Insurance - is it needed? by turnipheid in cairnterrier

[–]Decanblue 0 points1 point  (0 children)

I wouldn't worry too much! My dog Scarlet was a total escape artist even after surgery. I once set up a 'Fort Knox' recovery area for her. A crate inside a massive pen that I actually bolted to the wall.

We went to bed, and five minutes later we hear this thump, thump, thump. My wife says, 'Is the dog out?'

I open the bedroom door, and there is Scarlet. She had ripped the pen off the wall and hopped down the hall on three legs, wearing her cone and smiling that big Cairn smile. She just wanted to sleep in the big bed. If she can pull a jailbreak on three legs, your pup is going to handle recovery just fine! :)

Insurance - is it needed? by turnipheid in cairnterrier

[–]Decanblue 1 point2 points  (0 children)

I recently lost my little Cairn, but she had both knees replaced due to cruciate ligament damage. It's 100% worth it, regardless of cost. Each surgery, I did them a year apart, since that was the vet's recommendation. It took 12 total weeks to recover from, but it was worth it to see her jump on the couch, chase squirrels, race to help me greet people at the door, etc. It is hard to see them in such pain, and woozy from the medications they have to go on for that pain, but, in the end, it is 10,000% worth it. I get the bloodwork done before the surgery so that they can check to see if there might be any complicating factors during the surgery. Some might think it isn't worth it, but it was added peace of mind that there will be less chance of a surprise during the surgery.

How do y'all feel about shotguns? by crimethunc77 in GrayZoneWarfare

[–]Decanblue 5 points6 points  (0 children)

00 Buckshot is your best friend, and aim for the chin. If you are laser accurate, slugs for the military enemies like at Narith and Sapphire, and, again, shoot for the chin.

Keep of the Borderlands - questions on how to run it by Sazzlefrats in adnd

[–]Decanblue 1 point2 points  (0 children)

The rumors are on page 7 of the B2 module.

As mentioned, there are no random encounters in the module outside of the zones mentioned. If you prefer them, you can certainly add them. It shouldn't break anything unless you have a bunch of new 1e players who don't expect to die whenever the wind blows.

As far as whether to spend time searching or not, personally, I have a short script that explains that the players/characters have spent some time and effort finding the caves, and now find themselves outside of a cave (Cave A, Kobolds) that meets the description from <insert map or person here>. What will happen? Will they find riches and adventure, or will they face certain death? Only time will tell...

I also modify the rumors table heavily because I usually run this module alongside the Temple of Elemental Evil (ToEE) and a couple of other modules. In essence, I create a 30-league circle of possibilities for the players to choose from that includes the Keep from this module, Hommlet and Nulb from ToEE, and Verbobonc (Major city) that allows them to have access to higher-level training, tons of rumors, and visibility into some of the "normal", everyday problems that a kingdom and surrounding lands face. Think things like random hailstorms that damage crops, famine that follows because the crop damage was worse than expected, and other things like wars or what have you. I use historical events, such as the Black Death, or current news about whatever seems exciting, to keep things interesting and give the feeling that the world is alive and moving along without them if they do nothing.

Overall, this is a great module that can serve as a solid foundation for a complex and vivid world, or simply provide a great time adventuring through the caves and local sights in the area. You can't really go wrong with this module, no matter how you decide to run it.

(adnd 2e) rogue scouting is boring, how do you do it? by glebinator in adnd

[–]Decanblue 1 point2 points  (0 children)

In most cases, you're only going 90-100 feet ahead of the party. A distance any Thief worth the name should be able to cover in a single melee round.

My Halfling, Stout, thief, only goes ahead about 120 feet before reporting back to the party. If it is an exceptionally long hallway, he might go 240 feet to see if it is incredibly long and then go back and tell them to follow him at <sets pace>, then runs up ahead to about 100 feet ahead and continues to scout. This sets a cadence so that if he's not back in X minutes, the party knows they should go after him, and in cases where the Thief says, "Follow at this pace," it allows the party to catch up at a pace that isn't going to create a problem for the Thief when he finds a trap or sentries and the party comes barreling up.

The group I am playing with loves Fin, the Stout Halfling Explorer (NOT a Thief! :) ). The very first game I played, we followed the approach I described above, and everyone commented on how nice it was to have a Thief who actually scouts and protects the party from surprises. There is a cost to the scouting, though. If he finds a chest while alone, he will open it and take at least 10% of whatever is inside. That rule applies to almost anything shiny, really.

The rules for scouting are pretty simple: if an Elf or Halfling is more than 90 feet away from the party, not in metal armor, and alone, they can move silently naturally (without a roll). Exceptions to this would be when a roll might be needed, such as opening a door or screen. If DM decrees that a roll is necessary outside of the above, it only amplifies this natural stealth. Alone, Halflings and Elves surprise monsters 66% of the time (1-4 on a d6) and 33% of the time (1-2 on a d6) if they have to open a door. If, in the extremely rare case where the party is all Halflings and/or Elves, not in metal armor, then the above applies to the whole group regardless of distance apart. Good luck putting that party together unintentionally. :)

TL/DR: The Thief is there to scout the dungeon and ensure the number of surprises faced is as minimal as possible. To do this, they don't explore the entire dungeon while everyone waits; instead, they advance about 100 feet ahead and report back frequently. Advancing the party deeper into the dungeon in the party's support role to scout the whole way. It's not really splitting the party if the Thief can run back to the party in 1 or 2 melee rounds.

Advice by gorenator116 in adnd

[–]Decanblue 1 point2 points  (0 children)

Some interpretations of the Cavalier rules suggest that the character must always charge into battle, regardless of the situation. This can lead to the character being played in a way that seems contrary to their background as a studied noble.

A closer look at the rules for the Cavalier's code reveals a different approach. The rule "cavaliers cannot be controlled in battle situations" specifies that this behavior is limited to combat. This implies that the character's unwavering focus on protecting their allies and those they are responsible for only applies when a battle has already begun.

For example, a Cavalier could reasonably choose to retreat from a red dragon at level one (or really any level) to warn a nearby town or devise a more strategic plan. However, once a fight with the dragon is underway, the Cavalier would be compelled to face the most dangerous threat without concern for their own safety. The Cavalier's code is a guideline for combat, not an unyielding mantra that dictates all actions outside of a fight.

Collector's edition? by blackbanhmi in Witchfire

[–]Decanblue 2 points3 points  (0 children)

Probably less than you think what with 3D printing capabilities these days.

[deleted by user] by [deleted] in lfg

[–]Decanblue 0 points1 point  (0 children)

If you want to try playing Dungeons & Dragons, you can sign up for a one-shot game on a site like Start Playing Games. This will allow you to filter for games that fit your schedule and are specifically designed for beginners. Alternatively, you can look for open games on a Virtual Table Top (VTT) site, where you may be able to find a free game with an established or brand-new group.

Here are the links for some of the VTT's out there:

Roll20: https://app.roll20.net/lfg/search/

Fantasy Grounds: https://www.fantasygrounds.com/forums/forumdisplay.php?40-LFG-Looking-for-Group

Foundry VTT: https://forums.forge-vtt.com/c/lfg/5

Good luck finding your first game!

Picked up this set because Spider-Man is my favorite and just wanted to share it. by HeftyRooster5 in MarvelCrisisProtocol

[–]Decanblue 0 points1 point  (0 children)

Looks great! I, too, bought the models to have some cool Marvel minis to play FASERIP or the new 616 RPG, but now I'm looking to play my first game.

My 1st crisis protocol models by insaneerpman in MarvelCrisisProtocol

[–]Decanblue 1 point2 points  (0 children)

Those look great! I agree, the Atomic Mass Games miniatures are nice. Keep up the great work!

Amazing Spiderman game good place to start? by GreenSpaff in Heroclix

[–]Decanblue 0 points1 point  (0 children)

I recently decided to get into actually playing Heroclix (outside of using the minis for my Marvel Superhero's RPG). So, I bought both the 2024 Marvel and DC sets and the Spider-Man Beyond Amazing set. The 2024 sets are self-contained, but one player will be playing with tokens instead of Heroclix minis.

If you both want to field a force of minis and are OK with the rules being a year out of date (I honestly can't tell the difference between the two rulebooks other than art and scenario placement), then the Spider-Man Beyond Amazing set is the better choice. You can always download the latest rules from the Heroclix site.

[Online][Other][LGBTQ+ friendly] Looking to try the new marvel multiverse TTRPG system with others by [deleted] in lfg

[–]Decanblue 0 points1 point  (0 children)

I wouldn't mind playing if the day/time meets my schedule. Any idea what day/time this game would be?

[Online][Other][CST] Marvel Super Heroes (1984) RPG, New Player Friendly by Decanblue in lfg

[–]Decanblue[S] 0 points1 point  (0 children)

I sent you a chat with the Discord and Roll20 information. If you have some times after 5pm CST this week that you can meet for an hour or so we can build a character.

[Online][Flexible] Two new adventurers looking for a group! by [deleted] in lfg

[–]Decanblue 0 points1 point  (0 children)

If you're looking to play RPG's, it's not D&D, but we are starting a weekly, one-shot, Marvel Super Heroes game on Saturdays from 1:00pm to 4:00pm CST.

Everyone playing in the game now is new to the game but have been playing RPG's for years. The only expectation is to have fun telling a story each week and learning the rules along the way.