RPGaDay 2020 prompt 7 – Couple

I wasn't sure what to talk about for this prompt, but I had a couple of ideas!(I'll wait for your delighted guffawing to subside...) I'm currently working on a couple of new things. First, I'm trying to pull together some ideas for a Planescape adventure involving Saurials.Saurials are basically Dino-people who had been used as … Continue reading RPGaDay 2020 prompt 7 – Couple

Late to the party: RPGaDay 2019 prompt 21

"Vast" File this one with prompt 5 as well, however maybe a bit more to say here. So I can often have a problem in that I plan too much, or dream up settings and games that are just too big, too much going on, not enough for players to actually latch on to. I … Continue reading Late to the party: RPGaDay 2019 prompt 21

Late to the party: RPGaDay 2019 prompt 16

"Dream" One of my favourite ideas from Eberron is the Plane of Dreams, Dal Quor. The idea that sleeping minds reach out to somewhere like a low level form of folk magic, and that it mimics Astral Travel abilities. Just so cool. I was less pushed by the manifest zones on a material plane, but … Continue reading Late to the party: RPGaDay 2019 prompt 16

Late to the party: RPGaDay 2019 prompt 15

"Door" Well this one is going to be an easier one to write. Whilst I'm taking time off from my general projects to focus on these writing prompts, I am keeping up with a few of them.And one of those is Planescape. Sigil, City of Doors, is a fun thing to focus on. I've added … Continue reading Late to the party: RPGaDay 2019 prompt 15

Planescape IV – draft rules for Factions part 2 – Doomguard

Time for one of the longest posts I've written! OK, so let's design some new Faction rules.We'll start with a look at the Doomguard, because I think this one is pretty easy - when we look at the rules from the Planescape Boxed set anyway. Eligibility: All races and alignments accepted - but not clerics … Continue reading Planescape IV – draft rules for Factions part 2 – Doomguard

Planescape III – draft rules for Factions part 1

The Factions are a huge part of the Planescape setting, but fitting them into the 5e rules is more difficult. One option we can go for is renown, as detailed on p.23 Of the Dungeon Master's Guide.The examples for renown focus on the group's available in the Forgotten Realms, and there's only five of those. … Continue reading Planescape III – draft rules for Factions part 1

Loge escapes from the Astral Plane

It's unofficial as I didn't play it, but here's an overview of how I would have run the adventure to the close.As I said previously, I came up with this over the course of a couple of hours really, with a focus on trying to finish out the adventure only, and still left some loose … Continue reading Loge escapes from the Astral Plane

Planescape II – Stealing low-level adventures

Apologies everyone, my new website appears to have already blown a gasket! After three attempts to write this post, it’s now removed all the previous content and replaced it with a draft post I have set up, and I really REALLY don’t know why. So now I have to RE-WRITE the entire post for a … Continue reading Planescape II – Stealing low-level adventures

Loge is revived

There's a lot to cover with this one, as I've mentioned previously.I started writing this in October/November and kept updating my notes, but following the death of the DM at Christmas, I haven't had the heart to finish it. I stopped keeping up with the notes at that point too - a switch to a … Continue reading Loge is revived

Not quite a new idea – Planescape

So I'm starting to get withdrawal from my Planescape game. I always wanted to play a game in the setting, and it was a really enjoyable experience. I have a whole host of other settings that I could run a game in, but I think I'd really like to run a planar game now, with … Continue reading Not quite a new idea – Planescape

Loge’s patron comes calling

Loge has a terrible dream. He's in a temple, surrounded by snake men, and they're killing his friends, and then there's an icy cold blast in a dark void, but luckily he wakes up here, safe and sound. In the stone circle. In the snow, and fir trees. The place he sometimes goes when he's... … Continue reading Loge’s patron comes calling

Loge does not survive

Yep, that's the title I'm going with. So we're cornered in a room and there's various nasties outside. They're in the way of us leaving the temple on foot, though we could fall back to a higher level.So that's the plan. Attempt parley or run. Parley doesn't really work. So everyone starts to run, out … Continue reading Loge does not survive

Loge’s continuing battles with serpents

OK, At this stage we're several sessions behind on the reports. So, where were we? Slug things! Slug things covered in spiky blade arms, that don't like the light, and could make melee attacks from a distance by opening short-range portals. Luckily, we managed to subdue them with the help of a summoned pack of … Continue reading Loge’s continuing battles with serpents

Loge continues to battle snakes

When last we left our plucky adventurers, they had managed to convince the Tabaxi that they needed to seek out old allies in order to overthrow the Yuan-Ti. That meant we needed to travel into the heart of Aarakocra and Grung territory. After following our Tabaxi guide into Aarakocra territory, we had to climb up … Continue reading Loge continues to battle snakes

Loge still stuck in that bloody house!

I took a bit of a break from the blog there. Between moving to a new larger house and the birth of my son, I thought I'd take a time out. Here's what's going on with Loge for the last few sessions of the game. The party rests and comes back to the townhouse. Brambles … Continue reading Loge still stuck in that bloody house!

Loge gets trapped in a townhouse

OK, so last time we'd all escaped out of a window, and were fleeing the nasty hag coven. Should be simple right? Get to the fence, get over the fence, run. And it probably would have been, but those nasty hags were intent on causing trouble, and despite telling us to leave quite forcefully had … Continue reading Loge gets trapped in a townhouse

Loge Investigates a Townhouse

Level up!OK, so now we're level four, and I can finally take a Warlock Pact. So, obviously as a Hexblade Warlock, I'm going to take the... Pact of the Tome?Bear with me here. Loge's Patron is a spirit of luck, knowledge, and maybe war. It's much more likely to give him access to more magic … Continue reading Loge Investigates a Townhouse

Loge runs away

OK, so fighting Spined Devils and Bearded Devils was not fun.Then the Spiked Devils appeared to make the fight a bit harder! After a pretty serious back and forth, we managed to start falling back, eventually hiding behind a wall of fog thrown up by the Dwarven Cleric. With Mr Easy's help, we managed to … Continue reading Loge runs away

Loge fights some devils

This session began pretty much as the last one finished - we could do some side quests or assault a nasty looking figure that lives in the baddest part of the bad part of town. For some reason, we decided we'd just go after the bad guy! So, in order to go up against a … Continue reading Loge fights some devils

Loge investigates the alchemist

OK, so after a bit of a recap - Lord Gwyned, the Eladrin, is willing to look after us, and has some work for us to do too.He's given us a base in the Lady's Ward for now, whilst we work out what we're doing with the Chainmasters and stuff. So we have a couple … Continue reading Loge investigates the alchemist