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Showing posts from August, 2022

Spelljamming Vessel Log

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Shameless plug time: My latest supplement for the DM's Guild is now live! Spelljamming Vessel Log  provides a vital resource for managing a spelljammer! This log  enables a party of space farers to easily and quickly reference all of the important details for their spelljamming vessel including ship stats like HP, AC, Speed, etc. as well as the specific details of the weapons mounted on their ship. There is a roster for crew members and cargo alike, as well, so all pertinent details of the ship are in easy reach. The supplement contains a full color single page (front and back) tracking sheet as well as a printer friendly black and white option. It also includes two example logs for the  Moondancer  and the  Second Wind  from the  Light of Xaryxis  adventure.

Wizards Direct 2022 - Where to begin?

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  Wow. That Wizards direct had some big drops. Now, I consider myself both a fan of Magic (I started playing with 4th Edition) and D&D, but the real meat of today's announcements for me was all on the D&D side. One D&D! Backwards compatibility! Virtual Table Top! Planescape! There was a lot to unpack and I will be taking the next several posts to parse what we observed. If you haven't seen it yet, check out the video: The biggest news is definitely the release of the One D&D playtest documents (available on D&D Beyond as we speak ), but if I'm being honest there was something else that got me super hyped. And it's not Planescape. It's the complete Phandelver campaign! I loved Lost Mine of Phandelver . It was one of the best adventures I've ever run, it was an incredible on boarding experience for 5E D&D for my 4E group. I have reread that adventure at least a dozen times. It is comfort food reading for me. It does such a good job of pres

Spelljamming: Who's the captain now?

 Spelljammer: Adventures in Space just released and with it comes a whole host of new mechanics for the fifth edition of Dungeons & Dragons. Most notable of these is probably the titular spelljamming  which allows a spellcaster to control a space-faring vessel and control its movement. Ship-to-ship combat gets a good section explaining the mechanics of such combat and as far as I can tell it is similar to the ship rules in Ghosts of Saltmarsh, but as I was reading these rules, something jumped out at me that I thought could use some attention. When onboard a spelljamming craft, one player must necessarily be the  spelljammer for the vessel, guiding it through Wildspace and the Astral Sea. Other characters can man the variety of weapons that may be fixed to their ship, a vital task since operation of a single weapon requires multiple actions. The last required role onboard the ship is that of Captain. Now, you might think that someone designated as captain would have a pivotal role