Greenhaven: A Memorable Setting for Any Fantasy RPG
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Welcome back, dear readers! I have quite a backlog of game reviews waiting
to be written, and I’m making it a goal to tackle them every week. This is
the f...
Tuesday, September 12, 2017
Vyzor side view, updated
The crane was custom-built on the spot to help clear the bigger chunks of rubble from the ruins of the Rosy Chambers.
Monday, September 11, 2017
Special Report follow-up
In response to yesterday's post, Gameblog reader Gieljan de Vries asks "I'll be running an intro-to-D&D game soon for a group of warhammer gamers. Do you have any more tips on how to introduce the game?"
Some of the people sitting down to play on Friday night were a bit hesitant at first, but as part of my introduction I said something like this:
"Dungeons & Dragons is a little different from many other games where you sit around a table in that the action happens in two different places. The first place is right here where real people are talking to each other, eating pizza, trying to entertain each other, and having a good time in the process. The other is in a shared imaginative space full of dragons and wizards. In order to begin playing you don't need to know a bunch of fiddly rules (that's mostly my job), instead, you need to imagine yourself as your character and determine how they would respond to their situation.
Anything you can plausibly imagine your character doing, they can do or at least attempt. The rules and dice only come into play when what you want to do is difficult or dangerous or opposed by someone. So as the Dungeon Master, I set the agenda by proposing a scenario for play. You describe what you want your character to do within that scenario. I describe back what happens. Everything else--the rules, the dice, the character sheets--is frosting on the cake."
I could see the lightbulbs going on around the room.
Keep in mind that this speech is a promise that I would go as lightly on the rules as possible and that I would shoulder the burden of managing those rules. She Kills Monsters specifies that everyone is playing a 2nd edition AD&D game, but I wasn't sure of my ability to unflinchingly fulfill that promise with any game other than what passes for BX at my table. So that's what we played.
Additionally, I could've ran any of a bazillion adventures, but I went with the dungeon I've been using for 16 sessions in order to ensure the breeziest play experience possible. I would draw a room on the whiteboard and say, "Now I have to check my notes to see what is in there." But it would only take a glance to refresh my memory then we could get back into the game. I guess what I'm saying is that you want your end of the operation to be as smooth as possible, because you're going to spend a lot of mental energy helping the new players understand the game.
Another thing you need to think about is what materials you give to the players. For some games and some editions, it may be worth the time to create your own truncated character sheet. In Saturday night's game no one needed to know their to-hits, saves, or even their armor class (I asked about their armor and Dex score only after rolling to hit and seeing that I needed to know because the roll was mid-range). I handed each player a ziplock baggie with 3d6, a d20, and one other die (which one varied by bag). I carefully explained what "roll 3d6" meant and that a d20 was the roundest one with triangular faces and the only die with numbers 13-20 on it. You could also use this handout. I didn't have time to print it, though. My printer was giving me hassle and I barely showed up with charsheets.
Finally, I would recommend not using minis or figures the first time you play with new people. Yes, the spectacle of minis is fun. Yes, the tactical display is helpful. But the concept of that shared imaginative space mentioned above is too unfamiliar and too dang crucial to good roleplaying. I generally recommend against anything that can distract from that concept. This goes double for situations like the one Gieljan is in, where his new players are Warhammer fans. They need to see how different D&D is from Warhammer and a definitive way to demonstrate that fact is to play with a big blank space where the terrain and figures should be.
Sunday, September 10, 2017
Vaults of Vyzor special report
So a couple months back I was working my gig at the unit on campus tasked with professional development for faculty, i.e. we try to help our instructors be better teachers. I mostly work with fellow grad students, mentoring them through their first few semesters as a college teacher. It's work I find super rewarding. Anyway, I was sitting at my desk when I get a message that I was wanted in the conference room right now.
I can't immediately think of a reason I'm in trouble, but that's where my head goes as I hustle down the hall. When I get there, my boss is in the room. Everyone in the building who has her rank is also in the room. The head of the unit is also sitting there, as is a woman I don't know. Oh, crap, please don't be from HR, I think to myself. Big sigh of relief as she's introduced as the Director of the School of Theatre and Dance. I realize I'm not in trouble as such, but now I don't know what the heck is going on.
Turns out the Director of Theatre and Dance stopped by looking for help developing learning activities and instructor workshops around a play called She Kills Monsters. It's about a woman who tries to get to know her deceased sister by playing through her D&D campaign. Apparently my coworkers had a little laugh and someone said, "We have just the guy for you."
All this is a preamble to explain how I ended up running the Vaults of Vyzor on Friday night for 11 theatre majors and their director/instructor. Prior to rehearsals beginning, the director wanted the cast to actually play some D&D.
We started with chargen. I could've made a buncha pregens, but I felt that some sort of Genuine D&D Experience™ requires rolling 3d6 in a row and figuring out what kind of weirdo you are. The end results was a party with thieves, magic-users, elves, a couple of halflings, and a single fighter. No one selected a cleric or a dwarf.
I told people that if they were Strong they should consider playing a Fighter, if they had a high Intelligence then Magic-User was a good option, etc. Two people had trouble selecting a character. One had a character with a near-Hopeless set of stats and couldn't figure out what to play. I threw her charsheet onto the doc camera and projected it onto the big screen. (Playing in a classroom with an AV set-up can be a lot of fun.)
"I know this is the opposite of what I told you to do, but when you get a set of terrible rolls like this, you need a different approach to selecting your class. Try picking the thing you are worst at and play someone who is comically inept at their job. It can be a lot of fun. This will work especially well in this case, as the 13 Charisma will help in smooth-talking your way out of trouble."
The other person just had a case of Decision Paralysis. I said "when in doubt, play a fighter." She chose to play a thief. That's teaching college in a nutshell.
At this point one bright young lad tried to throw me a curveball: "Can my elf be blind and have a really good sense of smell?" Everyone laughed. I said "sure!" I basically treated it as mechanically similar to infravision combined with elvish listen at doors and find secret doors abilities, but with some advantages and disadvantages that developed in play.
We talked a bit about How to Name Your First Character. I suggested this method: think of a character from a movie, play, TV show, novel, etc. that you could totally rip off. Name them in a way that suggests what you are doing so without outright stating it. My example was a James Kirk-esque Fighter could be Tiberius the Bold. [Protip: this idea works even better if you choose a class that doesn't seem to match up with the original character, like making an MU, thief, or cleric Tiberius.]
Next I explained alignment as follows: Lawfuls are the good guys. Neutrals need the money. Chaotics are troublemakers.
Equipment: We started by having the thieves, clerics, and elves/MU's write down Thieves Tools, Holy Symbol, and Spellbook. Then we talk about picking a weapon or two. Then we discussed armor. I gave all the armored types their choice of Leather/Chain/Plate, describing them as a trade-off between mobility and protection. Most people chose chainmail as the comprise option. Then I gave everyone a card from the Deck O' Stuff. Most people got stupid stuff like a jar of pickles or a half dozen cigars. One young lady was visibly disappointed were draw of leather armor +1. And you know what? I think she is right. Is it just me, or is plain vanilla plus equipment boring as heck to everyone except grognerds who like talking about force multipliers? I should ditch such stuff entirely from my games.
That was all we did about equipment before the adventure began. We were 25 minutes in and the adventure hadn't actually begun yet, so I punted on miscellaneous gear by assuming that everyone had a
backpack and inside that backpack was an indeterminate selection of dungeoneering equipment set by the Wisdom score of the newbie PC:
Wis 3-5 You brought 1 useful thing.
Wis 6-8 You brought 2 useful things.
Wis 9-12 You brought 3 useful things.
Wis 13-15 You brought 4 useful things.
Wis 16-18 You brought 5 useful things.
Each time a situation presented itself where some miscellaneous equipment might be useful I would pitch it as something like this: "The humans and halflings can't see down here without a light source. You can spend one of your useful things to have a bundle of six torches and another to own a tinder box, a.k.a. a medieval cigarette lighter." Hammer and iron spikes also appeared this way. As did 50' of rope. Someone asked if they had any spare money (they were thinking about bribing some orcs) and I ruled that 2d6 gp could be a useful thing as well.
But past 3d6 in a row, pick a class, pick an alignment, roll for a spell, pick weapons & armor, I didn't explain any other mechanics until they came up in play. For example, we didn't roll hit points until an orc put the hurting on the lone fighter in the party. Only then did they discover how fragile they are.
The first big decision the party had to make was how to start the adventure. I pitched them the four entrances to the Vaults, including how the Azure Towers was the cool kids table and that they'd have to clear rubble and search for the entrance under the ruins of the Rosy Chambers. Then I went to get some of the pizza that the stage manager had ordered.
I knew it would take this many newbies a while to come to a consensus. They discussed an array of options, including skipping the proposed adventure and staging a jailbreak for the imprisoned monks of the Verdant Scriptorium. Then someone else said they should bust out the monks and make then take point in the dungeon. Beautiful. After I finished my slice of pepperoni I pointed out that we've been hanging out for 50 minutes and no actual adventure has happened yet.
What followed was two and a quarter hours of high octane dungeon nonsense. The Bargain Wolves were petted and befriended! The killer bees were avoided. That one crossbow trap nearly killed the fighter. Wandering green slime was avoided. And the Murder Memories, these shadowy figures that routed at least one previous party, were destroyed! Lots and lots of orcs were fought, with multiple groups routed due to pisspoor morale rolls on my end. And somehow, they made it all the way down the third level of the Verdant Vault, previously unexplored by any other group.
Attrition chewed through a lot of party members. Poison gas killed one PC. Orcs killed several others. Two party members were driven insane. But the greatest PC-killer was inter-party squabbling. The chaotic PCs were taking the "troublemaker" explanation seriously and the group came to blows twice. Once it was over a bejeweled dagger, the first treasure found by the group. The second time the cause was whether to abandon the first insane PC.
I had a rockin' good time and the players all left laughing and thanking me, so it seemed to go well. The stage manager took some production notes for the play (like giving Chuck the DM a screen). One other thing: I had forgotten how useful and fun it was to play D&D in a room with a whiteboard. I could put summaries of tricky rules on the board (like the useful things chart) and map as well.
I can't immediately think of a reason I'm in trouble, but that's where my head goes as I hustle down the hall. When I get there, my boss is in the room. Everyone in the building who has her rank is also in the room. The head of the unit is also sitting there, as is a woman I don't know. Oh, crap, please don't be from HR, I think to myself. Big sigh of relief as she's introduced as the Director of the School of Theatre and Dance. I realize I'm not in trouble as such, but now I don't know what the heck is going on.
Turns out the Director of Theatre and Dance stopped by looking for help developing learning activities and instructor workshops around a play called She Kills Monsters. It's about a woman who tries to get to know her deceased sister by playing through her D&D campaign. Apparently my coworkers had a little laugh and someone said, "We have just the guy for you."
All this is a preamble to explain how I ended up running the Vaults of Vyzor on Friday night for 11 theatre majors and their director/instructor. Prior to rehearsals beginning, the director wanted the cast to actually play some D&D.
We started with chargen. I could've made a buncha pregens, but I felt that some sort of Genuine D&D Experience™ requires rolling 3d6 in a row and figuring out what kind of weirdo you are. The end results was a party with thieves, magic-users, elves, a couple of halflings, and a single fighter. No one selected a cleric or a dwarf.
I told people that if they were Strong they should consider playing a Fighter, if they had a high Intelligence then Magic-User was a good option, etc. Two people had trouble selecting a character. One had a character with a near-Hopeless set of stats and couldn't figure out what to play. I threw her charsheet onto the doc camera and projected it onto the big screen. (Playing in a classroom with an AV set-up can be a lot of fun.)
"I know this is the opposite of what I told you to do, but when you get a set of terrible rolls like this, you need a different approach to selecting your class. Try picking the thing you are worst at and play someone who is comically inept at their job. It can be a lot of fun. This will work especially well in this case, as the 13 Charisma will help in smooth-talking your way out of trouble."
The other person just had a case of Decision Paralysis. I said "when in doubt, play a fighter." She chose to play a thief. That's teaching college in a nutshell.
At this point one bright young lad tried to throw me a curveball: "Can my elf be blind and have a really good sense of smell?" Everyone laughed. I said "sure!" I basically treated it as mechanically similar to infravision combined with elvish listen at doors and find secret doors abilities, but with some advantages and disadvantages that developed in play.
We talked a bit about How to Name Your First Character. I suggested this method: think of a character from a movie, play, TV show, novel, etc. that you could totally rip off. Name them in a way that suggests what you are doing so without outright stating it. My example was a James Kirk-esque Fighter could be Tiberius the Bold. [Protip: this idea works even better if you choose a class that doesn't seem to match up with the original character, like making an MU, thief, or cleric Tiberius.]
![]() |
| FYI one time in The Animated Series Captain Kirk fought a wizardry duel against Satan himself. No foolin'. |
Equipment: We started by having the thieves, clerics, and elves/MU's write down Thieves Tools, Holy Symbol, and Spellbook. Then we talk about picking a weapon or two. Then we discussed armor. I gave all the armored types their choice of Leather/Chain/Plate, describing them as a trade-off between mobility and protection. Most people chose chainmail as the comprise option. Then I gave everyone a card from the Deck O' Stuff. Most people got stupid stuff like a jar of pickles or a half dozen cigars. One young lady was visibly disappointed were draw of leather armor +1. And you know what? I think she is right. Is it just me, or is plain vanilla plus equipment boring as heck to everyone except grognerds who like talking about force multipliers? I should ditch such stuff entirely from my games.
That was all we did about equipment before the adventure began. We were 25 minutes in and the adventure hadn't actually begun yet, so I punted on miscellaneous gear by assuming that everyone had a
![]() |
| Illo by Tony Foti |
Wis 3-5 You brought 1 useful thing.
Wis 6-8 You brought 2 useful things.
Wis 9-12 You brought 3 useful things.
Wis 13-15 You brought 4 useful things.
Wis 16-18 You brought 5 useful things.
Each time a situation presented itself where some miscellaneous equipment might be useful I would pitch it as something like this: "The humans and halflings can't see down here without a light source. You can spend one of your useful things to have a bundle of six torches and another to own a tinder box, a.k.a. a medieval cigarette lighter." Hammer and iron spikes also appeared this way. As did 50' of rope. Someone asked if they had any spare money (they were thinking about bribing some orcs) and I ruled that 2d6 gp could be a useful thing as well.
But past 3d6 in a row, pick a class, pick an alignment, roll for a spell, pick weapons & armor, I didn't explain any other mechanics until they came up in play. For example, we didn't roll hit points until an orc put the hurting on the lone fighter in the party. Only then did they discover how fragile they are.
The first big decision the party had to make was how to start the adventure. I pitched them the four entrances to the Vaults, including how the Azure Towers was the cool kids table and that they'd have to clear rubble and search for the entrance under the ruins of the Rosy Chambers. Then I went to get some of the pizza that the stage manager had ordered.
I knew it would take this many newbies a while to come to a consensus. They discussed an array of options, including skipping the proposed adventure and staging a jailbreak for the imprisoned monks of the Verdant Scriptorium. Then someone else said they should bust out the monks and make then take point in the dungeon. Beautiful. After I finished my slice of pepperoni I pointed out that we've been hanging out for 50 minutes and no actual adventure has happened yet.
![]() |
| A Murder Memory will stab your soul. |
Attrition chewed through a lot of party members. Poison gas killed one PC. Orcs killed several others. Two party members were driven insane. But the greatest PC-killer was inter-party squabbling. The chaotic PCs were taking the "troublemaker" explanation seriously and the group came to blows twice. Once it was over a bejeweled dagger, the first treasure found by the group. The second time the cause was whether to abandon the first insane PC.
I had a rockin' good time and the players all left laughing and thanking me, so it seemed to go well. The stage manager took some production notes for the play (like giving Chuck the DM a screen). One other thing: I had forgotten how useful and fun it was to play D&D in a room with a whiteboard. I could put summaries of tricky rules on the board (like the useful things chart) and map as well.
Friday, September 08, 2017
Vaults of Vyzor, session 16
Roster
Dundermachen, dwarf (Jeff Call)Chipping Ongar of Toot Hill, halfling Alice (Peter C)
Ilse Raagenkampf, LotFP specialist (Perttu Vedenoja)
Chuckles the Crypt Cockerel (pet)
Dale the Valet, loyal manservant (NPC)
Laurantha the Unbeautiful, haughty elf (Cullen)
Diagast Ratnight, Cleric of Matnall (Jay Murphy)
The party entered the dungeons via the Citrine Hall. They discovered that the first room of level 1 has been turned into a trash dump by the orcs. After carefully picking their way across garbage, they proceeded north to the orc temple. Their they murdered a couple orc fanatics and stole a wooden idol of Orcagorgon. They then moved to the orc rec room and used a sleep spell on some orcish bodybuilders. Too bad. I really wanted to batter some PC with an orc wielding a medicine ball.
Before taking the secret stairs down to the second level, the party took a quick side jaunt to the orc pantry. They had acquired five vials of some toxin from the Poison Miser, an NPC I've been meaning to write up here. According to the old man, one drop in a meal will kill a man, one vial in the soup will eliminate a whole family. They put all five vials in various perishables in the pantry, but there's no info yet as to how well this dastardly attempted orcicide worked.
The party discovered a prison area on the second level of the Citrine Vault, where they eventually freed an NPC adventurer named Hughbert the Bold. He was part of the NPC party that Dundermachen once belonged to, before a wandering black pudding split the party. Hugh is elated to see his good ol' buddy Dundermachen, but the dwarf remembers Hugh as a giant douchebag, so the reception is a little cool. I'm adding Hugh to the hireling chart (original version here).
But before they could release d-bag Hugh, the party had to fight the jailors: morloi berserkers. An orc once told a PC that a morloi is to a xvart as a hobgoblin is to a goblin. They're man-sized, blue-skinned, and real fuckers. For no obvious reason, morloi berserkers all cosplay as the Joker or Harley Quinn.
Ilsa made some smart use of caltrops to slow the charge of the berserkers. Gygast attempted a hold person on one of them, but I rolled an 18 to save. Chuckles the Rooster was probably the MVP of the fight, pecking out a Harley's eyes. I rolled crap to-hit's for the baddies in this encounter. The biggest danger to the party was Dundermachen fumbling and axing Ilsa.
Hugh may be a dick, but he was able to direct the party to a nearby stairs down to the third level of the Citrine Vault. There the party murdered a couple of non-Joker/non-Harley morloi acolytes who were minding their own business, praying to the Mother of Chaos. The sounds of the murder were overheard by a nearby morloi monk sporting the colors of the Red Dragon Fighting Society, who attacked the party by leaping among them and getting all chop socky. The party gasps as he strikes Dale the Valet to the ground. Dale is on loan from Barnabus Sleet, Muscle Wizard. But it turns out Dale was only knocked out.
The party overcomes the blue kung fu guy and, in exchange for his life, he agrees to take them to the
House of Scorpions, the local Red Dragon dojo. They have to fight a band of five morloi clerics, one of whom has a sweet Snake Staff, but the party uses the Lightning Ring also on loan from Barnabus to take them out.
This is where the party gets really lucky. They have to pass through the main chamber of the morloi temple to get to the House of Scorpions. But my die roll for the activity level indicates that no one is home at the moment. So with just a minute or two left in the session, several PCs drop a thousand gold pieces each for their introductory kung fu lesson and Red Dragon Fighting Society patch. And then Laurantha gets sloppy drunk carousing and tells everybody about the whole dang adventure, showing everyone she meets her sweet karate club patch.
ONGOING ROLL OF THE DEAD
Bufo the Wizard (Makali’i F), Beefo the Gerblin Drinking Buddy (NPC), Willy Whats-His-Name (0-level Loser), Poor Brother Rupert (cleric hireling), unnamed serving boy (0-level hireling), Gwalin Rustbritches (dwarf hireling), Jarrod the Magic-User (Ian Reilly), Jonesy (0-level NPC), Little Liam Linkboy (0-level NPC), Limpy the Naileteer (Jeff Call), Engsal the Enchanter (Alex Joneth), Elfbraham Lincoln (Jeff Call)., Littlens (0-level NPC), Biggens (0-level NPC), Stimpy (0-level NPC), Ren (0-level NPC)AZURE TOWER GUEST LIST
Big Gnome (Luke Rejec),Wednesday, September 06, 2017
Holy crap! Check this out!
Barnabus Sleet is taking applications for a special Vaults of Vyzor expedition a week from Friday. Chekc out his amazing poster below for further details. Pity I had to chop it into 3 images to get blogger to show it properyy.
Friday, September 01, 2017
Vaults of Vyzor session 15
Roster
- Harold the Adequate, fighter (Adam Thornton)
- Moar Lût, prehistoric pack ape (NPC)
- Barnabus Sleet, muscle wizard (Maxime Golubchik)
- Dale the Valet (NPC)
- Szazsraz the Lizard Wizard (Chris Wilson)
- Lunch, doggie (NPC, not actually sure if he was along or not. My notes and memory are unclear.)
- Sneakerly Trull, half-orc thief (Zak S.)
- Mozarella, doggie (NPC)
The first room of Rosy II features a river and a defensive wall pierced with arrow slits that are normally manned by orcish archers. This group got lucky when they arrived, as the orc garrison was busy arguing over the fate of two goblin prisoners. Rope nonsense got much of the party across before the orcs got hep to the intruders and only Barnabus was shot up a bit. He managed to sleep a bunch of the orcs and the party murdered the rest (and eventually the sleeping ones). Except for the greybeard orc captain. He escaped out a secret door, but Mozarella tracked him halfway through the level. They caught the tired old orc (he just doesn't have the endurance he used to, you know?) and tied him up.
![]() |
| Old Orc Warrior by GetsugaDante |
Interrogation led them to discover that there's a treasury on the level and whenever the orc captain needs to purchase supplies he takes a voucher to the treasurer to draw funds. The voucher has to be
countersigned by a sorcerer named Tau the Pitiless. The captain had a letter from this Tau person, so Sneakerly forged a voucher indicating that all the gold was being withdrawn for an audit. Did I mention that the treasurer is a bigass ice troll? Furthermore, the treasury is surrounded by these orange forefields that hold back an array of even more horrible monsters. All the troll has to do is pull a level and hell is unleashed on unauthorized visitors.![]() |
| Show me your papers! |
On the other hand, I like a heavy dose of shenanigans in my game, so I'm likely to give an barely plausible scheme at least a 1 in 6 chance of working. The die came up a "1" and the party carried out of the dungeon two big honking chests, one full of silver and copper and the other full of gold.
Then the carousing happened. (And tattoos as well.) People were scoring xp and getting inked left and right. Szazsraz may or may not have been making out with a gibber mouther. What is known is that somehow the Rosy Chambers of Castle Vyzor burnt down and it is all somehow Szazsraz's fault.
![]() |
| Pucker up, baby! |
All in all, a great session.
ONGOING ROLL OF THE DEAD
Bufo the Wizard (Makali’i F), Beefo the Gerblin Drinking Buddy (NPC), Willy Whats-His-Name (0-level Loser), Poor Brother Rupert (cleric hireling), unnamed serving boy (0-level hireling), Gwalin Rustbritches (dwarf hireling), Jarrod the Magic-User (Ian Reilly), Jonesy (0-level NPC), Little Liam Linkboy (0-level NPC), Limpy the Naileteer (Jeff Call), Engsal the Enchanter (Alex Joneth), Elfbraham Lincoln (Jeff Call)., Littlens (0-level NPC), Biggens (0-level NPC), Stimpy (0-level NPC), Ren (0-level NPC)AZURE TOWER GUEST LIST
Big Gnome (Luke Rejec),
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