Choices

I’ve had choices
Since the day that I was born
There were voices
That told me right from wrong
If I had listened
No I wouldn’t be here today
Living and dying
With the choices I made

from Choices by George Jones

So this is kind of a companion post to the Time, Time, Time post (as well as something that I’ve posted about in times long ago). As described in the prior post, the players had a good bit going on. They had to make a choice…either go back to Nenlast and deal with the Winter Fey or remain in Winterhaven to deal with the abductions and Cult of Orcus. They couldn’t really do both. Because both of these “story lines” were going to proceed as time passed (rather than a “just in time” style of adventure), either the Winter Fey would continue to spread across the Vale or the Cult of Orcus would continue abducting villagers in their plot to open a rift to the Shadowfell. The players elected to head back to Nenlast and deal with the Winter Fey. Was this the right decision or was it a wrong choice? Answer below the break.

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Time, Time, Time

See what’s become of me
While I looked around for my possibilities

from A Hazy Shade of Winter by Simon & Garfunkel

D&D and time has always had a bit of an odd relationship. There is the old joke about thirty seconds of combat taking three hours to play through while a three hour hike is covered in thirty seconds of game play. Fifteen minute work days followed by 23.75 hours of rest. Spell durations. Days for crafting items or training or what have you. Lots of things about how long it takes to do things or how long things last…mostly in terms of the players characters. None of that is the subject of this post. Instead, below the break, let’s talk about time in terms of the flow of time in a game, the possibilities it engenders, and what may become of a campaign because of it.

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Rules, 5e, and Coolness

Today’s post is brought to you by the letters c-o-o-l and r-u-l-e-s. Oops, there is a bit of overlap there with that letter “l”…wait, maybe that’s part of the point. Hopefully, we’ll get around to that by the end of the post. Hopefully. So 5e is a system with a set of general rules that are superseded by specific rules. For example, as a general rule, you can move up to your speed in a round and take an action. That action can be Dash which lets you move up to your speed again. Rogues and monks have specific rules that supersede this that allows them to move their speed again as a bonus action and still do something else with their action.

Cool is, well, doing awesome things, right? One of the fun things about an RPG like D&D is to have your character to do stuff that is totally awesome. There’s even the “rule of cool” that is all about letting players bend the rules when they do cool stuff. So how do these two things, rules and cool, interact in 5e and specifically how they are handled in a FRG game. More below the break.

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A New Look for Fat Rat Games

I just happened to come across some very cute artwork featuring rats and polyhedral dice AND (most importantly) the artist of said art was kind enough to take a commission to do a d20 Rat for me, so I was encouraged to give our little corner of the web a new look.

The d20 rat logo at the top of the screen is by the talented artist, Ree from Sidhe Crafting! You can also check out her shop at Sidhe Crafts.

I hope all you ratlings (and visitors) enjoy the new look and the new logo. I know I do. đŸ˜€

Nentir Vale Recap, Ongoing Story/Plot Hooks

To help everyone with keeping track of the things going on in the campaign, I’ve pulled together the various “plot hooks” or events that have occurred to date…just in case they’ve been forgotten. It is pretty typically for multiple hooks or “story lines” to develop during our campaigns and to continue to develop even if the player characters are not actively involved. So let’s summarize what’s been going on below the break…in no particular chronological or importance order…based on what the player characters already know (even if the players don’t remember).

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Nentir Vale Recap, Sessions 29-31

In their mission to put a stop to an invasion of Winter Fey, the party got themselves caught up in yet another fine mess. Mostly friendly kobolds, hobgoblin slavers, clearly insane Orcus fanatics, lost evil temples, a dig site excavating some undead thing, human bandit slavers, sheep out after dark, pillar of the community shopkeeper secretly an Orcus cultist, and even more cultists tunneling under Winterhaven and into the Padraig family crypt. Sheesh…what’s next? Oh, let’s find out after the break.

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Nentir Vale Recap, Sessions 26-28

Oh my…the party has stepped in some deep…snow. Embroiled in a fey invasion and, more to the point, preventing it. How minor and yet how important can a single letter…u vs o…be? In this case, very. Travel through the Feydark, a visit (conjugal for one) to everyone’s favorite Auntie, transported to the far west of the Vale, and then hobgoblins and a fugitive kobold, and finally a kobold clan to save from said hobgoblins and evil “fleshy” (human). There are multiple plot lines going on at this point and I have a sneaking suspicion that another one might be about to hook the party.

Let’s go find out.

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Nentir Vale Recap, Sessions 23-25

Fire and ice. That kind of sums a bit of the last few sessions. As the party was heading to Nenlast (to both check on the village and to inform the villagers of the loss of their friends previously abducted by gnolls), they came across scorched and charred ground. This got them involved with the activities of the Mages of Saruun and an introduction to the Seven-Pillared Hall, a settlement under Thunderspire where surface and Underdark individuals meet. An encounter with a Shadar-kai and then gnolls followed a couple of days after leaving the Hall. And then the ice. Winter had come preternaturally to the lands around Nenlast. Wintery enemies were fought and an ally was gained, the frost giant Drufi. Finally, the party made it to Nenlast.

We’ll pick things up with the party’s arrival at Nenlast.

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Nentir Vale Recap, Sessions 20-22

In the prior sessions, the party faced way too many gnolls, found a possible remnant of the Necropolis of Andok Sur, magically returned to Fallcrest, and acquired a few magic weapons. Meeting with the Lord Warden and Bejik, they turned over a token from Jheri’s Tomb and learned that the serpentine dragonborn may be a follower of Zehir. After Bejik’s escape, further investigation turned up very little. And so, the party agreed to travel to Nenlast to see what might be going on there AND let the inhabitants know of the deaths of those that Aljuzae’s gnolls and abducted. On the road, they met a minstrel, Brandwick, and found an odd occurrence…the lands south of the Trade Road were burned and scorched. Following a set of tracks in the charred land, they learned of the involvement of the Mages of Saruun and found a charred stone tower. Let’s continue the recaps as the party approaches this stone tower.

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Nentir Vale Recap, Sessions 16-19

After a little sidetrek into the Feywild, the party got back to their main “quest,” finding Jheri’s Tomb. They succeeded in that and dealt with the various guardians, both those with Aljuzae and those “native” to the tomb. They succeeded in acquiring Jheri’s Wing, an amulet as a token for Bejik, and rescued some prisoners before starting their trek back to Fallcrest. That’s when they became a band on the run, a fairly large force were following the party. Finding a fairly defensible hill with some ruins of an old Nerathi outpost, the heroes prepared themselves. Dozens of gnolls ringed the hill; let’s find out what happened.

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