Tag: Playing D&D

  • Diary: Success in Mihrstone

    Diary: Success in Mihrstone

    We’re flying back to Sheljar.

    I guess we did what we needed to do, but something doesn’t sit right. A family lost their father and their oxen. A town lost its feeling of safety.

    Yes, the stream is running clear again and those evils in the cave complex are gone.

    They aren’t going to be harming the town and the standard guards should be able to help everyone feel safe, eventually. The town of Mihrstone can take a small comfort in that.

    But I’m not comfortable. Artok’s mission feels incomplete. We lost an ally. We don’t know why this pungent fungal druidism rose to strength. There’s reason to think it is a danger that will be constant now.

    Cap’n Crilbort and the Sadijh are taking a group that started as two (Artok and Amos) and is now five — I guess I’m in the group, maybe? — to Sheljar. Artok and Amos will report to their factions. I ain’t got a faction, nor do Rolf and this Crag, we don’t know ‘im yet. But he’s with us, because he’s heard there’s more to this evil than just the one city.

    Aft Artok and Amos report in, what next?

    Imma little communicator and fixit. I like small problems. I like thinkin’ ’bout how to get Midqh to do new things. I don’t like mysteries. I don’t walking shroom people. I don’t like not-quite dead elves with weird molds on them. I don’t like cursed scrolls and global dangers. And I don’t like losing a friend.

    This world is getting more dangerous, not less.

    I’ll help where I can. Come up with new ideas. Mayhap they’ll be wrong, but I’ll try. That’s all I can do, that and annoy Rolf by giving him too many options.


    In our current Age of Myths campaign I’m playing Xabal, a smaller hobgoblin artificer that uses an eldritch cannon called Midqh. My goal is to be the party notetaker, but with a twist. I’m writing our recaps as if Xabal, a motormouth former Tinkerer is the author.

    Other PCs are;
    Artok — bronze dragonborn paladin
    Amos — elven wizard
    Rolf — bugbear monk
    Crag — dwarf barbarian

    Rest in peace Eustace, the gnome bard, laid to rest in Mihrstone

  • Diary: Eustace

    Diary: Eustace

    Hello again fair reader. You may be wondering why these diaries of my times with Artok and the crew are from me and not the humble bard we met. The reason is two-fold.

    1 – I happen to want to remember the journey I’m having. It’s my life and my tale.

    2 – Eustace died.

    china tour guilin reed flute cave fungal looking purple and blue
    china tour guilin reed flute cave fungal looking purple and blue by Ben Burkland Carolyn Cook (CC BY)

    Yeah… things didn’t go well in the fungal caves behind the waterfall. Some of that is my fault. Some is the fault of the funguses. Sometimes it’s just bad luck, like when that crewmem’ went o’erboard. This death in the violent life we lead has fault.

    Eustace getting stuck inside a shambling mound of vegetal horror is kinda traumatic. Especially since at one point all of the group spent time inside that mound. I nearly died too, at my last available breath Rolf slew the dread beast!

    How’d we get into a situation where the four of us were in such danger?

    It started by trying to help a mushroom man who asked for help. I’m always up for helping the needy. Plus, Rolf really trusted fun-guy. Turns out that was because of a spell. Which, we probably should have figured out, but didn’t, again, because I believe in helping the less fortunate and who is less fortunate than someone made of fungus.

    Deep in the cave the two of us were following Funguy, the shroom, and things started to get complicated. We discovered a ritual with other ambling funguses plus this thing that looked like what would happen if a fungus and elf merged, maybe that’s what was happening to poor Glovin who at least had the fortune to die before being taken over.

    Things turn violent pretty quick, luckily Eustace and Amos showed up. We’re outnumbered. Things are going well somehow. We start to get confident. Things are working, kind of. I did accidentally destroy Midqh in boom of thunder, but we’re doing well outside of that until…

    Funguy summons that mound.

    In our weakened state we struggle. I get off some decent spells. So does Amos (that wizard knows some powerful magic). Rolf is doing alright with his magic too! Eustace’s words weaken things.

    I’ve got no Midqh and I’m out of little bits and bobs to build more. I have to stand toe-to-toe with the mound eventually. It sucks me in.

    Rolf and Amos tell me later that they were in serious danger. Rolf uses a misty step to get out and then he and Amos finish off the shambling mound, last of our enemies. I thank them after they wake me up.

    “Where’s Eustace, our gnome storyteller?”

    Their faces turn sad. One points to his body.

    We search spellbooks and knowledge bases. We have nothing to help.

    We have nothing for Eustace.

    We’re stuck in this fungal cave, still no answer to what’s terrorizing Mihrstone, what killed Glovin, what stole his herd.

    And there’s one less of us.


    In our current Age of Myths campaign I’m playing Xabal, a smaller hobgoblin artificer that uses an eldritch cannon called Midqh. My goal is to be the party notetaker, but with a twist. I’m writing our recaps as if Xabal, a motormouth former Tinkerer is the author.

    Other PCs are;
    Artok — bronze dragonborn paladin
    Amos — elven wizard
    Rolf — bugbear monk

    Rest in peace Eustace, the gnome bard.

  • Enable your table to embrace wider stories using 2024 D&D Backgrounds

    Enable your table to embrace wider stories using 2024 D&D Backgrounds

    There are significant changes between the 2014 5th edition Dungeons & Dragons Backgrounds and the way 2024 5e D&D manages the same design space. 5e14 used backgrounds to expand on the social and exploration pillars of the game while encouraging roleplay via traits, ideals, bonds and flaws.

    5e24 abandons that, turning backgrounds into a space with more mechanical heft than ever before — adding Ability Score Increases and Origin Feats. This also differs from alt-5e systems like Black Flag (no ASIs, talents are Feats) and Advanced 5e (no ASI, no Feat, single ASI adding connections, momentos and advancement).

    By nature 5e24 reduces the story available via Backgrounds. Every Soldier is a Savage Attacker and never Tough. There’s no personality assigned everywhere, not even a highly detailed matrix of choices that results in 100s of combinations. There are also assigned ability scores, which means that Soldiers aren’t wise, for example.

    So how do you inject story back into your table as you transition to 2024 5e?

    Remove ASIs from Background

    They can go back to floating like they were with Tasha’s or just included in the standard array/point buy like Black Flag.

    This has absolutely zero impact on the power balance of the game.

    Associate multiple Feats/Talents with a Background

    Tough Soldiers exist! So could a soldier trained in magic in a high fantasy world (see the Second Army in the Grishaverse). A solider could be trained in Healing or Linguistics. Make the assigned Feat the one that most members of the Background have, but do not confine your story to that.

    Pick a Feat and then justify it with a single clause in your backstory (backstories for Tier 1 play should fit in a text-based social post).

    For myself, I’ll be using a chart that puts the most common Feat in the middle with the next most common next to them and rares on the outside. This small curve helps define the world in which you play.

    Here’s an example for the Tinker

    2. Magic Initiate
    3. Tough
    4. Linguist
    5. Actor
    6. Skilled
    7. Ritual Caster
    8. Artificer Initiate

    This doesn’t impact the power level at the table at all.

    Use custom Backgrounds to expand your world’s lore

    Add more Backgrounds to enrich your world. Similar to how official Wizards of the Coast settings books have added a couple Backgrounds to help define those stories. Dragonlance added Wizards of High Sorcery and the Knights.

    Take this lesson and use it at your table.

    Do your stories consist of a world on the edge of Renaissance technology? Add in Optical Telegraph Far Talkers. Is there something inspired by the Silk Road? Add the Caravanserai. Are airships common? Those shouldn’t have sailors, but flyers. It’s a different skill set and a different story.

    Again, there’s no power imbalance.

    Add personality back to the game

    Even though WotC, and the alt-5es too, got rid of personality you don’t need to. The 5e14 system is long and clunky. Alignment is tired and dated.

    Instead, use short-form personality. Having 3-5 words or phrases isn’t a bulky system. Still grant Inspiration off of this — your players should be rewarded in game for playing their role. If you’re shifting to Black Flag or borrowing their Luck system do that instead.

    This has a minimal amount of power disruption while encouraging more story through play.

    These four simple steps don’t disrupt the power balance of 5e (and variants). They add lore to your world and story to your characters.

    Best of all is that they can all be done while playing using DnD Beyond or any other virtual character sheet.

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  • Adding Culture to your game: A new tool

    Adding Culture to your game: A new tool

    Languages in most Dungeons & Dragons settings are rather rudimentary. There’s the pidgin-trade tongue of Common (and sometimes Undercommon). From there, the typical known languages are based on races and the planes.

    A character might know Common, Elvish, and Primordial for example.

    This is bland, unnecessary, and lacks verisimilitude (people don’t either know or not know a language).

    Get rid of languages.

    They rarely come up at the table. For most tables, languages are simply “You can communicate” or “You must use gestures.” Few encounters are successes and failures based on the 3-7 languages a character knows.

    Instead replace them with Culture: NAME.

    This then replaces Intelligence (History). This small tweak aids deeper connections between certain character classes and backgrounds with the world in which they are played.

    What do you gain from adding Culture?

    Especially in games with heavier social and exploration pillars you have a better idea of what your character knows. Rather than have a wood elf raised as an urchin on the streets of Waterdeep be capable of talking to every single elf in the world, as if language is hard-coded in the soul, it is instead a learned thing.

    Said wood elf would instead know Common and the Culture of the Sword Coast, able to communicate with the peoples in and around Waterdeep, as well as knowing the traditions of the various peoples, their symbols, their stories.

    The characters are deeper, with more connections to the world in which they play. A Fighter-Sage would be intimately familiar with many nations and cultures, rather than just a few and whatever the DM determines is known through a d20. A character that has studied the Dalelands would know the holidays, conflicts, and ways to communicate that are common in the the Moon Sea and the Inner Sea.

    At its simplest with Culture, you know more.

    What do you lose by removing Languages and History?

    Not much.

    The characters will still be able to communicate as always. There may be a perceived penalty for a few backgrounds, but there is a fix for that.

    There is additional bookkeeping. You will have to use a custom language on DnDBeyond.com, for example. You do this by clicking on Languages on the character sheet on the website (the app may be different). Then click add proficiency. Then select custom language. Add the culture you choose. If you skip language selection during the creation process you’ll now have a listing of Common plus the Cultures your character experienced and/or studied.

    How does adding Culture work when building a Player Character?

    While building your character in the standard order (Race, Class, Background) take note of every language learned. Each of these are replaced with adding a culture for each language.

    When you would take History you would now have the option to take another proficiency or take a culture.

    Additionally, I would encourage most tables to use a PC’s Intelligence modifier to add (or subtract) from known cultures. This is mostly because Intelligence is undervalued within the game.

    Example: A High Elf, Fighter, Sage would begin knowing as many as 8 cultures known. This would represent their studious familiarity with many peoples.

    How do you use Culture?

    Use Culture like you would use History, but apply it like a tool. Most often it would connect with Intelligence, but there are times when your proficiency in a culture would apply to a check based off of Wisdom (if a character isn’t proficient in Insight their awareness of the opponent’s culture might help them) or Charisma would apply.

    Knowing a culture of a peoples with which you are interacting is particularly helpful in social encounters. A character familiar with a particular empire should be able to take advantage of that knowledge at the table!

    Are you familiar with the Dalelands? Then you would recognize their heraldry, for example. Hidden societies, or subsets of a culture may require a check (DC: 15) to see if you have studied or are aware of that aspect.

    Practical Examples of Cultures in D&D

    Within the World of the Everflow, a rather narrow setting, the following cultures would be available;

    • Western Wildes
      • Ancient Sheljar
      • Ancient Gallinor
    • Kirtin
    • Daoud
    • Crinth Confederacy
    • Azsel
    • Mehmd
    • Gobkon Union
    • Dragonken
    • Church of Quar (yes, this is cross-national group with influence throughout the continent of Kin)
      • There are other faiths and cults that may be appropriate
    • The Scholars and Proctors of Grace

    In a more explored and developed setting such as the Forgotten Realms I would recommend using the super-national regions such as, but not limited to the Sword Coast or the Dalelands or Chult. If you are a member of a Faction, assume that you know their Culture too. The list of political groups, religions, factions, and other strong cultural groups within the Forgotten Realms would fill an entire wiki.

    If you are playing in Eberron: Rising from the Last War the various nations of Khorvaire would all be appropriate Cultures as would most of the religions.

    Tables that use other setting would have to assess that setting. Do not make the cultures too narrow, nor too broad (then you just have the language problem, but different).

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  • Diary: Airxip Sadijh took me to meet a dead man who can blink

    Diary: Airxip Sadijh took me to meet a dead man who can blink

    Been flying on the Sadijh since Captain Crilbort and the crew picked me up outside Oojar a few feylfs ago (weeks). My canoe broke, and, curse it, somehow I couldn’t repair the clackety rudder and the self-paddler lost its energy. My path was to go upriver, but upriver is hard when you have to paddle yourself. Harder at 3’4″.

    Oh, yeah. Sadijh. It’s big magic, not minors. No balloons, fancy tendrils of powers and a magic crystal in it. I ain’t helping with that. They have me doing comms. It’s ’cause my talents. Also, cause the old comms officer died — I was available. They weren’t. It’s not that I was conscripted, it’s just that I didn’t have a choice.

    Wait, here I am filling out my diary talking to myself and I cannay focus enough to stay to the story. I guess that’s why I write. Gotta figure out the best tale for the next campfire. I miss campfires, Mate Pryn told me we can’t have them on Sadijh.

    I figure this story’s going to be a big deal.

    Riding in Sadijh after defeating some pirates we get called back to work for the Ruling Council. This is when I learn I’m on a formal military ‘xip. Guess I’m an officer now?!

    So we’re called back. We have to pick up ‘authorities.’ One is dragonborn (first time I’ve seen ’em!) – Artok, big and beefy. The other is part of Les Remoden Eisha, a studious wizardly type. At least Amos likes books, even if I can’t read his.

    We’re to take Artok and Amos to Mirrstone. There’s been a lot of livestock gone missing out there. Enough that the Council is getting involved, but also, only enough that there’s two assigned to this investigation, plus the Sadijh.

    That’s both a lot, and a little. On Sadijh we’ve a few officers and not-quite two dozen crew (some work nights and I ain’t getting up at night).

    Captain Crilbort is in charge with First Mate Pryn helping. They both gobs. Most of us are gobs. There’s a navigator and a medic/cook too. And I guess, me?!

    Master-at-arms Holx has five guard (it was six, but Prix went overboard — I’ll get to that | whoa, I have asides to my asides). They work with three on duty and three off duty. (that’s got to change soon).

    Bosun Musi manages the deckhands. There aren’t as many hands on this kind of airxip as their are on the dirigibles or sail boats, because the magic takes care of a lot. It’s great. Almost nice enough I’d crew one.

    Cabin chile Fokz is the one of the chilles I deal with. Fokz helps Crilbort. There’s two others, one helping the cook mostly and another that does general service for the rest of the crew.

    Let’s get back to the tale. If I’m going to do this diary to help my memory I’m going to need to focus.

    So, we pick up Artok and Amos for this investigation. It’s a couple days flight, which is great! Walking would take a feylf. We only encounter one problem during the journey. There’s a storm about halfway through and it’s big enough it opened up a rift. Two elementals try to bust up our ‘xip.

    Artok helps us with some aid. That’s great, because I’m a hob that’s sized like a gob.

    I’m not here to sound like the hero, but me and Midqh pert-much saved the day. Midqh catapulted a block and tackle at one, used its tail to shield Crilbort. Spells and sundry thrown all over the place.

    Both me and Amos made big booms! He does it differently, no powders or tools involved. I’ll figure that out when I can focus. Battle was rough. A few us forgot to latch in during the storm and fight, so we were thrown about quite a bit. Only Prix went over the rail (knocks on chain).

    Not to be casual, but when a rift opens and elemental forces attack a ship I’m used to the whole thing going down, but that’s because I’ve only been on balloon boats before — I only crashed once!

    We get to town the next day. The crew lands at a field and Captain Crilbort orders me to go with Artok and Amos so I can message the ‘xip if they need rescue. This is a rather smart thing to do, if it didn’t involve me.

    Mirrstone is about two dozen buildings, mostly stone. The residents are mostly human. The area seems to be primarily ranches — cattle and sheep. First we talk to Fiendhere, who is like a mayor. He doesn’t know why the herds are disappearing and the town doesn’t have many clues. I overpay for our food and lodging. They have a comfy chair for me to sleep under, which is so much better than the ‘xip’s hammocks. Plus, it’s on ground, so there’s no wobble from the air.

    Fiendhere had told us the ranch most impacted was run by Glovin, whose entire herd of oxen is gone. The three of us inspect the area. The house and fields don’t show anything. No tracks, no trails, no signs. It’s baffling. Amos points out that if the herd was magicked away that it would take an immense amount of power and a portal that many would see.

    I head into the barn. Something is amiss there. Artok and Amos are looking at stalls while I head up a ladder. I leave a tinkering behind so they can find me. This is smart. I’m a communications officer!

    Up in the loft it stanks, rotten and musty. Like mushrooms and fairies (I hear). I call for help and the Two A are behind me, not far at all. We move slowly in this space, me because it’s scary. Them because the roof is low and there’s bales all over.

    We round one place and discover why it stank. Glovin is dead. His body has fungus on it and the smell is intense. We all stop, look at each other. Then we look at the body again. Someone will have to inspect it and though I’m short I don’t want that short straw.

    Then Glovin’s eye opens.

    I need to stop here. That moment put me in a mood, bad one. I’ll write more later.


    In our current Age of Myths campaign I’m playing Xabal, a smaller hobgoblin artificer that uses an eldritch cannon called Midqh. My goal is to be the party notetaker, but with a twist. I’m writing our recaps as if Xabal, a motormouth former Tinkerer is the author.

    Other PCs are;
    Artok — bronze dragonborn paladin
    Amos — elven wizard

    and more that we’ll meet soon.

    The header image is the ribbon jammer from Dyson Logos.