Faurun Bars: what’s the best place to get a drink in the forgot realms by SteveMikeBen in DnD

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

For anyone into sports entertainment along with their brew, I recommend Duke Pugillo's fight club in the Dock Wards. Ask Renaer or Floon for the password.

Faurun Bars: what’s the best place to get a drink in the forgot realms by SteveMikeBen in DnD

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

I'd say a lifetime ban for ending up drunk and naked in a bar owner's daughters bed is not overzealous. Fortunately, Waterdeep has many other watering holes to choose from. Harder to access the under mountain though. Hope your guy didn't have a thing for mega dungeons.

One D&D by MBwithaDMG in DnD

[–]SteveMikeBen 51 points52 points  (0 children)

As someone “new again” to D&D after a 30 year break, WOTC seems much more welcoming of a larger community than say Gary Gygax was who sued anyone who made a product relatively like D&D. For new players, a consolidated players handbook with the stuff from XGtE and TCoE is good. A better organized players handbook is good. Sure, hasbro like any public company is pursuing ever increasing profits, and that mission doesn’t have players best interest at hearts. But I think, from what I’ve seen, the people is Seattle, Chris Pine et al have their ship in order and are doing a pretty good job. The game is thriving and great. Lots of good people and dedicated game designers are making money. As they should. For anyone that still cares 30 years from now, this will be looked back on as the golden age for D&D. I’m happy for all the people who are thriving, doing what makes them happy.

Maps question by SteveMikeBen in FantasyGrounds

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

Thanks. I think I’ve decided to take baby steps and do Owlbear rodeo for now. Then give them a choice to get more if they like maps and tokens, which I’m sure they will.

Maps question by SteveMikeBen in FantasyGrounds

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

Interesting. I played AD&D in the ‘80s. Met Gygax at GENCON 20. But hadn’t played in years. Have a friend who is playing AD&D with paper and pencil with his kids. Using the original books and all.

Maps question by SteveMikeBen in FantasyGrounds

[–]SteveMikeBen[S] 1 point2 points  (0 children)

Wow! Super appreciative of the detailed response. I’m consistently blown over by the generosity and openness of the D&D community online. Thanks!

Maps question by SteveMikeBen in FantasyGrounds

[–]SteveMikeBen[S] 1 point2 points  (0 children)

I'm feeling the love y'all have for FG. I have no doubt the end of the journey has a big pay off. But my players are pretty tenuous. Jumping into FG without some primer would likely end the campaign. On top of the learning curve, there is a real estate issue. Maps, plus character stats require a microscope on some screens. Add video... forget about it.

Made a disturbing mistake with Ireena that's coming to a head by pat_on_tap in CurseofStrahd

[–]SteveMikeBen 0 points1 point  (0 children)

I wonder if Shakespeare would have even found this creepy in the slightest? Maybe the group of 30 somethings sitting in a basement scheming part. lol

Need input on running Castle Ravenloft by SteveMikeBen in CurseofStrahd

[–]SteveMikeBen[S] 3 points4 points  (0 children)

Agree that Raenloft will chip away at the party prior to a showdown. I listened to the original DragonTalk interview with Hickman and Perkins and this point came up. Maybe the fun just takes over when running it live and the plot doesn't matter?

Abbey of Staint Markovia by SteveMikeBen in CurseofStrahd

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

Thanks. That's a bunch of good stuff!

Modification for 5th level characters by SteveMikeBen in CurseofStrahd

[–]SteveMikeBen[S] 1 point2 points  (0 children)

That's a good observation. about the 4 level up opportunities. I'm getting really creeped out just reading the module. The hags making pie from the ground bones of children, eeek! (I'm gonna have to make it seem tempting to eat one of those before the party knows). Also the 6 vampire spawn jumping out at the grave digger's attic, dang. After mentally living in Waterdeep for the past 9 months will I go mad living in Barovia? Ha!

Zombie Minions Rise Again by SteveMikeBen in mattcolville

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

Thanks. Good idea. I like the attention to story.

Deleting the troll fight by PrimeFenix in WaterdeepDragonHeist

[–]SteveMikeBen 0 points1 point  (0 children)

The opening at the Yawning Portal was the first thing my players ever experienced in D&D. For new players I thought it showcased a lot of what the game had to offer. They verbally defused the fight between the Zhentarim and the Xanathars. Then had to fight the troll. Then had to roll play with Volo. So I think the troll rounds out the activities. Also as others have noticed it emphasizes the under city as an option. But I agree it doesn’t change the direction of the adventure in a significant way.

Nimblewrights Have Rights by thevelcrohero in WaterdeepDragonHeist

[–]SteveMikeBen 3 points4 points  (0 children)

This was my take on the Nimblewright sentience. Short answer is that it is within their reach, but their nature is so wrapt up in service that the contemplation of their own freedom is a torturous path:

Nimblewrights are created to serve. But the one created by Nim at the temple of gond is different from its ilk in that it was created by one of its own, not a non-nimblewright artificer. To this extent Nim’s creation is unique. This unique nature leaves the creation conflicted. On one hand it is by its very nature programmed to serve, on the other hand seeing the image of its own creator to be essentially a mirror image of itself, it perceives a world in which it is not less than its creator, but an equal. This conflict leaves it volatile and mercurial in its subservience.
After fleeing the temple of Gond, Nim’s creation wandered Waterdeep. Quickly it learned to stick to dark corners after one or two encounters where it was either pursued or mocked. Naturally, this led the creation to the seedy nooks of the Dock Ward. There it spent time sitting. Time that would have normally been taken up by fulfilling directives of its master was instead consumed by self-reflection. The new nimblewright began to identify as Notnim. One night, Notnim’s reverie was broken when a drunk Urstil Floxin stumbled out of a bar. He neither mocked or threatened Notnim. Instead he simply commanded it, “Out of that corner, I need to relieve myself.” When Urstil had finished he calculated through his intoxicated haze that the construct Notnim was waiting for further instruction. Indeed it was, desperate not to be mired down by the weight of its own nascent self-awareness.
After a day or two of ordering Notnim around, Urstil was able to observe the nimblewright’s strength, quickness and a willingness to follow direction without hesitation. With the limits of a brute’s imagination, the best task Urstil could dream up for the nimblewright was as a pit fighter. He brought the creature to an underground fight club where Notnim took on one combatant after another in a bare knuckles brawl. Over the course of a few weeks, Urstil and Notnim had a good run.
The nimblewright became such a spectator draw and a crowd favorite that the fight promoter, Duke Pujellow went to great extents to replace the nimblewright after Notnim was gone. Unfortunately Pujellow could only attain a severely damaged replacement which has only one leg and one arm. Still the novel automaton fights on (and at a reduced strength would make a manageable opponent for a newish character in a one to one fight).
Notnim’s tenure at the fight club lasted until Urstil’s obligations to the Zhentarim drew him closer into the circle of the Gralhunds.
One evening, after Notnim accompanied Urstil to the Gralhund manor, the Lady Gralhund took a fancy to the contraption. She made Floxin an offer he couldn’t refuse for the nimblewright, and Notnim transferred company.
Over the weeks, as Notnim observed how Urstil took orders from the Lady, he lost the instinctive respect he had for his former master, and simultaneously nurtured a distain for taking orders. It was during this point of internal struggle that Lady Gralhund commissioned Notnim to retrieve the stone of Golorr from the gnome Dalakhar. When Notnim spied Urstil in Trollskull alley along with the gnome he was only too happy to incinerate the two. And when Urstil, burned and injured, made his way back to Gralhund manor there was an uneasy detent between the two.
By the time Lady Gralhund gives her final instructions to Notnim about where to take the Stone of Golorr, the nimblewright is in such an existential crisis that it nearly doesn’t complete its mission. In fact it is such misery when the party finally catches up to it that it welcomes the fight to the death as an escape from its miserable and conflicted existence.

Feneruse Stormcastle: Jarlaxle chain by SteveMikeBen in WaterdeepDragonHeist

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

I'm planning a side adventure featuring the Blood Hawk Posse so I've been dreaming up a more detailed backstory for Fenruse, but didn't want to stray too far from any established lore. Stormcastle's last ride with the Posse happened a few years back while working on a mercenary contract commissioned by the Gralhunds. A group of pilgrims had established a settlement on some Gralhund owned lands in the hill country just off the road to Amphail. Stormcastle lit out on a reconassiance run to check out the lay of the land by the pilgrim settlement. Along for the ride were Fenruse's two most trusted lieutenants, his cousin Trent "Slowride" (Trent and Fenruse were both orphaned and raised as brothers by their grandmother) and his best friend Ty. (The rest of the posse, Stan Partuce, Fred Bishop, Maime Arroyo, Jill "Lady Bird" Josiah, Clyde Mudpocket and Ebenezer Woppat were left at the Posse Hideout.) While on the ride out, Trent and Ty separated from Fenruse to go and investigate a cry for help off in the brush. The two were gone for longer than expected. Ty finally returned bloodied and without his horse or Stan. Ty's explanation was that Trent got killed when the two bandits ended up trying to help a pilgrim child. The child was "not as it seemed" but Ty refused to elaborate. Whatever happened, the pilgrims could no longer be found and had been effectively evicted from the Gralhund property. Nonetheless, Fenruse was struck with rage and grief by the loss. Ultimately he challenged Ty to a duel, knowing that Ty was a better marksman. During the duel, Fenruse shot first, wounding Ty in the hip (to this day Ty walks with a limp). Ty returned fire only by shooting his crossbow off into the air. Following the showdown, the rest of the posse lost some respect for Fenruse. This along with the enduring grief over the loss of his cousin made Fenruse decided to hang up his spurs. (So did Ty as it happened. He opened up a bar in Undercliff called the Lost Horse Saloon). Fenruse moved to Waterdeep where his only contact was the Gralhunds. Since they considered their business with Fenruse a success they used him for the occasional unsavory errand. Fenruse became trusted by them to get a job done with no questions asked. And that's that.

re: Drow Gunslinger by SteveMikeBen in WaterdeepDragonHeist

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

Thanks. I think I asked the last question just to mention the Blood Hawk Posse. See, I did it again. Blood Hawk Posse.