I don’t need to know his job right away because I don’t know what I’ll need him for, for the players.

Dungeons and Dragons
Image Source: Wizards

How Many Do I Need?

This is up to you, but really, you don’t need that many. But for some people, it’ll be nice to keep a bunch around. In fact, you can just create list of them on your phone or in a notebook, or stored on index cards just to pull out. I haven’t done this yet, but it isn’t a bad idea. I create a bunch of index cards and put them in a recipe case with dividers by types of NPC’s and just be able to pull one out right away. And turning out those three things, that is simple and you can make a lot of them.

But to start, make them on demand. Maybe make them before a session and put them into the recipe box when you use them. That way you start building up a collection of NPC’s. Then next campaign you have a seeded base of NPC’s who you can pull back out, you might need to give them another name though. Just update the names and you can keep a history of all the NPC’s who you’ve made.

Another Option

This is why I don’t have the index cards done yet, there is another option. And that is, don’t make them up ahead of time. Players walk into a tavern in my game, I ask them, what is the name of the tavern, who is running it, who is all there. Now they are helping me create a nice roster of NPC’s that they use.

Why do it this way? Two reasons, firstly it takes pressure off of myself as the DM. I don’t always know how much story I’ll get through. And that is just fine, but that means I might not know if I go to a tavern when I start the night. The other reason is now the players have more connection to the NPC’s. They are their NPC’s, the ones they create, and they will care more about what they do.

This is a bit more advanced. Now because it is that much harder, but because you need to trust your players and improvisation. You don’t know if they will make a gnome named Tilda to run the tavern or a half-orc named Tilda. Can you handle the difference between those two characters? Now they don’t need to be fleshed out, but it is trickier.

Image Source: D&D Beyond

The Best NPC’s

So, is this the only way create NPC’s, no, these two ways aren’t. In fact, for a one shot, I will go into more detail. Why, because there aren’t as many. The main point of this is to give you ideas of how you can make NPC’s without exhausting yourself. Even as a more experienced Dungeon Master, I want to put the best game together that I can. But how do you balance real life and the understanding that it won’t be perfect to get playing fast. Because, the best game is the one you play, not the one you plan out perfectly, and that’s the same with NPC’s.

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Friday Night Dungeons and Dragons – Tower of the Gods Session 17 https://nerdologists.com/2021/03/friday-night-dungeons-and-dragons-tower-of-the-gods-session-17/ https://nerdologists.com/2021/03/friday-night-dungeons-and-dragons-tower-of-the-gods-session-17/#respond Fri, 19 Mar 2021 13:10:50 +0000 https://nerdologists.com/?p=5466 In last nights Dungeons and Dragons session, the group was trying to get back on their escort quest with a very broken gnome .

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We’re getting well into the Dungeons and Dragons campaign at this point in time. Though, things have slowed down in the story as the players are taking on a side quest of their own making. When we left them last Bokken, Barrai, and Thrain had started taking Dorin to his home town of Castleveinea. But with Dorin in the state he was in, and getting attacked by goblins, they had lost him and he had started floating down the river that they were trying to reach to ford or ferry across. They had tracked back towards the ford to try and catch up with Dorin.

The Session

Things don’t go like they hope during the night. After dealing with two parties of goblins they were hoping that it would be an uneventful rest, but they still had Fukuro Kuma, the owlbear that the goblins had previously used and who Bokken had since adopted. And the goblins wanted it back. Using the distraction of a siren the goblin boss and two goblins sneak up on the camp and try and take down Bokken. It doesn’t work, but they do manage to get Fukuo Kuma knocked out again.

The battle doesn’t go well for the goblins. Barrai, near death yet again, thunderwaves the three goblins who were creating the ruckus sending them flying through the air and to their deaths as they wonder why they had done this in the first place. Thrain casts darkness on the Goblin Boss’s armor and with only Thrain really able to see through that darkness, he just slowly Eldritch Blasts him while Bokken and the Goblin Boss swing wildly at each other in the dark and generally missing.

Once that battle is over, the rest of the night is quite restful. At the morning they continue to the ford. On the way they cross paths with a group of four gnomes who said they had camped at the ford that past night. They had seen a trunk go floating by and one of them who had been quite drunk that night and was suffering for it this morning, claimed to have heard the trunk singing something about a “pirates life”. It had continued to float down the river towards the waterfall they said.

Dungeons and Dragons Rogue
Image Source: D&D Beyond

The group rushes to the waterfall and they see the trunk, battered and broken, but still floating, not too far down the river. They surmise that it had gotten stuck on some rocks for a little bit and was now drifting further. Since there was a cliff to climb down, Bokken uses a rope to let Barrai and Thrain down while he watches Fukuro Kuma, the donkey, and the wagon.

Sure enough, they find Dorin in the trunk. He has thrown up in a corner of it from his bumpy ride, and now firmly believes that he is a feared pirate captain. But his old ship no longer meets his needs or sanitary requirements. So he gives the trunk a proper sendoff pushing it into the river, borrowing Barrai’s crossbow, and shooting a flaming rag into the side and watching it burn as it floats down the river.

They head back up the cliff with Barrai grabbing Dorin as he starts to fall while climbing the cliff. At the top Dorin knights Barrai his first mate and claims the cart as his new ship in his quest to become the terror of the seven seas. They had over to the ford and it isn’t too bad, they are making a plan when Dorin, still standing in the cart like a captain of a ship decides to send it ahead into the water with the donkey still attached to it. Bokken is able to stop it as the donkey isn’t too keen on swimming while attached to a cart. At that point in time they decide to go to the ferry. There is also a mutiny as Dorin is slapped in the manacles that Barrai has.

They make it to the ferry with no problem and get passage around 5 in the evening. It is an uneventful trip, through Dorin tries to get Barrai to do another mutiny so that he can get the ferry as his new ship to sale the seas in. Barrai instead uses words of terror and causes Dorin to become deathly afraid of krakens that might be living in the water. So much so that he’s afraid to drink his own water. That helps them get across safely. Dorin also decides that the sea has too many pirates, so he’s going to become a land pirate.

The group pushes on further until they find a spot on the road that they think is a camping spot, it turns out to be a scenic overlook. But it doesn’t have many entrances and they decide it’s probably a pretty solid spot to camp anyways. They settle in for the night and Bokken sends Fukuro Kuma off to hunt for their dinner. They bring back a deer which Dorin wants to eat the heart of because he thinks it’ll give him powers if he eats the heart of a deer that he killed, which he didn’t. Then they settle in for a peaceful night.

Behind the DM’s Screen

We were down Kip again this week. The whole siren thing at the end of last session was actually a way for me to bring Kip back in if the player could have made it. Kip previously has made the siren be attached to Bokken. So the thought had been that the players would recognize it. Instead, it worked nicely as a goblin distraction. Since I didn’t ever say it was Kip, I had the possibility to change it up.

The goblin battle was interesting. Thrain used darkness to very good affect and definitely changed the dynamic of what happened. I like a good use of a spell like that.

And a lot of the Dorin stuff was made up on the fly. I decided that I wanted to make it obvious that Dorin was in the trunk. I think had he been looking out of the trunk, those who saw him would be likely to try and rescue him. But having a drunk gnome claim to hear singing, that worked. The pirate song made sense and then I just decided to run with it. It turned out to be really goofy and now Dorin is scared of dragons, dragonborn, and kraken.

What is something weird in a campaign you’ve played in that you have just run with?

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Friday Night D&D – Tower of the Gods Session 9 https://nerdologists.com/2020/10/friday-night-dd-tower-of-the-gods-session-9/ https://nerdologists.com/2020/10/friday-night-dd-tower-of-the-gods-session-9/#respond Fri, 30 Oct 2020 14:55:33 +0000 http://nerdologists.com/?p=4889 After a month off, just because of business of life, we were back again with Tower of the Gods. And we’re back with a surprise,

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After a month off, just because of business of life, we were back again with Tower of the Gods. And we’re back with a surprise, we have had a fourth player join our group, not taking over as Parrag, but as a “transfer” student into Strawgoh.

His name is Kippington Thumble Elf-Hater, Kentish Bughammer, Kip for short. He’s a gnome who upon coming out of the tower had been given the skills to become a rogue. However, at this other school, there was an unfortunate incident, all alleged, involving a cake he may or may not have made that may or may not have been poisoned. Oh, and he has an untrusty squirrel friend named Karl, who mainly hangs out for food.

Upon Kip being introduced by Assendial, Bokken goes up and introduces himself, to the squirrel. Assuming that Kip is the squirrel, it nibbles on Bokken’s finger but gets bored pretty quickly. Kip doesn’t bother correcting Bokken on anything. The group catches up Kip on what has happened at the school, including Bokken outing Addrus and Parrag as spies, much to the dismay of both of them as the group had promised to help keep their secret.

It comes time for their final and Parrag comes down with the mumps so Kip has to join them, and Karl. The groups are brought up to the 2nd floor of the tower one at a time with their start times staggered by 30 minutes. Assendial gives them directions, they have to get through a series of rooms and to the teachers. Each room resets after 5 minutes, so they have a limited amount of time. They get scored based off of damage to their group, how many times the room has reset, and if they have caught any other groups who were in there before them. If they do catch a group, they get to go ahead of them and that group has to wait for another time for the room to cycle.

The first room that they enter looks like a foyer to a house. There is a fire place that is lit with a couple of torches in sconces by it, a book shelf filled with a number of books, and a chair with a table and some books on it. There is no door, in or out, once Assendial closes the door they came in on them. Bokken looks around the room hoping to find some scotch and finds a hollowed out book with a bottle of scotch and some glasses in it. Bokken pours himself a drink and sits down in the chair. Barrai thinking that there must be a hidden door looks around the shelf to see if there is anything, like an out of place book or something that would open a hidden door. He finds an out of place book and pulled it out. It causes the chair that Bokken is sitting in, and a part of the wall to rotate around, so when they look there is just a skeleton of an elf that is there. After Kip and Thrain investigate the bones and determine that these are in fact real bones or a real elf, Barrai puts the books back and removes it several times, this causes the wall to spin again several times, but they end up with Bokken back on the side they want. Bokkens next idea is to try and remove the torches, but he just ends up with two torches in his hand. Thrain investigates the sconces realizes that they aren’t attached as they should be, so he pulls on one and door frame appears in the middle of the room with a door in it. Eventually, after some more investigating they go through it.

They find themselves balanced along a ledge in a room with floating stones and lava on the floor. it looks a bit like a grand hall as there are chandeliers above it. They try and figure out how to get across the rocks that are floating there. Barrai is able to use mage hand to move one over, but it takes about minute, and then, after spending a bunch of time in the first room, the rooms reset and the rock goes back to where it was. They decide instead to use a grappling hook that Thrain has an 250′ of rope that Bokken has and Barrai mage hands the grappling hook up around the first chandelier which was just in range, it was 32′ form the ledge where they were standing. Smartly, though, I don’t know if the players were thinking about it, they decide to run the rope between the chandeliers and completely avoid the rocks and lava, as compared to their plan to swing on the rope. With the lava 4′ down from the ledge, a swing from one towards the middle would have most likely dragged them through lava, or at least caught the rope on fire, neither which is ideal. They manage to make their way across after a bit of a scare from Kip who loses is grip mid way across the rope, but is pulled back to safety with Bokken’s help.

In the next room there are two imps guarding two doors. As they walk in, one imp says “Welcome to our room, sit, stay a while. One of us tells the truth and the other lies.” The other imp says “Both of us tell the truth.” Thrain, the dwarf, immediately asks both of them if he is a dwarf, and they both say “No”. Doing an insight check on both of them, he knows that the second imp for sure is lying, but the first one might actually believe what he is saying. They ask them more questions trying to figure out a pattern or if maybe one tells the truth some of the time, but they eventually decide to try and restrain one, which gets them into combat. They kill one and get the other restrained and they open the doors. They had previously been told by the imps that one door had a dragon behind it and one a pit of acid, but all they see are two empty rooms. They toss the imps, one alive and one dead, into both empty rooms and they both fall through the floor, but they don’t hear the crunching of a dragon or the splash of an imp hitting acid. Attaching a rope to Thrain, and with Bokken holding on, Thrain is lowered through the floor, below he sees what looks like a forest, with a lake in the middle and an island in the lake, which he recognizes as the first floor where they’d taken their previous mid-term. He gets pulled up and goes down through the other door and sees the same thing just form a few feet over. The room resets and there are two imps in there again. This time they forgo much of the talking, and after a little bit of fighting, as Bokken opens up one of the doors and an imp tries to push him through it, Barrai puts them to sleep with the sleep spell. They spot rings on the imps fingers, so they look at them, however, they just look they are school rings from an infernal school and it doesn’t change the rooms or add any doors. Kip wakes one up and asks them a question along the line of “What would you do to not leave this room through a secret door?” to which the imp answers, “Kill us”, so they kill the imps humanely and a door appears between the other two.

This leads them into a room that I had intentionally created for the players. I’m going to write it out briefly the description that I gave them, but there are five pillars that are shooting flame, one in each corner and one in the middle of the room. The one in the middle of the room starts shooting flame backwards, while the others start from front left shooting along the left wall, the front right shooting along the front of the room, the back left shooting along the back of the room, and the back right shooting at a diagonal into the middle of the room. From there I explained how they move, basic idea is that you need to follow the right side and then take a step to the left to let the back door open again. One of the players, paying attention to what I was saying, was able to figure it out just from hearing the description once, which was awesome, so they breezed through that room.

In the next room, and final room, there is a Bearded Devil sitting at a table that magically has four other chairs appear around it. He motions for them to sit and says, “Come sit and enjoy some tea.” They sit and he pulls out what amount to a tasting flight of four teas for each of them. The first is a red tea with a fruity nose, the next is black and smells bitter, the third is a herbal green tea, and the fourth has a yellow color and smells of citrus. The Bearded Devil tells them that they have to try them in the right order and that the order is important. The players think about it and they assign a tea to each season, black for winter, green for spring, yellow for summer, and red for winter. They start with green, and Barrai takes a bit of poison damage, Thrain tries yellow and then red, taking poison damage for both. They offer the Bearded Devil some scotch even though they don’t have some, because Kip thinks scotch solves most problems. The Bearded devil says that sounds great, but he prefers Bourbon before Scotch. Bokken drinks the black tea and isn’t poisoned. He then tries the yellow tea and takes some poison damage. The Bearded Devil tells them that they have one more try or they’ll be fighting him. They think about it and decide since bourbon is earlier in the alphabet than scotch, maybe they should try alphabetical, which works for them and they are allowed to pass into the next room.

In that room they find the teachers waiting for them and the group who had gone ahead of them fighting as Narius and Castillia are debating how yellow or orange that last tea was with Narius insisting it was orange. At that point the session ended and the players leveled up.

Behind the DM’s Screen

This one I actually planned a bit more for sometimes. And I actually had two ways to bring in the new player. They suggested that transferring in made sense, so we went with that route. Otherwise I was going to somehow have Parrag end up rotating behind the wall and into stasis with Kip being brought back out and joining the group.

I also really enjoyed the creative ways that they tried to solve the problems. Could they have just jumped between the rocks, probably, but I wanted to see what they would come up with, and the swinging, while a bad idea was an option, but even better was climbing along the chandeliers. So you can have a room that is very dangerous, fire bad, and just let players problem solve, you don’t need a perfect solution, just give them options.

The pillars and fire room, that one, like I said, i wanted the players to puzzle that one out themselves. It took the time of me explaining it for one of them to figure it out, but I’m glad that didn’t take too long. For a puzzle like that, just running through would have been possible, but it was dangerous, so I wanted to make sure there was a good away through that made sense.

How does that session sound, is it one that would be fun for you to play in?

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Friday Night D&D – Tower of the Gods Session 3 https://nerdologists.com/2020/05/friday-night-dd-tower-of-the-gods-session-3/ https://nerdologists.com/2020/05/friday-night-dd-tower-of-the-gods-session-3/#respond Fri, 15 May 2020 12:55:02 +0000 http://nerdologists.com/?p=4374 We were back at it again last night with the third session of Tower of the Gods. Previously, our “heroes” Barrai, Bokken, and Thrain had

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We were back at it again last night with the third session of Tower of the Gods. Previously, our “heroes” Barrai, Bokken, and Thrain had gone through the test of the Tower with Steve as their fourth, unfortunately, Steve didn’t make it. Upon exiting the Tower with their new found powers, they were given a choice of schools to enroll in and get work from, they picked Strawgoh, the school of Dark Arts and Assassinations.

Upon coming there, they were informed as part of a test, that there were spies in their midst that they could get extra credit if they could figure out who they were by the end of the two years there. So, Barrai, Bokken, and Thrain immediately set out to figure that out. They determined that Dorin was a suspect and Barrai used his new found friendship with Domon, another Tiefling, to send Domon to accuse Dorin, which, they aren’t sure was successful.

In their barracks they had gotten matched up with Dorin, a Gnome Rogue who fancied himself to be the leader of their barracks no matter what Barrai, Bokken, and Thrain told him. During the time that our three main characters were talking to the other students, Dorin had gone through their stuff, but they didn’t find that out until after an introductory meal where Bokken considered breaking into a teachers office to see if there was more information on the students and who might be the spy. In the end, he didn’t break in, but had Castillia, an elf whom they trust and trusts them, start spying on Narius, a rich halfling.

Image Source: Wizards of the Coast

They returned to their barracks to find out that there things had been gone through, but Dorin not being the brightest, hadn’t trashed his own things so they quickly caught on and accused him. Thrain, as a revenge when through Dorin’s stuff, including a couple of daggers and books that were written in a language that none of them understood, possibly because none of them speak gnomish. Needless to say, Dorin was pissed off, and Barrai decided to try and restrain him when he went to bed, but that didn’t work that well, so Bokken, instead took up just watching him sleep, since Bokken, as a warforged sleeps with his eyes open, however, Bokken wasn’t a great watch and Dorin snuck out.

Dorin went to one of the teachers and the next morning the Thrain, Barrai, and Bokken were confronted about how they had been treating Dorin. They gave a half hearted apology and Dorin said he wanted to transfer to another group. Tormin, the teacher, agreed, and the group was happy enough and really wanted to get Narius into their barracks to keep a closer eye on him, so Tormin presented them with a challenge. They could pick who they wanted if they, minus Dorin, could take on another barracks and beat them, otherwise, he would decide. They went to an arena and the teachers, keeping an eye on things, and other students watching the spectacle watched as Thrain, Barrai, and Bokken took on Castillia, Narius, Adris – a human, and Cordon – a dragonborn.

Barrai gets to act first and gives Bokken some inspiration and then starts to mess with Castillia, who, swiftly puts a stop to that with a wicked arrow shot dropping Barrai. He gets floated off by the teachers. Thrain then returns the favor to Castillia and the sides are down to two, Thrain and Bokken, against three. The fighting slows down after the first volley as Cordon, with her dislike for Thrain, immediately moves in to target him. They trade attacks with Cordon even using her lightning dragons breath on Thrain, but his stead volley of eldritch blasts eventually knock her down to the ground. Bokken, meanwhile, has gone and faced off against Adris, the fighter. They trade blow after blow dealing little damage to each other with Narius, who had claimed to be a great shot, struggling to hit Bokken. His frustration mounting and Thrain joining the fight, Bokken eventually falls to the two on one attack and Thrain is left to face both Narius and Adris. But, with a bolt form his crossbow, Narius is able to drop Thrain, and the Barrai, Bokken, and Thrain await their fate as to whom will join their barracks. Tormin gives them Parrag, an elf whom they had actually not talked to before. Castillia, after the fight assumes that they had wanted her to join their barracks.

After that, the bell rings, and having missed breakfast, they need to go and start their first day of classes with courses on Court Etiquette, Second Story Work, Poisons and Antidotes, Demonology as their core courses, but then they could specialize in a few different areas. Bokken chose Assassination and Thievery, Thrain – Curses and Necromancy, and Barrai decided on Conjuring/Summoning and Curses. Bokken had a few other people going into what he was looking at with the likes of Dorin and Castillia and more. But Thrain was the only student to pick Curses for their main focus, and Barrai the only one to pick Conjuring/Summoning.

That’s where the session ended with them finding out that they have two tests in the Tower that will determine most of their grades for the school year, at which point, thematically, they’ll level up.

Image Source: Wizards

So behind the DM’s screen a little bit.

This was a fairly scripted session. I knew that most likely the players would quickly figure out that Dorin was the one who had gone through their stuff and probably rough him up or threaten him a little bit. I also had thought maybe it would come to light that they had accused him through Domon of being a spy, but that didn’t happen.

The fight that they were going to have, depending on which barracks they picked it was either going to be hard or deadly, they got hard, which was still deadly at such a low level for them, mainly because of the numbers game.

I gave Cordon her dragons breath feature to use. I probably could have just used a spell to simulate that for her, but thematically it worked and did slightly less damage than the spell.

The fight was fairly standard in that it had an end goal because they were facing off and try to knock down and out their opponents, but the story beat to it was that they were deciding who got to be in their group. And the decision that was it was Parrag was a die roll, there were 8 options so 8 sided die, and it landed on him.

Dorin slipping away while someone was just watching him, that was the one part I wasn’t sure what would happen, I knew that he’d try, though. So I gave him disadvantage on his roll for stealth and he rolled a 15 and a 20, plus two since he’s sneaky, and that was considerably better than Bokken’s 10.

What has been hitting your table? What story are you a part of?

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Friday Night D&D – Tower of the Gods (Part 2) https://nerdologists.com/2020/05/friday-night-dd-tower-of-the-gods-part-2/ https://nerdologists.com/2020/05/friday-night-dd-tower-of-the-gods-part-2/#respond Fri, 01 May 2020 13:05:29 +0000 http://nerdologists.com/?p=4335 Two weeks ago, I ran my first session in the Tower of the God’s campaign. We got back to it again this past Thursday where

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Two weeks ago, I ran my first session in the Tower of the God’s campaign. We got back to it again this past Thursday where our main character, Barrai, Thrain, and Bokken have completed the trial of the tower. For more information on that part of the story, you can find it in the original post, Friday Night D&D – Tower of the Gods (Part 1). Last night, they needed to do some shopping and figure out where they wanted to go.. to school, for their new skills.

Quick reminder of our characters:
Thrain the Hill Dwarf who became a Hexblade Warlock
Bokken the War Forged who was granted the ability to become a great Fighter (Samurai)
Barrai the Tiefling who now gets to use their musical and story telling skills as a Bard (sub-class to be determined)

YAAAASS

At this point in time, they are all level 1.

Upon leaving the tower they were given what basically was an exit interview to gather what their powers they had been granted. A runner took all of their skills around to the various schools, but the characters (players) were given a free choice of what school they wanted to pick as a group.

There were eight different schools:
School of Spying and Espionage
School of War and Combat
School of Charm and Seduction
School of Wisdom
School of Business and Money
School of Order and Government
School of Nature and Raw Emotion
School of Dark Arts and Assassination

They went with the last one, though they did debate for a little while around some other the other ones, The School of War and Combat made sense and they were also interested in Nature and Raw Emotion. At that booth they spoke to Tormin, a recruiter and one of the teachers at the School of Dark Arts and Assassination and had to explain why they wanted to go and what skills they had that would be useful for the Strawhog – Ye Old School of Darkness and Magic. Tormin told them that they’d be in a barracks, bunk house, type set-up with another person who had gone through the trial of the Tower at the same time as them, a Gnome named Dorin.

Then I gave them two weeks of time to do whatever they wanted, Barrai practiced the harpsichord, Bokken picked up work at a warehouse and made a bunch of money moving boxes non-stop for that time. Thrain went to brush on his fighting and sparring at a local combat focused gym.

Showing up at the school, Strawgoh, they met Dorin. He was a pompous little gnome who clearly had a chip on his shoulder and was trying to be important. Barrai made friends with him by bribing him with a gold piece, but Bokken really didn’t acknowledge him, and Thrain constantly referred to him as a halfling, as a goof, though the best part was when the player, not the character, forgot that it wasn’t a halfling. They dropped their stuff off in the barracks and then joined the other nine students for their introduction to the school.

Head Mistress Assandial told them about the school, about how hard it was going to be, about how they still might die, even in the school and if anyone wanted to leave now they could. But everyone stuck it out. She then told them what became the focus of the rest of the session, there were two spies in their midst, two of the people had been recruited prior to the test of the Tower and already had some training. Those two would get extra credit if they could stay hidden for the year. But if someone correctly figured out who they were, they could get those extra credit points. But wrong guesses, there was a consequence for that.

Image Source: Troll And Toad

Bokken immediately began investigating and looked for the people who stood out the most, the richest, the prettiest, whatever caught his eye. He spotted a halfling who looked rich and spoke to Narius. While Narius was a bit of a pompous jerk, Bokken didn’t get the feeling that Narius was likely a spy at that time and decided to offer to work for him if he had a job. Which, Narius said he would consider it once they graduate and he started his own assassin’s guild.

They talked to a bunch of other of their classmates, Domon a Tiefling Warlock who wasn’t that smart. Thrain interjected himself into a conversation between Cordin a Dragonborn Wizard and Sadran the Aasimar Wizard who Bokken had noticed earlier. Sadran was nice enough, but Cordin treated Thrain fairly rudely. They talked to Addruss a Human Fighter who had gone through the Trial of the Tower with Castilla a Wood Elf Rogue.

Barrai used his ability to cast the message spell to get information from Domon that he’d gone through the tower trial with the Aasimar, Sadran, and an Elf whom the players haven’t talked to yet.

At one point, Dorin, appointing himself, or trying to appoint himself, leader of the barracks decided to confront the party and see if they’d just tell them that they were spies. However, the party turned it on him pointing out that he was the only to survive the group of four, which seemed fairly suspicious to them.

Finally, the party talked to Edzial, a Dwarf whom they don’t know what class she has yet. However, she says that she went through the trial with Domon, Sadran, and the elf that they didn’t talk to. And the characters call her out on that. She gives a reason that they is investigating to see how much they know, but the players note that she, like Dorin, is the only one who didn’t have party survive the trial of the tower.

The players, since they decided that they could trust Castilla, spoke with her about their suspicions as to who might be the spies, but they really didn’t have all that much proof and they didn’t want a wrong accusation on their record. Barrai, since he is also a Tiefling and Domon had made a big deal out of that earlier, leveraged that friendship to convince Domon, not the brightest character, that he should go and accuse Dorin for them.

Image Source: D&D Beyond

And that’s where I ended the session with Domon off to do that.

The DM Notes portion, if you don’t want to see behind the screen don’t read further.

There were only a handful of rolls in this session, once they started talking to people, they rolled for several insight checks but that was about it. I’ve run sessions like this before with little rolling but it wasn’t planned.

So about the planning itself, I had all 8 schools determined and I had the cast of characters, teachers and students whom they’d meet at whatever school they went to. Would they have always been paired with Dorin, no, Barrai asked early who they were going to be paired with, and I had him roll a D10 to determine which out of 11 students they’d be paired with, yes the math doesn’t work.

Also, for preparing for something like this, don’t come up with a new batch of teachers and students for each school, my four teachers (two of them met so far), and nine students were going to have the same names no matter what. Now, the fact that Dorin is a Gnome Rogue and Castilla is a Wood Elf Rogue, those things could have changed.

I was also potentially prepared for combat in this scenario. Only because they went to the school of Dark Arts and Assassination did they end up being a test and students. It was going to be a school who was going to send in some spies that the players would have had to have fought and figured out what they were after instead. But it worked well this way for the school.

Strawgoh is Hogwarts backwards and because of that Bokken now has a commanding officer, mentor named Rettop Yrrah as well, Harry Potter backwards.

This session went really well and I had a lot of fun with it, even though it wasn’t dice chucking combat or an epic set piece of massive story, it was a bunch of different smaller social interactions, some funny, some normal that the players had. Even with the funny ones probably being the most entertaining, the players have already gravitated and made Castilla someone who is going to be important later because they trust her, you never know who they will pick.

Feel free to steal ideas from this for your own game and let me know, what would you have picked for a school in the players shoes? Do you think they are right and Dorin is a spy (I should say, spies were set before they got Dorin as a bunk mate)?

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Malts and Meeples – Drinking in D&D Character Creation Rush https://nerdologists.com/2019/11/malts-and-meeples-drinking-in-dd-character-creation-rush/ https://nerdologists.com/2019/11/malts-and-meeples-drinking-in-dd-character-creation-rush/#respond Fri, 22 Nov 2019 15:05:45 +0000 http://nerdologists.com/?p=3830 Almost forgot to share this, it was a rush, but I go through nine different level 1 characters for Dungeons and Dragons. I was hoping

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Almost forgot to share this, it was a rush, but I go through nine different level 1 characters for Dungeons and Dragons. I was hoping that I could knock them out fast, but it took a little bit, but I got them done. And I demonstrated how you can use D&D Beyond to create your characters as well.

These will be a characters that I’m going to be using in a one shot. So I created a good variety of characters. I had a question asked that I missed last night, but basically, I didn’t go with two personality traits because I wanted to keep the characters more generic for a one shot.

The beer last night was from Indeed Brewery. Mexican Honey Light Lager. It’s a good beer and a nice light one. Not the best winter beer, but I wasn’t feeling a big and heavy beer last night.

Bottoms up!

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