"Who am I?" I mutter at the empty text field. It doesn't answer. I wouldn't want it to. Once and always, Action Jay, a guy on the internet for far too long. I've seen it all, and trying my best to keep it together. A live window to my day to day life and musings can be found on Mastodon, currently at thecanadian.social/@action_jay You'll see me talking about local politics in Saskatoon, geeking out about TTRPGs and Video Games, hammering drums for various causes, and just enjoying life as it comes. Meanwhile, here, on this page, we'll see occasional big life updates in the form of those blog posts the kids are always talking about.

Sunday, January 5, 2025

Behind the Screen: The Sunless Citadel

When I cobbled together the game world for my Sword Coast Ramblers adventure, I had a simple idea. Just throw all the official content from published 5e adventures on the map, and let the players choose where to go. The story evolves based on their interest, and I emphasize or back-burner plot points to suit the party. As of now, they've completed most of the adventure locations outlined in Lost Mine of Phandelver and Dragon of Icespire Peak, with a couple side treks including the haunted house from Ghosts of Saltmarsh, and the mansion from Candlekeep Mysteries. There's plenty of hints and glimpses and cameos of characters from other books, thanks to a scrying orb in the party's possession. Ravens call out incessantly as they navigate the Neverwinter Woods, and Morgantha the night hag from Curse of Strahd has a vendetta against our Cleric of Selune.

Of course, with a completionist party there runs a risk of outleveling the region. They don't want to leave any stone unturned, but the content itself could quickly become trivial. They're eager to break out into the greater north, and I have breadcrumbs at the ready from Rise of Tiamat and Storm King's Thunder. First though, all our current plot threads converge on the Sunless Citadel.

Lore wise, the Citadel is a fortress and shrine to the dragon Ashardalon that sunk underground during a cataclysm decades ago, including earthquakes and volcanic eruptions from mount Hotenaw. The dungeon involves warring factions of Kobolds and Goblins, a baby white dragon, the trail of a missing adventuring party, and hordes of blights spawning from a Gulthias Tree. There's items described in the adventure that offer hooks toward other locations, as well as a couple conveniently placed entrances to the Underdark. If this were World of Warcraft, we'd be looking at a zone's main dungeon that culminates the story so far.

Tying Things Together

I had several plot hooks in play that led here.

1. Cryovain, the titular Dragon of Icespire peak, had been placated with treasure earlier. On another meeting, the party countered her demand with the offer of a favor instead. So, she claimed something had been taken from her by the Drow (led by The Spider, a villain found in Wave Echo Cave), and brought underground where she can't reach it. She told the party they'd know it when they see it.

2. The blights, a Gulthias tree clipping, and Anchorites of Talos were all encountered throughout the region in the Woodland Manse and Thundertree ruins. The Emerald Enclave has been driven away, and the trail of the resident druid in Thundertree has gone cold with rumors that they'd gone mad.

3. Our Drow player character had a deep want to find a way to the Underdark and save a backstory character. I tied The Spider into the underground slave trade outlined in Out of the Abyss, and hinted that he traded something to the residents of the Citadel in exchange for passage. That player's left the table for the time being, but those same Underdark tunnels can be utilized as a way to nearby Gauntlgrym.

4. Our Kobold character was tasked at the outset to aid in the effort to drive off goblins and claim the citadel for his tribe, meaning the party won't want to fight everything they meet in there. Venomfang, the green dragon in the Thundertree Ruins, took great delight in watching the players and the cultists fight each other, and welcomed the same Kobold in his tower to parlay. After learning about Cryovain, he demanded that whatever it is she wants, the party brings it to him first.

You can imagine the reaction at the table when the party finally gets to Meepo's chamber in the dungeon, see the empty cage, and learn that he'd been raising Calcryx, a baby white dragon. Their original goal of eventually slaughtering Cryovain is suddenly very complicated. At this level they could easily take any of the dragons in play, but the idea of reuniting Cryovain and Calcryx holds the promise of having them leave peacefully, and opens them up as interesting characters. Venomfang as a threat, or an opportunity to betray Cryovain gives some player choice and the ability to consider a much darker route for how to play things out.

Making Things Interesting

The only problem with the Sunless Citadel? This dungeon is designed for Level 1 characters, and after adventuring for months and checking things off the list, we're levels 5 and 6. The party could one-shot most of the threats in the dungeon, and that's just not interesting or fun. I found guidance to swap in some higher level stat blocks for the creatures that exist there, but I also needed to keep running with this theme of monsters as characters. The Foreward to Curse of Strahd talks about how disinteresting a game gets when the residents of a dungeon have no reason to be there aside from combat, and I take that to heart. What's going on here, and how is the party going to interact?

The upper level is easy: Kobolds vs Goblins. There's no doubt the party would side with the Kobolds. but knowing their goal is to take Calcryx out with them puts them at odds. They needed to find a way to get the dragon out of the dungeon without angering or killing its keepers. Promising Meepo that he can keep caring for the dragon on the surface, and plotting a stealthy escape route made for an exciting mini-heist. They spun a yarn that the dragon was taken to the Underdark, and while the kobolds were otherwise engaged, used Dust of Disappearance to hightail it out of there.

The lower level of the Citadel features passive skeleton gardeners tending to the Gulthias tree's spawn. The bugbear Balsag guards the entrance to the Underdark and another female but unnamed bugbear works alongside the gardeners elsewhere in the dungeon. The book tells us nothing about her, but it came clear enough to me that these bugbears know and care about each other.

The party bumped into a blight, drawing the ire of the skeletons and Balsag. During the fight, our cleric used Turn Undead which sent one of the gardeners panicking down the nearby hall, alerting a host of goblins and the second bugbear. We were faced with a long drawn out fight, so I had her arrive and demand a stop to the violence. Some tense conversation followed, but ultimately our Minotaur character with a black and white sense of justice equated the bugbear guarding the passage with involvement in slave trade and decided to start up the fight again. All throughout, female bugbear raged at them mourning Balsag, calling the party murderers and monsters. Although all I did was pause the combat to deliver dialogue, the party spent the aftermath trying to sort out about how to approach creatures just doing their thing. My theme is starting to take root.

Later in the dungeon there's a pair of Salamanders (swapped in from Fire Snakes). They exist in different rooms and have little description other than that they're there. They killed the first one without a thought. The second one though, they found resting in a nest and fell over themselves apologizing for the intrusion. They didn't dare mention their run in with first Salamander, and quickly put together what was going on and felt terribly for it. They're learning.

By this point my table is fully buying into this idea that factions of monsters aren't simplistic punching bags, and have their goals and reasons for being places. They've alerted Cryovain of Venomfang's plot and imagined the battle that must be happening fully off-screen. They're now rushing to return Calcryx to her with actual worry that she may be injured. The things at stake are ultimately more interesting than just monsters to fight.

Rewarding Curiosity

The best part of all this is that many of the plot points going on are things the players mused about and theorized casually 'how could these two things be connected', and as a DM I have the full power to just say Hell Yeah. Being creative and quick on the draw isn't the easiest, most natural thing for everyone. Luckily, when you're running a game you have a handful of other brains investing themselves in the world and coming up with ideas. Players will ask 'what happens if I do this' and very often the answer isn't right there for you in the printed adventure as-is. You could just say nothing happens and the moment falls flat, or you can let the players craft the world through their interactions. An example:

There's an out of the way chamber in the Sunless Citadel that holds an old tributary statue of the dragon Ashardalon. There's a collection plate in its mouth that seems to want something. As far as the book goes, that's it. No trap, no treasure, no reward for finding this place other than seeing a pretty statue. My table became very interested in this room and how it works. I couldn't let that opportunity slide by. They put a treasure on the collection plate, the statue glowed with a fire from within, and an ancient, distorted magic mouth spell proclaimed "Ashardalon accepts your gift". Then the head threw back like a pez dispenser and the treasure tumbled inward.

Well, the party decided, there must be more treasure to be had in there. They investigated the mechanisms of the statue, considered destroying it, and eventually decided to lower their kobold friend Meepo inside. They tied a rope around him and offered him to the statue, then lowered him. And lowered him. And it kept going until they were nearly out of rope. And then, a tiny faraway echo from deep within. "Shiny!" And then a rumble and a growl and panicked kobold noises. The party pulled him back up, mortified but with a handful of gemstones as a reward. He obviously took more than he'd let on, his pouch near bursting with his own treasure, but the party decided he deserved to keep it. Rolling with this player idea felt good for everyone at the table, introduced a tiny story to play out, and turned an otherwise nothing room into a memorable encounter.

What's Next

As my party nears the end of a story arc, I'm in the process of preparing more locations through chapters of multiple books. There's a lot more that happens nearby with Phandelver and Below and the Essentials Kit trilogy, but there's a want to travel to new regions, so these plots will likely continue on in the background, picking and choosing which locations and missions are interesting enough to surface. Storm King's Thunder gives plenty of life to the greater area, and the party's expressed interest in traveling south towards Waterdeep where we can cross paths with the story in progress from Tyranny of Dragons. I'm excited to see what the second act holds, and look forward to more surprises and twists as the world comes together before us.

Tuesday, December 17, 2024

Fight Before Christmas: Five Years Running!

 It's that time of year again! The very first game I ran for my home group was Fight Before Christmas, a simple system adapted from Lasers and Feelings where character creation all comes down to one number and a whole lot of improvisation. In 2020 as we were just getting into playing TTRPGs online, I found this fun little game and decided to give it a run. I wrote a scenario full of pop culture references and set my players loose to play around in a ridiculous world. Immediately after that, I became a go-to DM for the group and in between running two full length campaigns, we played numerous other one shots and always, always came back for Fight Before Christmas

Wanna check it out? It's free on Drive Thru RPG

Need some musical accompaniment? I score my games exclusively with tracks from the OverClocked Christmas collection

The gameplay is dead easy, borrowed from Lasers and Feelings. The only number on your character sheet is your Naughtiness rating, from 2-5. When the player wants to do something in game, you decide if it's Naughty or Nice, and roll a D6. Two of them if you're skilled at the task, and another if you're prepared for it. You want to roll lower than your number for Naughty, and higher for Nice. It's an incredibly simple system. Everything else is ad-libbed in character fun as the players act as a crack team of holiday heist mercs out for Santa's goods.

Each year we've done this, I pulled more weird and ridiculous Christmas pop culture and lore in. The 2020 game gave us an infiltration mission into the Home Alone house, where a grownup Kevin McCallister had plans to entrap Santa and inherit his power. One player character intervened and took the beard for herself instead. In 2021 a series of clues led the party around New York City to uncover a revenge plot weaved by the protege of Frosty's evil magician. 2022 reframed Home Alone in a Saw pastiche with an escape room puzzle orchestrated by the Grinch. Then in 2023 I took the group on a time travel mission to Victorian London to save Christmas cheer from a ghost busting Scrooge.

This year I have another fun mission lined up. Not to give it all away, but it's set in 1996, involves a skyscraper, an enigmatic villain with an accent, and an intruder crawling in the ductwork.


I spend a lot of time preparing materials for my games, and find that Fight Before Christmas works best when all we have at the table is some scenery and music, letting the players run with the story and seeing where it goes. All that's needed from me is some narrative push. It's not the biggest blockbuster game, but I'll always have a place in my heart for it and love that we started a holiday tradition with our group.

Wednesday, June 26, 2024

Putting a Stake in Curse of Strahd

After eighteen months, our Curse of Strahd campaign is over. I posted recaps each week on Mastodon, as well as kept a Travelogue doc over our 70 sessions. It was an incredible journey, and the most emotionally invested game we've run. While the final battle was nearly trivial, the connections we made with the characters was the real highlight. I tried my best to give each player some unique backstory hook that would weave into the world, and for the most part I feel like I succeeded. There were stretches of weeks where we played entire sessions just conversing in character, delving into nuances of the plot without drawing a weapon or rolling a single die.

 Near the end of 2023 while moving into our first house, I was very sick between a bout with Covid and the stress of it all, and could barely function. But the group kept the game going with barely any direction from me while I pushed through. I still haven't fully recovered, and struggle now to come up with words sometimes or keep NPC banter up in a way that can get frustrating, but the deep creative work we put into the campaign was enough fuel to see it through to an incredible end.

This is my second big campaign, and while the first one was a homebrew dreamed up entirely of our own making, this one felt more like a world that we made our own. We explored every nook and cranny of Barovia, know every character's name and face, and forged the types relationships that's like gold in a writers room - where you know exactly how any two would interact in a room together. It was something special.



I'm taking a break from high-intensity DMing with a lighthearted little foray that I'll post about here in a bit. But for now, I'd like to share our campaign travelogue. This is free to read and review, use any ideas for lore or plot twists you like: Curse of Strahd Campaign Log

Wednesday, May 29, 2024

Strahd Dies Tonight: A Ravenloft Matinee

Good Evening... again and again

As my Curse of Strahd campaign wraps up, I realized that I was really happy with the version of Castle Ravenloft that I'd put together. It's one of the most iconic Dungeons across all of D&D after all, and a lot of work went into configuring, linking and populating the maps. In the time working on it I learned the ins and outs of the castle the way one learns the layout of a video game. And so, I figured, why not repackage it as a re-playable adventure?

Turns out, D&D Beyond has some ideas for how to speed-run the castle as a one-shot, and so I pulled from that and now have my own twist on it ready to go. "Strahd Dies Tonight!" is now live with sessions available all through June, and then continuing further as long as I can help it.

Strahd Dies Tonight! on startplaying.games

The Rules

To make the game run quick and smooth, there's a few tweaks.

Madam Eva's Reading: The Tarokka cards are used to determine the random location of key items in the campaign, as well as where Strahd can be found in the castle. Since this adventure is contained within the castle, several cards are omitted to ensure the treasures are always present somewhere.

No random encounters: Just traps and monsters that already exist. If the party decides to camp out to wait for or hide from Strahd, then we'd be rolling something to get them moving.

Strahd's Boons: After each hour of real time play, the players are offered a boon in exchange for being bitten. This gives them some extra firepower for the final battle.


 

My Tweaks

NPC Cast: The twenty possible "fated enemies" in the campaign are available for the players to choose and play as. With their stat blocks exactly as described in the book, they range from a ten year old girl with commoner stats, to one of the most powerful mages in the multiverse, and a bunch of Barovian born and bred monsters in between. I filled out their biographies with text out of Lunch Break Heroes' "Lights in the Darkness" supplement so that players can quickly get a feel for the character with some roleplay directon.

Roguelike Progression: There's a bigger story going on here. Although the castle and  characters reset each playthrough, I'll be keeping track of what happened where and key in some clues as we go.
 

My Setup

I've moved my Foundry instance to the cloud, improving performance for everyone compared to when I ran it right off my desktop PC. Thanks to this, I'm able to make a heavy duty, high production value game. Here's a little bit of what you'll see and hear:

 

Sound like fun? "Strahd Dies Tonight!" is live now at startplaying.games. Come play with me!