Gamma World Game Day

Just a quick reminder that I will be running the Gamma World Game Day this Saturday, October 23, at Imagine Games and Hobbies. Festivities start at 1:00. We’re going to have three GMs on hand to run, so there should be plenty of space. Here’s the snippet for the adventure:

Grab a friend and get ready to celebrate the launch of the new D&D Gamma World Boxed Set. Mutate a brave new hero and be ready to take on just about anything! Experience the return of an old classic in a new play experience using the D&D 4th Edition rules engine! The D&D Gamma World game is a fast, furious romp through a post-apocalyptic Earth where mutant heroes face-off against killer robots, alien weirdness, and strange irradiated creatures.

Gamma World Game Day: Trouble in Freesboro

It’s shocking how the Big Mistake completely obliterated some places while others got by relatively unscathed. Freesboro falls into the latter camp, but if Genghis Tangh has his way, life will never be the same for the mutants of Gamma Terra. Delve into the origins of the Big Mistake as you take on Tangh and his forces! Pick up a D&D Gamma World Boxed Set, a few booster packs of power cards, and create your own characters in an exciting new Game Day experience! A D&D Gamma World Game Day adventure designed for 4-6 characters of 1st level.

Come on down and play. No purchase necessary.

Player’s Handbook 3 Game Day March 20, 2010

On Saturday, March 20, I will be back behind the DM’s screen at Imagine Games, running the Game Day adventure celebrating the release of the Player’s Handbook 3. Here’s the blurb from the site:

Player’s Handbook 3 Game Day
March 2010
Celebrate the release of Player’s Handbook 3 with a day of adventure! Psionic characters, skill powers, and hybrid classes abound in this essential rulebook. Test out the new classes and rules as you play a unique adventure and grab a copy of Player’s Handbook 3 while you’re there.

Now, that’s not a lot of information, so here’s the intro blurb from the adventure:

Beneath the Lonely Tower

An adventure for five 6th-level characters

The Far Realm’s distance from other planes, reinforced by wards erected at the beginning of time, protects those other worlds from the outer madness. Over the course of history — particularly in the wake of the Dawn War—the wards’ power has weakened, permitting the madness to leak into other planes, including the mortal world.

Recently, a rift to the Far Realm opened beneath an abandoned fortress called the Lonely Tower, twenty miles from the frontier village of Beorunna’s Well. Ten days ago, a troop of foulspawn emerged from the rift and began luring mortals for sacrifice. As each victim dies in the dungeon beneath the tower, the foulspawn ritually gather the escaping life force to expand the rift and to prepare for the arrival of a greater evil.

The braver folk of Beorunna’s Well—barbarians, rangers, and other warlike folk—have mounted two investigative assaults on the Lonely Tower. No one has returned.

This adventure challenges characters to find and close the rift. If they fail, more creatures of madness will pour forth and corrupt the land.

And just to further whet your appetite, here’s a list of the characters available to play:

  • Balashi, Shardmind Psion
  • Caewin, Elf Seeker
  • Foostus, Minotaur Runepriest of Kord
  • Izera, Githzerai Monk
  • Kalen, Half-Elf Ardent
  • Zazenna, Wilden Battlemind

So, if you’re in the city, and you like D&D, or you’d like to try D&D, come on down and play.

It’ll be fun.

World Wide Dungeons & Dragons Game Day – Monster Manual 2 – Postmortem

Last Saturday, I ran the World Wide Dungeons & Dragons Game Day adventure Into the Silver Caves at Imagine Games here in Winnipeg as part of the launch for the Monster Manual 2. We had a really nice turnout – I had two full tables of five players each to run. Unfortunately, because of some delays, neither group made it all the way through the adventure.

That said, each group made it through the first two encounters, which means they got to fight the rust monsters* and deal with the escaping kobold wyrmpriest**. We didn’t get to do the extended skill challenge that made up the third encounter, and I’ve got mixed feelings about that***. The final battle, while it looked interesting, didn’t really introduce all that much new stuff, so I’m fine with having missed it.

Despite the delays and the unfinished adventures, each group got in about two-and-a-quarter to two-and-a-half hours of play, which is not too shabby. And everyone seemed to have fun. And one player even managed to find a very lucky d20 in the communal pile we were using, which he bought immediately after the game.

So, thanks to everyone who came out to play with me. I hope you had as much fun as I did. And it was nice to meet a couple of folks who read the blog.

Next World Wide Game Day looks to be in September. Get ready.



*Wow, the fear these instill, not in the characters, but in the players! “It’s gonna eat my stuff!”

**The second group managed to bring her down, but it was just one character facing the harpy while the others were tied up with orcs and drakes, so he let the harpy escape with the book. What the hell am I talking about? Well, obviously you haven’t played the adventure.

***After using them extensively in play, I am shying away from the formalized skill challenges, and leaning more toward using a more free-form structure for them. That said, it’s nice to see something like that make it into an official demo adventure.

Monster Manual 2 and World Wide Game Day

First, a quick update about the World Wide Dungeons & Dragons Game Day this Saturday, May 23, at Imagine Games. As mentioned previously, we were too late to get the official support package for the day. However, we were able to get the adventure and maps needed to run the game, and I’ve got just about all the correct official minis, as well. What we don’t have are the official giveaways, so we’ll be making do with some unofficial ones.

If you’re in Winnipeg, and want to come play with some of the new monsters, we start at 12:30 pm at the store. If there’s enough interest, there will be a second session at 3:30 pm. If not, then not.

I look forward to seeing folks there.

And now, about the Monster Manual 2.

It’s a good book. It’s got some very nice additions to the monsters, along with some that I think they could have skipped. Of course, with a monster book like this, that’s always going to be the case, and my idea of a good inclusion is probably someone else’s idea of a waste of space.

A couple of specific thoughts:

  • Rust monsters. I hate ’em. Always have, always will. Yet, according to the official WotC site, they are fan favourites*. This incarnation is a little more lenient on character gear, but still are really just a “screw you” monster. There is a nice little catch to them, though, that might actually go some way towards addressing some of the magic item economy imbalances** – if you let a rust monster eat a magic item and then kill it and cut it open, you can reclaim the full value of that item in residuum. So now I envision places in Sigil and the City of Brass where you can take an unwanted magic item and have them feed it to a rust monster for you, kill the rust monster, and give you back full value, less the cost of the rust monster and a commission.
  • Demons and devils. These are always popular categories, and every monster book seems to have a heaping helping of new flavours. Sure, they’re useful monsters to throw at parties that are in areas that have few options for other creatures***, but that’s something that can be ameliorated by spending fewer pages on demons and devils and more pages on other monsters. I think we could do with less.
  • Angels and archons and elementals. We’ve got a solid base of these, now, which was needed. Let’s not fall into the same trap as with the demons and devils.
  • Metallic dragons. Welcome back, fellas! And my, aren’t you all bad-ass now?
  • Humans and Eladrin. More stat blocks for variations of both. Very welcome.
  • Half-Elves and Devas and Goliaths and Half-Orcs. Nice to have a few stat blocks for them.
  • Elves and Dwarves and Tieflings and Dragonborn and Halflings. Nothing new. I am sad.
  • Gnomes. I don’t like gnomes. Though my players hate them more than I do, so I still use them sometimes.
  • Formorians. Yay! I like these!
  • Firbolgs. Interesting take on them. I like it.
  • Beholders and Mind Flayers. Four new types of beholder, nothing new for the mindflayer. Huh.
  • Barghests. This version is very nice.
  • Gnolls. The new flavours make me happy.
  • Shadar-kai. Now extending up into the mid-Paragon tier.
  • Myconids. Now at least they don’t look like they should be dancing in a Disney movie.

Those are the things that really stand out to me. Anyway, as I said, a good book. Wizards is really keeping the production values high, and turning out some solid material for 4E.

I am pleased.


*What is wrong with people?
**Reclaiming residuum from a magic item through the disenchant ritual nets you 20% of the market value of the item in residuum. Enchanting a magic item costs 100% of the market value in residuum (or other components). Thus, it takes recycling five of an item to get enough materials to create an identical item. Also, selling magic items nets you 20% of the market value. So the question becomes, who makes such items, and how can they afford to sell them?
***”All the desert monsters suck. I’m just gonna throw a couple vrocks at the party.”

Worldwide Dungeons & Dragons Game Day – Player’s Handbook 2

Just got word from Pedro and Wendy over at Imagine Games that we’re a go for March 21st for the next Worldwide Dungeons & Dragons Game Day – Player’s Handbook 2. I’ll be there running sessions in the demo at 12:30, 3:00, and 5:30, as long as people show up to play. For the curious, here’s the text from the Wizards of the Coast promo:

Ready an Action to Play on March 21st!

Prepare yourself (and your friends) to join D&D fans all around the world on March 21st for Worldwide D&D Game Day: Player’s Handbook 2. Everything you need to play will be on-hand, so it’s a great chance for new players, as well as veterans, to band together and find some adventure.

Come try out the new races (such as the gnome) and the new classes (like the invoker and barbarian) while you battle wicked fiends and thwart dark plots. No matter if you’re new to the game or a 4th Edition veteran; we’ll have everything you need to embark on an all-new adventure.

One Dark Night in Weeping Briar – A stormy night, an empty town, and a small girl that holds the key to thestrange disappearances. An adventure for 5 pregenerated 11th-level characters. The characters are:

  • Ilvarra, drow avenger
  • Markaria, tiefling invoker
  • Roswyn, gnome bard
  • Squeaks, warforged barbarian
  • Balasar, dragonborn paladin (uses material from the upcoming Divine Power product)


So, if you’re in Winnipeg and interested in trying out the new material from the PHB2, or you’re curious about 4th Edition or roleplaying games in general, come on down and play.

It’ll be fun.