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Experiments in Dungeons & Dragons

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Mechanic: Critical Fails!

If you were to go by the book, a Critical Fail when rolling to attack is,  “If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.” Pretty straightforward but lacking any real flavor. Most DMs enjoy taking this opportunity to describe the character’s epic failure, but this usually stops short of much more than some humorous insults.

My proposal is nothing new. In fact, I was toying with the idea when I happened upon the podcast Dungeon Master’s Block and their own spin on Critical Fails. (Check our their show. It’s great and they have a HUGE catalogue of episodes.) While I don’t remember exactly how they structured Critical Fails, I believe it was pretty similar to what I’m about to outline. Continue reading “Mechanic: Critical Fails!”

Post-Game Report: Prelude #2: Nevan the Bard

…the generosity of strangers.

In case you missed it, here is where we left off. Despite Nevan’s efforts, a couple of bounty hunters got the best of him and were in the process of transporting him north when their wagon was attacked by a mysterious force. Shortly after being thrown out of the cart and knocked unconscious again Nevan awakens to realize there is a new figure in the woods and they seem to be assisting in his escape. Dressed in dark and dirty robes the short figure of a man repeatedly vanishes into thin air, but also appears to send shockwaves through the earth and even push giant boulders out of the ground.

Rolf the beast spends much of his time confused and unable to act without direction from Lefty who takes a beating early on. Before she succumbs to her blows, Lefty manages to give Rolf one last command, “Flee”.

Injured, but stable, Nevan then confronts the mysterious newcomer. Why had he bothered to help Nevan?

Quite simply, the man needs a favor. He seems to struggle as he speaks, only strong enough to speak or summon a physical form. Never both. But his proposition is clear. Nevan isn’t safe anymore, but there is somewhere that he can be guaranteed anonymity and protection from his pursuers. It is unclear what the man needs, but as he disappears for the final time, a letter appears in his place.  Continue reading “Post-Game Report: Prelude #2: Nevan the Bard”

Post-Game Report: Prelude #1: Nevan the Bard

Map of Hull’s Basin

There were bells on the hill, but I never heard them ringing…

Okay, to be fair, Nevan was in the valley town of Hull’s Basin, not a hill. But there were bells. Lots and lots of very small magnetic bells.

As it turns out, the bard named Nevan is a little paranoid. Being that he’s on the run and doing his best to remain a  free man, this is not entirely unreasonable.

The session begins with Nevan attempting to get a good night of rest in his room on the second floor of the Lowland Inn. The room itself was nothing of note until Nevan got his hands on it. With his training as a spy and a healthy bag of tricks, Nevan quickly and quietly turned the small room into a secure vault. Boobytraps, tripwires, and lots of bells on strings were used to make sure that no one could get in. And, if anyone tried, he’d be one step ahead. Continue reading “Post-Game Report: Prelude #1: Nevan the Bard”

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