Double Proficiency

Blog

Tired of feeding your party the same staple food everytime they go out to eat in a civilized place? We’ve got your back: follow us for some tasty medieval recipes, and historically accurate food lore.

Read More

In my usual RPG group sometimes we can’t all make it to the game, as I’m sure it happens to each party. Normally we play Earthdawn (3E), and due to the storyline it’s rather hard to come up with reasons why one character or other disappeared. So, instead of making us all stop when we can’t have a full party, we’ve come up with Wraith Recon.

Well, obviously, we didn’t come up with Wraith Recon itself. It’s moderately known setting for Mongoose’s RuneQuest II – or rather, for D&D 4E, which was reworked for MRQII, and which we’re currently playing on house-ruled D&D 5E. Why the roundabout way? Because RuneQuest edition is what I have on a shelf, that’s why.

Read More

Mordekainen’s back! Everybody’s favourite wizard brings us world lore, racial lore, and a nice selection of monsters to charm and slaughter (or die of, to be honest).

The book looks pretty much standard for the fifth edition: hardcover, gloss varnish, pretty artwork. I actually like the cover art of the standard edition (by Jason Rainville) more than the special edition by Vance Kelly.

So, what’s inside the book that promises that we’ll discover the truth about the great conflicts of the universe?

There are six chapters full of goodies, and the review will discuss them all, because that’s more fun:

  1. The Blood War: description of the eternal war between devils and demons;
  2. Elves: sub-races, gods, day-to-day living;
  3. Dwarves and Duergar: the war, dwarven and duergar ways of living, duergar characters;
  4. Gith and Their Endless War: long-awaited lore and rules for Githyanki and Githzerai;
  5. Halflings and Gnomes: lots of lore about the small races;
  6. Bestiary: 140 monster stat blocks, with the emphasis on demonic and devilish creatures.

TL;DR: A quality supplement. I thoroughly enjoyed reading the racial lore, as I’m a bit sentimental about the amount of write-up that used to accompany bestiary entries in AD&D. I like the new monsters, especially those above CR10 – it’s always nice to have something that will challenge players who got too cocky.

Read More

So, I haven’t really posted anything in a while. A long while, if you don’t count an odd Instagram pic of the minis I’m painting, or an occasional tweet a out random rpg-related stuff.

However, there have been things happening. My collection of RPG book grew considerably in size, my collection of minis even more so (I got into Age of Sigmar, and it’s fun!). I’m playing Earthawn (3E), DMing D&D (5E) as a kind of fantasy spec ops (Wraith Recon, anyone?), reading through incredible 800-pages Glorantha setting for Runequest, making sample characters (D&D 5E, 3rd level, complete with backstories), painting terrain pieces, writing adventures, working full-time (plus some more) on cool stuff for Warlord Games, and finishing off my home office/paint station.

So, I’ve been busy. Add to that the impostor syndrome and you get a clear answer why I haven’t been posting much. I’m trying to do better though, and hopefully stuff will actually appear here soon. For the time being, please accept this random shot of the minis I’ve finally got to base properly this week – made by Midlam Miniatures, Reaper and a whomever made a game called Drakerys and put the elves in there.

We all know that roleplaying games are a theatre of the mind, but there’s nothing as fun as actually seeing your PC. It helps you to get in character, it helps your party members with visualisation, it makes it easier for your fans/friends to do fanart.

However, for those of us who aren’t artist, it’s either to commission some proper character portraits, do a lousy sketch ourself, or delve into the wide and deep ocean of internet resources. A side note: if you’re going to use somebody else’s art because it fits, be prepared to tell people who the artist is. You’re using their work, so let’s have the basic honesty to credit them when possible (e.g. when someone asks).

If you’re not willing to dig deep for appropriate artwork, or just want something that fits perfectly (more or less), there’s a massive amount of portrait generators out there that can help you in your RPG needs. Almost every RPG/MMO computer game (and Sims series, of course) also has a built-in generator which you use for this purpose (just take a screencap!), but I’m going to show you the free-to-use that you can use without installing anything on your computer.

To make it easier to show differences in the generators, I’m going to create portraits of two characters from a D&D 5E campaign played not so long ago: Enid, half-elven bard/warlock (think trickery with a bit of fae vibe thrown into the mix), and Kronis, human paladin of Kord (straight outta Skyrim).

Read More

I’m a bit behind on the reviews but… Oh my, this comic book is everything I’ve ever wanted (until the animated series comes out, and then the 10-season live action TV series).

Ending the last issue on a high note, with “roll initiative” in the air, Matt Colville decided to throw the characters under the bus. The villain is deadly, intelligent, and doesn’t care at all that the protagonists would very much like to loot her afterwards, thank you very much. I cannot wait to read more about her, and her compatriots.

The story progresses just like it should, seeing as we’re 66% into the story arc – there’s a party to be assembled, and the main characters must go through the hardships and tribulations to achieve their final goals in issue six. And yet, even though it’s classic story composition, it still feels natural and fresh. Vex is incredible and believable (she made such progress during the campaign!), Keyleth has the best facial expressions, and Scanlan is the most genre-savvy character I’ve seen in a long time.

But the story needs more Percy.

I’m going to leave you with my favourite snippet of this issue: Tiberius being awesome.Opera Zdjęcie_2018-02-06_202254_digital.darkhorse.com.png

I got my latest Kickstarter package delivered – a pack of Common (or Garden) Gnomes from Midlam Miniatures. Why did I need them? No reason whatsoever. But I am a big fan of this tiny UK-based company and their metal minis, and I make it a point to support all their Kickstarter campaigns. They keep creating original, less “popular” designs, filling several niches: beastfolk, halflings, civilians, Lovecraftian cultists, female characters in sensible clothing.

The minis are standard 28mm scale, but being gnomes they’re only 28mm when you measure them up to the top of the pointy hat. Here’s the size comparison of the male and female gnomes with a human woman (from Midlam’s Winter Adventurers set):

20180206_193120.jpg

I got absolutely zero need for those gnomes. Even if I get to play a gnome one day, they won’t be wearing pointy hats (unless they’re a wizard, I guess). But the minis are so sweet, well cast (little to no lines, no flashes, no rips, no miscasts) and detailed that they’re already on my painting short list.

As for gnomes they’re quite diverse – just another nice thing about Midlam’s minis. Out of 14 models in a set, there are four women (a mage, shown above, a flower girl, an unarmoured woman with an axe, and a leather-clad one with a sword), all of them in practical dresses (as far as practical dresses go). The other ten are male – or at least bearded, part of them armoured, part of them unarmoured, some with swords, some with axes, and some with wheelbarrows or angry gestures. The wizard has an owl familiar, so everything is good in the universe.

Anyway, guys from Midlam have just put a new Kickstarter campaign out there, with the Ghosts of Midlam Manor. If you ever need a dwarven or a halfling ghost, check them out.

There’s a lot of plot threads sort of converging in this scene. Usually when that happens not everyone survives.

Why write reviews when you can just quote Scanlan?

So, the third volume came out today, and though I have next to no time whatsoever for writing a blog lately (toy business is kind of hectic before Christmas), I couldn’t skip this one. Writen, as before, by the illustrious Matt Colville, the third issue takes on the incredibly heavy duty of bringing all of the characters together. As might have been expected – with paranoid twins, prone to anger Grog and generally detached Scanlan – this does not go smoothly.

Ab ovo, though. Drawn by Olivia Samson and coloured by Chris Northrop, this is still one of the prettiest things I’m reading these days. But what stood out even more this time for me is the amazing work of Chris Kawagiwa, who was expertly handling the layouts. I do not know who decided to use the grid to show the placement of the character (especially those behind the secret doors), but it’s genius.

Zrzut ekranu 2017-11-29 21.09.44.png

The beginning of the story covers the poisoned swamp plot from the third side, as Keyleth and Tiberius (plus their party) are working for the Clasp to uncover the reasons why the mob is losing their profits. Which doesn’t actually go exactly as one might anticipated. Anyway, the Clasp is evil (in case somebody thinks that thieves’ guilds are full of bleeding-heart Robin Hoods), shaking down your employer may not be the best idea, and the race goes to the most motivated. I can’t wait to see how it goes in the next issue.

To not spoil to much, we cut to bickering twins in the sewers, amazing idea of disguising ourselves as ourselves, but poorer, Kiki rolling well on Perception (Keen Senses), Tiberius having the most amazing conversation with a dog, and Scanlan being an incredible bard.

The amount of puns, jokes, and splendid interpretations of usefulness of a bard in a fight (oh, boy. I need more of this), make this comic book worth every minute spent on reading and re-reading. The plot brings together all of the characters (minus Pike and Percy, which is a still a disappointment), playing off various strengths and weaknesses, and finally introducing the villain to the PCs.

In short, I’m seriously impressed. Third issue is great, even if slightly darker than the previous ones (although the series started with an infant sacrifice…). I thought it might be just sentiment for the Critical Role, but then it became apparent it’s just a quality piece of entertainment.

Let me just finish off with this golden piece of Scanlan:

Zrzut ekranu 2017-11-29 21.35.30.png

Character options! Improved backgrounds! Magic item creation rules! New spells! Myriad of traps!

If 5E D&D was lacking something, it was definitely more options. Devised as a system with a new player-friendly learning curve, it didn’t overwhelm with choices. For someone like me, who spent their games mostly in Pathfinder or Shadowrun, it was rather underwhelming in this regards. The current edition’s publishing strategy, focusing on campaigns and adventures, has made life of many (mostly first-time) GMs easier, and this is definitely a good thing.

However, not being a first-time GM and loving making choices, I was struggling for a long time with fifth edition. I felt it’s too constricting and too vague at the same time.

And then cue Xanathar.

The greedy, conceited, rich, and powerful beholder (and his goldfish) has collected some of the best lore and items and for whatever reason is happy to share it.

Read More

It’s not that I’m forced to write about Critical Role all the time, but it somehow seems like the most enjoyable part of the RPG world these days. And they’ve just announced that the artbook will be available on 9 November, and the campaign’s over, and the comic book is just brilliant.

Second issue of the Origins comic book is available since today on Darkhorse and everywhere else where you can get digital comic books. I got mine this morning od Darkhorse’s website, and then spent several hours at work, not really being able to read it yet. Exercises in patience are a terrible thing, especially when you’re a proud owner of three-second patience window.

The book – again, 27 pages – takes us on a road parallel to the one travelled before. Namely, to the path of Scanlan Shorthalt and Grog Strongjaw (and the rest of their adventuring party), as they’re raiding and looting an ancient temple, somewhere in the swamp. That, quite cleverly, sets the characters on the road that will surely get them to Vax and Vex, as they’re clearly doing the same quest, just from another end. (Tiberius and Keyleth are heading in the same direction!)

Future Grand Poobah and Bard Extraordinaire are a part of an adventuring group, comprising them, a wizard named Vash, a knight and a cleric. A bunch of assholes, according to Scanlan. After clearing the shark-men temple and recovering relics, they get back to Stilben, and visit an alchemist shop (yes, the same as featured in issue one). An assassination attempt later (looks like Vax was right about that), they visit the tavern. The end.

Well, no. Surprisingly – one would expect a lot of action and shenanigans from the main duo – half of the issue is a series of social encounters. Intriguing? Yes. Entertaining? Yes. Tense, surprising and randomly changing directions? Definitely. It requires a talent to write the action scenes, but even greater to write – and draw! – long conversations in comics so they captivate the reader entirely. Here’s the thing: a big round of applause for Olivia Samson for drawing the seemingly static, repetitive panels with talking characters with such intelligent, subtle twist, that I haven’t even noticed them in the first read.

Scanlan’s chat with Tiberius takes up four pages, and almost all of the panels look like this:

Vox Machina Origins Vol2 03.png

Just half of a goliath, a gnome and a dragonborn by the bar, chatting, barely moving. And then you’ve got the bartender, who basically goes through all stages of grief in the background. It’s easy to miss when you concentrate on the dialogue (sparkling!), and the scene has a very cinematographic feel of a one, long take with almost no cuts whatsoever, but the stillness and repetitiveness basically forces your mind to look for the details that make the images different. And boy, they are delightful.

The second issue is great. As the first one was based on action and investigation, this one is calmer; combat encounters are quick and deadly, and character interactions take up much more space. Maybe because the twins were quite in sync, maybe because it’s sort of expected when the main character is a charismatic gnomish minstrel.

In any case,

Vox Machina Origins Vol2 02.png

Disclaimer: I’m a big fan of the show. I’ve joined the bandwagon around episode 30 (or rather: they got to episode 30, when I started watching the first one), and spent many work hours with a small Youtube window pinned in the corner of my screen. Now, after 114 episodes and emotional, heroic finale to the campaign, I’m left awed, amazed, and a bit sad. Would be probably sadder, if not for the sheer amount of Perc’Ahlia fanfictions found and read in the last week.

Anyway.

The internet sensation of Geek & Sundry’s Critical Role has swept the nations and brought thousands of new players to the gaming tables. The incredible talents of Matt Mercer, DM of the group, and his voice-actor players, inspired masses of people to give RPGs a try – even if they don’t feel like doing all the funny voices.

As the game is (was! And will be, when they start a new campaign in the new year) set in the homebrewed world of Exandria, it was only logical that with the success of the show came the call for the proper description of the setting. And so, Green Ronin got to publish a book (cowritten by Matthew Mercer and James Haeck) that became an instant bestseller (technically, I suppose, it will be a fastseller, but let’s not be picky), forcing the publisher to close the pre-order phase ahead of time and prepare for the reprint even before the first run left the printing press.

Thanks to the great pre-order deal, it was possible to place an order for a physical copy and receive the PDF version for a small fee right on the spot. Which is exactly why, even though the physical copy has only been delivered to us last week, we’ve already managed to find a willing DM, play six sessions, and get quite accustomed to Westruun.

Read More

Lost Mine of Phandelver

Author: Rich Baker

Released: 15 July 2014

Levels: 1-5

Theme: Fighting goblinoids for the control of an ancient mine and its riches.

Plot summary: Centuries-old mine, previously held by dwarves and gnomes, and destroyed due to orc invasion, has been rediscovered. A trio of dwarves who stumbled across it is not the only party interested in re-opening the mine and seizing it’s riches. Players will be asked to escort some supplies but will quickly find themselves right in the middle of the power struggle. The winner will take the Wave Echo Cave and all the magic it has to offer.

What to expect: Goblins and orcs being used heavily by a mysterious villain known as the Black Spider. First fights are relatively easy but will help new players to understand how the combat mechanics work. Although, it’s worth remembering that first-level characters are squishy, and a well-placed critical hit from a goblin can take them straight to the death’s doors. Storyline is quite straightforward, and might be boring for experienced players. There is enough place for NPC interaction in the town of Phandalin, selling and procuring any mundane equipment should not be a problem. After removing some miscreants from the town, players will spend some time looking for clues and following rumours in search of the Black Spider, and then delve into the final dungeon.

Bosses: bugbear, drow wizard, green young dragon.

Common monsters: adventurer, bandit, bugbear, cultist, doppelganger, flameskull, ghoul, giant spider, goblin, grick, hobgoblin, nothic, ochre jelly, ogre, orc, owlbear, skeleton, spectator, stirge, thug, twig blight, wolf, wraith, zombie.

Notable magical items: Boots of Striding and Springing, Gauntlets of Ogre Power, Spider Staff, Staff of Defense, Hew (+1 battleaxe).

Extras in the book: Info on running the adventures for first-time DMs, adventure hooks, pre-generated characters (included in the starter set), introduction to Forgotten Realms setting, descriptions & stats of all monsters and magical items encountered (no need to buy Monster Manual or Dungeon Master’s Guide to run this module), new monster: Ash Zombie (p. 31).

Read More