Saturday, 11 July 2026
Blood Ties
Sunday, 5 July 2026
Danté’s Poisonous Legacy
After using up every healing spell he had on his Halfling and Human friends, Rifkin watches Banaal drag back the lead assassin’s corpse. Up close, the man looks close to seventy, despite his recent movements seeming to be that of a much younger man. His black, leather armour is weirdly oily to the touch and obviously magic of some sort… Probably the reason why Liga Bur’s entangling spell was so ineffectual. Likewise his dagger; the twin of the one Fortu had already retrieved by the waterfront. This one’s a lot cooler though; temperature wise. There’s also, several vials and a translucent glass-like wand. Both of which, because of what he’d seen, the Bard can guess at.
Human sized Leather armour +1 (slick improved)
Two +3 medium sized magic Daggers
Five vials of Blue Whinnis poison
Wand of Webs
160gp
Plus:
Twenty-six +1 ‘Flaming’ Crossbow bolts
Fourteen Masterwork daggers and 140gp combined taken from the Assassin corpses.
Saturday, 4 July 2026
Friday, 26 June 2026
The Disadvantage of Superior Action Economy
Arowe, Fortu and Liga Bur. Having the Party made up of three Fighter class Player Characters posed a few problems for me as your Dungeon Master.
Easily solved problems though.
An Elven Archer, a Human Gladiator and a Halfling Tracker (plus his hound) actually made creating combat encounters pretty easy. All I needed was a way to divvi out healing when needed. Potions, plentiful and freely available would have done it but it also gave me the option of shoehorning in a suitable Non Player Character.
Rifkin; A Bard who could both bolster the Party and heal you during and after battles. He also allowed me to offer advice within the game when needed. He worked well for me because his Bardic ‘inspiration’ and personal cowardice made him super-easy to handle during combat encounters.
This meant three/five characters vs whatever monster/monsters you were facing sped by quite quickly in round by round combat.
Then, thanks to David/Fortu’s moment of mercy, you also acquired three more melee based henchmen. Henchmen that I hadn’t planned on giving you.
Henshaw; a defensive based but intelligent Fighter, Doberman; a mindless chop-monster and Barbella; the slightly more complicated sort-of-thief-back-stabber.
So now, with seven/eight ‘heroes’ vs whatever monster/monsters I threw at you. Combat became twice as slow…
Half as fast?
Then Scott ‘evolved’ Liga Bur from Ranger to full Druid and added extra healing (if he ever selected it) and several more options in combat, not least of which, was the ability to summon multiple more combatants during the battles.
He also rescued the flaming executioner/prisoner; Dijonn and had him bound to a magical staff. Another, potentially independently acting, morally dubious, member of the team!
Seven/nine (plus) ‘heroes’ vs whatever monster/monsters I throw at you.
Then Assif ‘retired’ his quick-on-the-draw, archer; Arowe and brought in a Dwarven Cleric and his fantastically well trained Mule; Murmul.
Seven/Ten (plus) ‘heroes’ vs whatever monster/monsters I throw at you.
More combat options to be sure and yet another healing opportunity but in Banaal’s second combat encounter, he summoned an Air-elemental. A pattern he’d oft repeat!
Now combats are running at around three-times slower…
A third as fast?
I did ‘cancel’ your evil trio of Henchies recently but I almost immediately replaced them with the (much more dependable and untreacherous) good triplets.
Given the current numbers, it can still work but it’s gotten progressively harder for me to plan and run the adventure, the more wheels are simultaneously turning. More player options mean more planning for me and more combatants, perversely means much, much, much longer combats.
In addition, the larger and more powerful the Party, the tougher and more numerous the enemy needs to be to compensate. The obvious additional consequence but pertinent to the speed of combat.
I’m guessing that ( unless they’re easy-peasy walk-overs) this slows the ‘average’ battle down to about one combat per session.
The last Mar-Gin river crossing combat encounter involved sixteen 4th level Rogues, a 5th level Witch and a 9th level Assassin verses 8th level; Fortu, Liga Bur and Banaal, 6th level Rifkin, three 4th level Fighter triplets; Locket, Chape and Ringo, a 5th level Captain Lynchin, four of his 2nd level guards plus the dogs; Mir Hundur and Deo, five riding gee-gees, the massive Night Fever, Dijonn and two divine summoned creatures; the Celestial Hippogryph and the giant Squid!
Plus poor innocent bystander (boat-stander?); Jane!
Forty-two (weird cosmic coincidence?) pieces simultaneously on the board!
To be honest, confusing as it is, I kinda-sorta love it, but it does potentially create two (four-hour) session combats.
Ultimately, this is the bloated (despite only having three player-characters) situation we’ve created for ourselves and if you can live with it, so can I.
:)
Sunday, 21 June 2026
Kicking Ass(assin)
Saturday, 20 June 2026
Subotage
Sunday, 14 June 2026
D&D is Confusing and Difficult to Schedule
Last weeks session ended up mostly being about finishing off the complicated, multiple combatant, river crossing encounter. Good fun but exhausting. It ended with Fortu, Liga Bur and Banaal doggedly hunting down the badly injured but invisible and cunning; Danté. Fortunately for the Party, Banaal’s magical cloak gives him the ability to become ethereal and therefore see other invisible, ethereal creatures. I took that to mean that he could therefore see ALL invisible creatures.
After reading the rules however, I discovered that it doesn’t actually allow for that.
So, as a group, do we decide to double down on my error and allow all invisible characters and creatures to see each-other for the remainder of the campaign or accept Banaal’s observation of Danté was just a strange (possibly god given) glitch in our shared fantasy?
As for the next session, are any of you, all of you free for the morning of any of these weekend dates?
July
Saturday the 4th
Sunday the 5th
Saturday the 11th
Sunday the 12th
Saturday the 18th
Sunday 19th
Let me know if and when you’re available in this month as soon as you can and I’ll get to work building the next set of glue and cardboard traps encounters.
Thanks boys for the quickie response. Sunday the 19th of July is our mutually selected game-date. Now, will it be another massively complicated and overblown combat encounter or maybe just a talky-talky one? I’ve got four weeks to think about it and then four days to actually write something down!
Blood Ties
Deo’s protective growl wakes Fortu and alerts him of the repetitive tapping on their second story window of the Knot wave inn . Rolling sl...
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Welcome back to the world of Fissa gentle (and not so gentle) men! For slightly over a hundred years, life has been good. Since the long a...
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Standing to, a slightly scruffy, attention opposite their potential new Captain, Henshaw , Barbella and Doberman consider his pitch. As us...
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In the gloom of Megarna’s thatched hut, the young Witch; Kasandra deeply inhales the herb infused smoke and stares intensely at the blood-...