DM’s Notes 9/9/15 “How to buy, and where to buy?”

Welcome to my brain,
Another great turnout last night. We had 17 players, by my count. 3 games in full swing and a 4th being play tested. Now we’re getting settled in we still have space upstairs for 1 or 2 groups. If you fancied DMing but don’t have a group then I can advertise for players on our social media. Or if you want to get your Roleplay on, no matter your level of experience, then come along and join in or get in contact and I’ll find you a group.
So, with the advertising done, I have a thing that I’ve being thinking from the past couple of weeks.

What’s the best way to buy your game resources? As I talk about this I don’t want people to feel that I think there is a wrong or right choice here, I’ll go over my thoughts and I’d love you to weigh in with how you see it.

 

Let’s concentrate on rule books, as they can have a big difference in the price points. Now this became a thing for me recently as I wanted the D&D monster manual. I can use digital formats, but I find physical prints easier. So that leaves me with two choices, online or in store. Online I can buy it for £20, in store it’s more like £30, that really is a big difference. Especial when money can be a little tight some months.

But what does that £10 get you?

A place,m4e6WuCth-0appSw6NtLEwQ

  • you can go and get advice on what to buy, or in game problems
  • to meet other gamers and make friends
  • to find out about upcoming games
  • for events like Encounters
  • to go and hang for 10 minutes when you’re waiting for a bus, or the other half to finish shopping
  • to quickly grab a d20 when you’ve lost yours

Now, after saying all that, I can’t then ask if you think it’s worth it. But online sales are a legitimate option, at the end of the day some times it does come down to how much we can afford to pay.
So what do you think?

& what’s your preferred method of purchasing rule books; PDF, online or in store?

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The Guild Report 1/9/15

*Spoilers* The tale I am about to tell may be used in future campaigns for people who wish to join The Guild, if you want to keep the traps and riddles a mystery then skip this story and pick it back up next week.

 Our story picks up back at the Westgate Inn, as our heroes wake and make their way down stairs it is obvious that not everyone made it through the night. Only three from were left standing, the two monks Nim-bus and Balerin, and the Teifling Lerissa. When they stepped out into the morning air they were meet by two strangers. A Dargonborn, standing 8 feet tall and wearing a Paladins crest on his chest. The other was once a Gnome, but due to a mixture of over a thousand years under his belt and an inability to die of old age, he had started to look more like a goblin.

 This party of five set out on the Princes road North, to The Guild of Sellswords personal dungeon, a proving ground for new members. Once on the road Balerin dropped away from the party as they past a shrine.

 The four that were left reached their destination by noon and were greeted by three members of The Guild, a Half-Orc named Olin and two Human females. They were quickly ushered into the dungeon with very little prompts. Their objective, to retrieve the sashes that would denote their membership into The Guild.

 The entrance itself was a small fugue with an old stone doorframe and new solid oak door, it opened easily under pressure. To light their way Dravis, the Gnome Wizard, cast a fireball into the darkness. It traveled ten feet back and hit a slopping wall, revealing the stairway ahead of them. Once it had dissipated he lit a torch with another fireball, by talking the Rouge, Lerissa, into hold it at arms reach.

 Their descent was steady and took little time. When the ground leveled out they found the room dusty and covered in cobwebs, but they also felt the memory of feelings forced upon them. A sense of family and fear, as if they had just woken up from a strong dream and were clutching onto those emotions. The room was lighter than expected as the walls were broken up with air vents allowing shafts of light and fresh air. While looking around Palagon, the Dragonborn, noticed a large spider swing across his field of vision. It was the size of a baby’s head and looked as menacing as a spider can, so he did what came naturally and swung his sword. With a swift miss from the Dragonborn the spider ran back up the wall to the mass of webs in the ceiling and as it was watched going up nine more spiders came back down. Palagon took the offence once again, this time with an offering of dragonfire, scorching four of them in an instant. The rest retaliated on him and managed to land a few good bites before they were dispatched. Once dealt with Dravis went about collecting venom from the spiders and the others tried to open the door. The first attempt was force, as the Paladin, Palagon, slammed his eight foot frame into it, which nearly ended badly. The second was cunning, as Lerissa, the Rouge attempted to pick the lock, this two was unsuccessful. The Wizard Gnome took his time in informing his companions that he had found a key inside one of the spiders, waiting to see how far they would go to open the door and keeping himself entertained.

 The next room managed to keep everyone busy, as they entered the door behind them shut and they were locked in. There was no sign of opening either the door they entered from or the door they needed to leave by. There was only two things inside the room. Firstly a wheel, on it’s end, protruding from the stone floor, it had on it an X. Secondly a raised slab, engraved on that was a Möbius strip. As the party entered and the doors shut the dial rotated and displayed an IX, the walls then moved in on them by a foot each. After a few of these rotations the room was staring to get a lot small, but once the slab was stood on the wheel reset to X and the room opened back up. The door that they had entered from opened and in walked a Dwarf, who introduced himself as Borimar, another new member of The Guild of Sellswords.

The button was held down while the wheel was inspected, it was found to have text written in Common that read,

“The reward is greater than the risk.” 

After a while of reseting the wheel the adventurers were out of options. The doors wouldn’t budge, no matter what they tried. The wheel couldn’t be forced, items placed in the mechanism snapped off. Their last option was a desperate one. And so the Paladin, Palagon, championed the idea that they should try something daring, they would wait and let the dial count down. The room got smaller and smaller but it stopped at three foot in width. On the next turn of the dial the ceiling began to move down. By the last rotation each hero was on his, or her, belly waiting for victory or crushing defeat. On the final turn from I down each adventurer took a deep breath as the mechanism reset and both doors opened for them.

 They were then joined by Balerin, who felt fashionable lateness was a bonus to dungeonering, and they moved on to tackled the next room. In which stood a stone knight in the centre and two gargoyles at the end. Caution was the key word for this room, so an illusion was sent in first. From the doorway the party spotted the face of the stone knight magically come alive and talk, but none of them could hear what it was saying. After a while of sneaking about, the direct approach was taken and the stone knight spoke to them,

“I shall ask you three questions
Firstly, a full cask of ale weighs 20 pounds. What must you add to it to make it weigh 12 pounds?
Secondly, a woman gives birth to two sons, they were born on; the same hour, of the same day, of the same month of the same year. But they are not twins, how?
Thirdly, I add 5 to 9 and get 2. How?”

After awhile they deduced the third riddle and it caused the Gargoyle on the right to disappear into the ground, revealing a passage. They then worked out the first, causing the second Gargoyle to disappear and reveal a second passage. They persevered with the second riddle to it’s conclusion, but received no reward for doing so.

 At this point they split the party, they split the party (I know I’m repeating myself, but it needed saying twice). The Gnome Wizard, Dragonborn Paladin and Human Monk took the corridor on the left and the Dwarf, Teifling and Elf headed left.

 The group heading left came to another room. This time there was no door at the other end, only a chest. The room was brighter than the rest with a large shaft of light emanating from the ceiling. It would have been comforting but for the object it was shedding the light on, a mass of rotting flesh from an unknown amount of carcasses that had been chewed by tiny teeth, even eirer was the noises coming from the air vents. Borimar took the lead and hurled his axe at the chest, splitting the lid but not revealing the contents. Lerissa the Rouge and Balerin the Sailor snuck around the edges of the room, paying attention to the air vents. Unfortunately Lerissa slipped as she rounded the edge of the room and drew the attention of the swarm of rats that poured out of the air vents. Balerin moved to the chest and discovered the contents, a thief’s utility belt, but in doing so caused another wave of rats to descend upon them. The ensuing battle was fast, the three heroes slicing and dicing the rats in no time, but the Teifling did take a lot of wounds as the rats bit and clawed at her.

 The group that headed left had begun down the corridor with the Monk in the lead, followed by the Wizard and the Paladin took up the rear. Nim tried to avoid some uneven stonework, but tripped and alerted something from the other room. A Giant Spider appeared from the doorway and charged at him, dealing a terrible blow. In response the Human attacked, causing several limbs to be shed. Then the Gnome hurled a Chromatic Orb, leaving the spider dazed. It’s next attack was to web up Nim as Dravis delivered the killing blow. Palagon cut Nim free as Dravis drained the venom sacks of their pray.

Tentatively they ventured into the spiders layer. Inside the room was festuned in webs, they couldn’t even see the ceiling. At the end of the room, on an alter, they located their prize. A bundle of sashes to denote there membership into The Guild of Sellswords. The groups celebration was heard in the rest of the dungeon and the party gathered once again in the room of riddles. Dravis rode out on the shoulders of PalagonIn. He offered a drink from his water bag to Balerin, but the sailor was a little weary of the wizened Gnome and declined.

Once back into the light of day they were greeted by a bookish lady of The Guild. The present Balerin had made of the dead rats and bats in the chest he had dragged all the way back though the Dungeon, did not go down well. But she did seem as happy as she was capable of being when she sour the sashes.   

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DM’s Notes 03/09/15

Hello dear reader,last week I uploaded two posts, a ‘DM’s Notes’ and ‘The Guild Report’. Both I managed to get floating around the intertubes by Wednesday. This week our adventuring was a lot longer and it’s taken me more than a day to write it up. So I’ve slept on it and I’ve come up with a plan. I’m going to publish this article every Wednesday morning, it’s going contain a thought from the DM’s perspective and a summing up of how last night was. I’m then going to then work on what happened in The Guild and get that up for Friday, that way I’m not rushing to get some text up that I’m not happy with. You will need to bear with me over the next couple of months, I need to find the style that fits the best for these, how much detail goes into them and increase my note taking while DMing. So let’s get on with Tuesday’s summary,
We had another great night of Roleplaying on the 1st, with a head count of 20 adventurers gathering to do battle with the forces of darkness. There were three games being run upstairs at Carpe, one W.O.D Werewolf and two 5th edition Dungeons and Dragons. Thankfully John was prepared with the published campaign ‘Hoard of the Dragon Queen’. That meant we could split the party down into two groups, both with six players in. We have also had another GM, Jed, step up and offer to help out, either with his own RPG that he created or running campaigns within ‘The Guild of Sellswords’ world.

We had five new characters rolled up and ready to play by 7:30 and I sat down with my six of the Guild, ready to continue our adventures within my unknown Kingdom,
Stay tuned for Friday’s ‘Guild Report’ to find out how those six did.

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Wozzon?

If your reading this blog then you might be thinking to yourself two things?
1) What the devil is going on?
2) How do I get in on some of that hot Roleplay action?
In all fairness I can think of a lot more things your more than likely to be thinking to yourself other than what I’ve listed, but this is my blog and I’ll use this blatant shoe –horning of exposition if I want to.

What the devil is going on?
Roleplay @ Carpe is an open venue for people to host their own campaigns, find parties to join or just hangout and listen to the tales being told. Every Tuesday from 7pm on North Hill.

Specifically ‘The Guild of Sellswords’ is an ongoing, episodic, Dungeons & Dragons, 5th Edition campaign. I have designed it so that each week will be a new chapter in the story and the party will be made of the whichever players can make it that week. And we’re always open to new blood.

How do I get in on some of that hot Roleplay action?
If new people want to join in then just turn up at 7, get a character (I can help you role one up or you can take one from off-the-peg) and get stuck in.
If you want to come along and DM/GM your own game of something, we have the room. And don’t feel like you have to run D&D, any RPG is more than welcome.

‘The Guild of Sellswords’ is looking for a second DM, the response on the first night was 10 players, a mighty feat of character generation was undertaken that night, but I’d like to split the party a little. The aim would be to mix and match the groups on different assignments for the guild, if only a few of us can make it then we run one, if there are lots of players then we run two. I have an overarching idea for the world and am happy to lead or share with major plot points. It would be a great opportunity for someone who has never ran a game before to get their feet wet.

Seal of The Guild of Sellswords

Seal of The Guild of Sellswords

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Guild Report 26/08/2016

We had our first night of roleplaying and it was good.

I’ve been told to leave this blog entry there, but I thought I might elaborate a little further. Last night there were 11 of us and we started as all good D&D groups do, with character generation. This is a small lie, we actually started by going around the group and introducing ourselves and our experience. It was like a scene from a black comedy about Roleplay Addicts,

“Hi, I’m Chris. I’ve been Roleplaying for 10 years now. I like to play D&D and Old World of Darkness.”

The party soon took shape and we had ourselves 10 new Sellswords ready for the testing ground.

  • Human Monk
  • Wood Elf Monk
  • Teifling Rouge
  • Dwarf Pladin
  • Half-Orc Fighter
  • Human Fighter
  • Forest Gnome Wizard
  • Wood Elf Hunter
  • Hill Dwarf Cleric
  • Human Bard

With all that done we had a little time for our first scene,


Scene One: The West Gate Inn
Over the past few months our heroes have been applying for 
membership into The Guild of Sellswords. Their membership has 
finaly been granted, but they have to survive to stay members.

Each arrives at The West Gate Inn. The inn it situated outside the 
West Gate of Lyss, captial city and home of the king. They have
been told to spend the night here, in the morning they are to
travel a mile North on the Giant's Pass and meet the Guild.
Ex-Captian of the local gaurd, and party member, Willard Hannargh
was able to tell what little he new of The Guild's activity
in that area. Informing them that they have an old dungeon in that
area that they use as a proving ground.

The rest of the night passed in general unease, some of the group
deciding that an early night was the best course of action and
others drinking until the fire burned to ash in the hearth.
There was a little distrust between the Half-Orc and the Dwarf
Paladin, but Bruk and Dagon soon put that to one side once the ale
started to flow.

The Wood Elf, Sailor Monk, 'Wildeye' Balerin managed to put the
entire party on edge when he started playing with his dagger under the
table, fears were soon abated when he owned up to just partaking in
a little graffiti. He then tried to press the Innkeeper for what
little information he had on a ship called the 'Greensea', gambled
with a Human Monk by the name of Nim and passed out across the bar.

A lot of the group managed to keep themselves out of trouble. As to
be expected Siegfried, the Bard, took little encouragement to burst
into song, even at one point threatening to play the spoons.
The Gnome and Teifling spent there time studing the rest of the
party. The ex-libarian Gnome, Vax, even went as far as to make
notes. The Teifling did go as far as introducing himself, but made
a point of mentioning his old affilation with the Assassins Guild
when the topic of Guild buissness was raised. This coupled with a
winning smile managed to keep his corner of the room his corner of
the room.

Your DM. And yes, that is a character sheet he's wearing.

Your DM.
And yes, that is a character sheet he’s wearing.

We wrapped it up there as the night was getting late, but we’re ready for next week when we get to see who can get out of the The Guilds proving dungeon. The only question is, should I make Bruk and Dagon pass constitution roles to see how bad the hangover is in the morning?


If you want to come along to the RPG night then feel free. Every Tuesday starting from 7. Take part in this D&D campaign or start your own game, we have the space.

To find out more check out the post at the top of the homepage

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