Showing posts with label Dwarven Forge. Show all posts
Showing posts with label Dwarven Forge. Show all posts

Tuesday, March 10, 2026

Winter Hooch XXXII

A couple of weekends ago we held the 32nd installment of our annual winter gaming retreat. We have about a dozen guys—most of us friends for thirty years or more—who come together every winter for a few days to play games, eat and drink, and laugh. The event is always a highlight of my winter and this installment did not disappoint.

I ran a couple of games, including “Song of Myself,” the latest installment of my Into the Interface Traveller campaign. This time the crew of the IMV Starjammer were dispatched into Solomani territory, charged by their Duchess with the destruction of a new A.I. designing the latest dreadnought for the Confederation Navy: a ship so advanced it threatens the balance of power in Magyar sector. The game was heavily influenced by several ideas from Mongoose's awesome Singularity campaign. I′ll post the write-up soonish.

The second game was “The Dragon Urn,” a romp on the Fourth Level of the Great Dungeon of the North. I used an awesome map from Dyson's Delve, translated into a Dwarven Forge setup (shown above). It had been a while since I had a chance to break out the terrain, and I was glad for the opportunity. The climax was a showdown with Ardeth, the black dragon daughter of Delith, spawn of Old Brokehorn himself. I′ll also post the dungeon key for this delve at some point.

I got a chance to play some D&D, which is always a hoot. We did a session of my friend Rob′s Erlach campaign, investigating the mysteries of Gray′s Cove. Another friend, Eli, ran a rip-roaring session of Keys from the Golden Vault that involved a heist from the devil-themed (and staffed!) casino called The Underworld.

There was a booster draft of Magic the Gathering, some sessions of Power Grid, our annual Amoeba Wars tournament, poker, and more. We even did a belated Friendsgiving, which gave us an opportunity to reflect on how lucky we are to be part of such a band of brothers.

Tuesday, August 1, 2023

Summer Revels

I just had a pretty excellent and productive gaming weekend. I was able to run three separate RPG sessions and play in a fourth, and had a chance to try out a new boardgame. We usually have about a dozen attendees for these weekends and this summer we tried something a little different by adding some structure and setting caps on the number of players at different events. Although I have years of experience refereeing games with large groups of eight, nine, or more players it’s never easy and frankly nigh impossible to keep everyone consistently engaged. Like most referees, my personal sweet spot is four to six players for most RPG systems: it’s really hard to cajole other players into running games for larger groups.

The experiment largely seemed to have worked: everyone had a chance to play in at least one session of an RPG, and I think the quality of play and depth of engagement was higher. So I think we’ll probably try this approach again.

I ran two sessions of the Great Dungeon of the North with two separate groups, each representing rival adventuring parties exploring a new area of my house megadungeon. The Dome of the Phoenix is a legendary location on the third level that had been discovered decades earlier but its location had been lost for years and years.

We used 5e rules and I had prepared ten pre-generated 3rd level characters for players to pick from, though a couple of players had brought their own. I also used Xanathar's Guide to Everything to generate two lists of magic items. The magic guidelines found there are so useful they really should have been in the DMG.

The first adventuring party picked characters and divided up magic items from the first list before descending into the third level. The party included Fergus Elfriend, a human fighter; Haf Ulfarson, a human cleric; Tamako Jun, a human samurai, and Azibus the Green, a human wizard.

The second party did the same two days later in both real time and game time. This group included Eldrin, a wood elf wizard; Brother Leonard, a human cleric; Rikken, a hill dwarf fighter; and Sigar Sigarson, a human barbarian.

I ran both sessions somewhat like a tournament module in that each party had four hours to get through as much of the dungeon as possible. I also used some rules to discourage the 15-minute adventuring day and emphasize the resource management aspect of older versions of D&D. While I allow short rests (with wandering monster checks, natch!), long rests within the Great Dungeon are unpredictable and even dangerous on the lower levels: damage is not always healed and spells and other resources are not always recovered. The best place for a long rest is back in Delvetown.

I intentionally built the Dome of the Phoenix region to emulate a classic Jaquay dungeon crawl experience, complete with secret areas and multiple paths. My plan was to build the whole area out of Dwarven Forge terrain based on “trays” of cardboard for easy deployment, but I simply ran out of time before the weekend.

It was very interesting to see two separate groups tackle the same stretch of dungeon. While the first group enjoyed “first mover” advantage, the second group benefited from being able to see where the first group had gone. I assumed some restocking in the two days between delves, so some rooms had new monsters and in other rooms the monsters switched up their tactics.

The megadungeons of early D&D contained an element of player competition, as different groups competed to loot newly discovered sections of Greyhawk or Blackmoor. I had never really captured that dynamic for the Great Dungeon of the North before this adventure.

The first group got fairly far on their expedition, but ended up looping back to the entrance room just as their time expired. The second group spent a little more time in Delvetown gathering rumors and was able to find the Dome of the Phoenix—and more importantly, unlock its secrets before time ran out.

All-in-all, I was satisfied with how the sessions played out. Adding a time limit as well as player competition added a level of urgency to the Great Dungeon that has been badly missing from my game, and I hope to tweak this formula going forward. Neither group spent any effort on mapping their expeditions, and I would like to bring back that aspect of old school play. I will try to post my dungeon key in the coming weeks.

I also ran another Into the Interface session of Traveller using the Mongoose 2e rules. The Professor’s Charter found the crew of the Starjammer still in the Wu system. A man claiming to be an Imperial researcher from the University of Daibei chartered the armed packet for a trip to the Desolation (Magyar 1506 B401200-E) system, a lawless haven for pirates and smugglers just beyond the Imperial border. As usual for the Starjammer, nothing quite transpired as advertised. I’ll try to post some more detailed game notes in the weeks ahead. Again, I think a smaller group really sped play and encouraged engagement.

Over the last few weeks I have been hard at work on my 2nd Dynasty model of the Starjammer, hoping I would be able to use it in this session. Alas, although I have made good progress I once again simply ran out of time. It has been interesting trying to cross over to model building from miniature painting. While there seems to be some overlap between the two hobbies, there are also many differences and I have been struggle to pick up new techniques.

I also got a chance to play in one of the short adventures from Candlekeep Mysteries, a brief investigation into the source of some tainted books of lore. It was a nice change of pace from the usual hack and slash, though I regret some of my character choices: an anti-intellectual cleric was not much use for this one, and a brainy wizard or bard would have been much better suited for the scenario. Lest anyone think this adventure was completely without mayhem and violence, the final encounter was so badass that we barely made it out alive: more than once I thought we had a TPK on our hands. I would definitely like to play more stuff from this book.

Finally, I had a chance to play the boardgame Concordia, a trading game set in the ancient Roman world. This was a lot of fun and the complexity level was just about perfect for my tastes. (It helps immensely to play with folks who know the rules.) With five players I think we were able to finish in a little over two hours. I would absolutely like to try this game again.

I had a great time catching up with old friends and I’m already looking forward to our next gathering this coming winter.

Wednesday, August 26, 2020

End of Summer Update

It’s been a strange summer with COVID-19, and although this blog has fallen fallow I’ve actually been gaming as much as ever. I’ve been running two weekly Roll20 games so most of my spare time has been spent prepping and refereeing those campaigns. And I’ve even had a chance to play a bit, which I always enjoy. A quick recap of what’s been going on:

Age of Worms. Our 1e Pathfinder conversion of the classic Dungeon adventure path, explicitly set in Greyhawk, is drawing near its end. The PCs are all 20th level and have only a few final encounters before taking on the dreaded Wormgod, Kyuss. This game has been a lot of fun: I’m so glad we picked this back up and are finishing it out. But that said, high level 3e/PF is just brutal to run, even for the players. The experience has been a good reminder of all the things I loved—and hated—about that edition.

Rage of Demons. This 5e adventure path has been a really good contrast to Age of Worms, though I sometimes feel a bit of whiplash moving back and forth between ultra-complicated high level 3e and lower level 5e. The group is almost halfway through the campaign; a couple of months ago Wizards began offering a Roll20 module of the book, which has made prepping and running the game much easier.

Lost Mine of Phandelver. A friend of mine ran this 5e module about a month ago and we had a blast. It’s a very nice introduction to the game, with an exciting mix of wilderness, town, and dungeon adventuring. All the players opted for character classes they had never or rarely played, so I had a chance to play a bard—which is actually a very versatile and effective class in 5e. 

The Ruined Tower of Zenopus. Speaking of nice introductions to the game, I recently bought Zach Howard’s 5e conversion of the sample dungeon from the 1977 Holmes’ Basic Set. Howard carefully updated and expanded his brief source text into a very nice adventure, brimful of iconic D&D encounters.

Into the Interface. Unfortunately, all of the D&D games crowded out my Mongoose Traveller 2e game set in Magyar sector, which fizzled in early May. I’ve got some thoughts on what worked and what didn’t, so I would like to take another run at this game after Age of Worms wraps up.

Miniatures. I’ve really had no time to paint much of anything over the summer, which has left several very cool models sitting on my workbench gathering dust. It will probably be a few months more before I will get back to any of them. 

That is Not Dead Which Can Eternal Lie. On another note, it’s been a pleasant surprise to see the revival of the Grognardia blog, which has been sorely missed since its last entry back in 2012 (!). I think it’s great that James Maliszewski has just quietly resumed blogging without any fanfare, in some cases picking up on topics as if he never left. So much has changed in the last eight years and I’d really like to read his take on 5e, which incorporated many of the OSR philosophies he championed.

Friday, May 12, 2017

Dungeons of Doom


I backed the first couple of Dwarven Forge Kickstarters, and I’m pretty sure I’ll be in on this one, too. Looks like this will be a great, dungeon-focused set.