<![CDATA[A-to-J Connections - Drink Talk Roll]]>Sun, 18 May 2025 23:42:34 -0700Weebly<![CDATA[Raging Bull | Drink Talk Roll #76 (Arretin Campaign #30)]]>Fri, 02 May 2025 07:00:00 GMThttp://a-to-jconnections.com/drink-talk-roll/raging-bull-drink-talk-roll-76-arretin-campaign-30
This is the thirtieth session of our brand new "Arretin" campaign, and the madness continues! After a long break, the party returns to finish up the Fire Temple. First, they fight off some angry salamanders. After that, they ascend to the top of the temple where they run into a true mechanical wonder standing (and running) in their path to saving the world. No more details, watch for the rest! Consider catching us live to get the full, unedited DTR experience! The DM may change, the players may change, but we'll always be rolling!

DM:
J.D.

Players:
Manuel (Amra The Harbinger)
Hao (Sirocco The Cleric)
Pleiades (Khorr The Rogue)
Warren (Jedah The Gunslinger)

You can catch us live every other Friday at 6:30 PM via our twitch channel below! Thanks for watching, be sure to subscribe for more, and feel free to chat with us in the comments below!

Catch Us Live On Twitch!:
https://www.twitch.tv/atojplays

[Original Stream: 4/25 6:45 PM PDT]
00:00:05 - We Are Live!
00:04:09 - Introductions
00:10:38 - Recap of the Last Session
00:16:05 - Session Begins - Salamander Fight
00:32:19 - First Nat 20 of the Night
00:47:39 - Salamander Battle Aftermath
00:52:01 - The Tower's Final Chamber
00:54:40 - Temple Boss Fight
01:48:31 - Finishing the Fire Temple
01:55:55 - Meeting the Fire Crane
02:04:06 - Wrapping Up This Arc
02:11:36 -Wrapping Up
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<![CDATA[Drink Talk Roll Extended #30: Raging Bull]]>Thu, 01 May 2025 19:46:32 GMThttp://a-to-jconnections.com/drink-talk-roll/drink-talk-roll-extended-30-raging-bull

Session Recap

Once again picking up exactly where the last session ended, the party began their confrontation with the adult salamanders in the Fire Temple. One of them hit Khorr with a few attacks from its spear but the halfling rogue proved too slippery to be constricted by its tail. The other one tried to hit him with a ranged attack from the other side of the room but Khorr was able to react in time avoiding any damage from the rain of magma.
Sirocco did as he always does and started buffing everyone before sitting down. Jedah brought the firepower and was able to take down the one in melee with Khorr by using his Action Surge and scoring a critical hit on the final blow. This egged Amra on into using his abilities against the other salamander but he wasn’t so lucky. Amra’s streak of bad luck continued with the salamander scoring multiple hits against him and grappling him. But, as it prepared to drag him into the magma with it, Jedah once again was able to kill the creature with a well-placed bullet.

The party decided to forgo a rest and continued through the doors at the back of the magma chamber where they found another set of stairs that seemed to climb upwards forever. The steps here were even more destroyed than those in the previous set with only Khorr having an easy time find footholds.  

At the top of the stairs, the party found a mostly empty room save for a pile of metal in the background and a pool of magma in the center in which sat an altar. The Fire Ruby Jedah was carrying started pulling him towards the altar even more fiercely than it had been since they entered Mt. Lohi. Unable to cross the magma, the party decided to try to using mage hand to place the stone on the altar but when the hand found a barrier preventing it from doing so.  

At the time, a light blinked from the pile of junk…and then, that pile stood up revealing the great mechanical bull designed to guard this altar. It immediately started charging around the room.  The party moved quickly to fight this raging bull but it seemed to barely notice them as it made rings around the pool.  

The one thing it did take notice of was when Amra activated his crane sword’s transformation. The bull picked up speed and charged straight into Amra and kept going until it hit the wall.  This also caused some rocks from the ceiling to fall down into the pool causing the magma to expand further out. Jedah and Sirocco were nearly caught in it but managed to move out in time.   

After seeing the bull repeat this process with Amra and Sirocco on its second lap of the magma pool, the party decided that the way to defeat this thing was to have it run into the magma and hope it would disintegrate. Seeing as he was the only one capable of flight, Amra was forced to take the lead on that flying over to the altar and daring the bull to charge at him. Sadly, the dice weren’t in Amra’s favor with his attacks not dealing enough damage and the bull scoring a few good hits on him. However, on the next round, after the rest of the party had taken their chances to put in some last bits of damage, he was able to slay the beast flying it around the altar until it finally cut a turn too close and ended up slamming straight into the barrier around the altar.

With the boss defeated, the magma pool and the barrier around the altar disappeared allowing the party to return the Fire Ruby. The night sky appeared above them and from it, the constellation of the Crane formed. It manifested into Hyashi the Guardian Beast of Fire and descended to the Mortal Plane to address the party. Hyashi thanked them for their deeds and wished them luck in returning the other two gems.  

Amra told the Guardian Beast of his devotion to both it and the God of Wind, Favel and asked it Hyashi would be able to empower his sword further. Hyashi told him that there was indeed more power to be unlocked but Amra would also need to prove his devotion in times both good and bad. Amra tentatively accepted the guardian’s reasoning and with that, Hyashi returned to the Divine Realm.

With that, the party returned to the entrance of the tower in the Forge of the Gods where the held a mild celebration before heading to sleep. The next morning, the returned to the palace in Emberfell where the royal family held a feast to celebrate the party’s saving them from Darius and his mother. They were joined by most of the Leaping Lemure’s crew and the royal family also awarded them with a few pieces of treasure from their vaults. After two days of partying though, Captain Ren noted that they still had to depart for Hozumi. The celebration ended and the party returned to the ship to begin the second stage of their trek to revive Ulrich. They also leveled up to 11. And that’s where our session ended.

Who’s the Boss?

Even if you haven’t caught all of them, I’ve made it clear multiple times that I’ve…. let’s say, “taken a lot of inspiration,” from the various media I’ve watched/read/played over my life for this campaign.

This specific boss fight was inspired by two bosses from The Legend of Zelda series: King Dodongo from Ocarina of Time and Goht from Majora’s Mask. Very specifically, I wanted to have a fight that escalated as it went along. That’s where I got the idea of combining a shrinking battlefield with a giant boss who could take up the entire width of it.  It was intended to force the party to either keep on the run or look for ways to stop or divert the bull.  

The last time that I ran this campaign, I only had the idea of a rampaging bull enemy made of metal to fit the theme of being forged in fire. The party also had more magic capabilities which allowed Dr. Skye, then a member of the party and a high-level psionic wizard, to create barriers that made the fight a lot easier than I had intended.  

So, with all of this in mind, I went back to the original version I had for that last campaign. That was based on the Gorgon from the 2014 rule book. I mostly picked it because it had the closest picture to what I imagined the boss would look like and started working from there. Since it was a boss the would be working alone, I gave it Legendary Actions and Legendary Resistances so that it essentially had as many turns as the players did. This was especially useful in making it much faster than its base speed because it could keep moving out of its regular turn. I also raised its AC and doubled its health so it would survive longer than a turn against these characters.

Some of its characteristics were improvisations on my part. The way it reacted to Amra activating the sword was the big one. I thought that as a guard against the return of the crane, seeing something that looked like it appearing right before its eyes, the boss would rush at that. Also helped that it played into the “bulls charging at the color red” stereotype. It let me get straight to the point where it charged into something causing the expanding pool to come into play and had I had more time to prepare it, I think it could have served as an effective marker of the different phases of the fight. Well, I guess the third time’s the charm.

I’m not sure how much help this would be for anyone else but I think it’s a decent look into my process for creating a boss monster going from concept and execution to revision and a second attempt. This is a vital part of designing for TTRPGs and games in general. Maybe I’ll take notes about this time, revise and have an even better report for next time.

Until then, keep on rolling.

-J.D.

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<![CDATA[Jedah vs The Volcano | Drink Talk Roll #75 (Arretin Campaign #29)]]>Fri, 04 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/drink-talk-roll/jedah-vs-the-volcano-drink-talk-roll-75-arretin-campaign-29
This is the twenty-ninth session of our brand new "Arretin" campaign, and the madness continues! With Manuel out, the rest of the party marches onward continuing their trek to the Fire Temple. Along the way, they get in a fight with some meddling mephits on the side of Mt. Lohi and Khorr is roped into the forge's initiation ritual. No more details, watch for the rest! Consider catching us live to get the full, unedited DTR experience! The DM may change, the players may change, but we'll always be rolling!

DM:
J.D.

Players:
Hao (Sirocco The Cleric)
Pleiades (Khorr The Rogue)
Warren (Jedah The Gunslinger)

You can catch us live every other Friday at 6:30 PM via our twitch channel below! Thanks for watching, be sure to subscribe for more, and feel free to chat with us in the comments below!

Catch Us Live On Twitch!:
https://www.twitch.tv/atojplays

[Original Stream: 3/28 6:45 PM PDT]

00:00:00 - Start
00:00:05 - We Are Live!
00:03:15 - Last Session Recap
00:07:38 - Session Starts
00:23:58 - Mephit Fight
00:37:48 - After Combat
00:40:31 - Entering the Forge of the Gods
00:48:57 - The Forge's Initiation Ritual
01:24:58 - Before the Temple
01:28:44 - Intermission
01:46:32 - Session Resumes
02:13:26 - The Magma Chamber
02:39:36 - Wrapping Up
02:43:09 - Keep on Rolling

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<![CDATA[Drink Talk Roll Extended #29: Jedah vs The Volcano]]>Thu, 03 Apr 2025 17:48:22 GMThttp://a-to-jconnections.com/drink-talk-roll/drink-talk-roll-extended-29-jedah-vs-the-volcano

Session Recap

Picking up where the last session left off, the party began the long trek up Mt. Lohi towards the Forge of the Gods. Along the way, they started to hear the high-pitched laugh-like language of mysterious creatures. They continued up the mountain and eventually, the creatures revealed themselves as various kinds of mephits. Seeing that one of them seemed made of magma, Jedah held out the Fire Ruby for it to appreciate but when it tried to take the ruby, battle began.
And it ended pretty much immediately. The mephitis might have been able to deal damage but with their small health pools and low saving throws, they died to one or two hits from Sirocco’s spirit guardians and a few attacks from the party.

A little bruised, the party headed further up the mountain until they found a dwarven man waiting for them. He introduced himself as Keahi, the master of the Forge of the Gods, and led them into the forge deep in the heart of the mountain. Following the tug of the Fire Ruby, Jedah asked to be shown to the main forging chambers. Keahi agreed to let them go but first, they must follow tradition and one of the party members must participate in the forge’s initiation ritual. He let them know it will be a contest of strength and because Amra was getting into hijinks off screen while Manuel was out, the party sent its next strongest member: Khorr.

Keahi gave Khorr a loincloth to wear as part of the ceremony and after they both change, he led them into the main chamber an explained the rules of the ceremony: They would take turns charging at one other trying to push him out of the ring. In game terms, this meant multiple contested Strength (Athletics) checks or thanks to Khorr using his size and agility against his opponent, Dexterity (Acrobatics) contested against Keahi’s check. The first one of them to win three checks would be declared the winner.

The two traded blows back and forth nearly knocking each other out of the ring until it came down to the final point. Keahi charged at Khorr like a bull but Khorr was able to dodge at the last possible instant causing Keahi to take one step outside the ring ending the match. Keahi congratulated Khorr on the victory and when Khorr asked him for a nickname, Keahi granted him the nickname of Little Tidal Wave.

After Khorr came back into the waiting area, the party celebrated Khorr’s victory but in secret, Jedah lamented the loss of 30 gold he had bet on Keahi. They all ate, drink and were merry for the rest of the night.

In the morning, the party followed the ruby to the back of the forge chamber where it revealed the Fire Temple entrance. The party invited Keahi to join them on and after letting the workers know that he would be gone, he agreed. The party climbed a staircase for what felt like hours until the finally came upon what appeared to be a set of empty living quarters.

In a large chamber that seemed to be a gathering room where the walls depicted the history of the area. There were pictures of great creations including what appeared humanoid constructs more advanced than what they had seen from the Clockwork Institute and a giant bull-like construct. The carvings cut off when a giant flying object with some sort of strange tails streaking from it descended.

With that room fully explored, the party looked more around the living quarters and found that most things had decayed to the point of turning to dust when touched. They did however find a trail of slime like those left by a snail that was still warm. They followed the trail to another set of stairs which also showed signs of being destroyed by some heavy creature walking up them.

When this set of stairs finally ended, they found themselves in a magma-filled chamber where four rocks floated in each corner and a fifth stood in the center connected to the two side by a set of bridges. After crossing one of the bridges, Khorr was able to notice salamander-like creatures that were camouflaged as rocks in the magma. The party quickly figured out that they would follow them if they offered food. They then tried to figure out what to do with them and eventually decided to move them outside the room by throwing food outside and closing the door after they had all filed out.

After the salamanders realized that they weren’t being let back in, they started clawing at the door and calling out like dogs. This attracted the attention of something swimming in the magma which swam to surface ready to fight for the younglings. And that’s where the session ended.

Side Note: I think with this and the last episode, we’ve had one episode with each of the current party members’ names in the title:
15 - Khorr and the Giant Leach
21 - School of Sirocco
28 - Amra the Lion in Winter
29 - Jedah vs the Volcano

Mythology Spotlight: The Shattering of the Turtle

I don’t have much to talk about from this side of the screen this week so instead, let’s take another look at the mythology of this world with a story multiple characters have mentioned: The Story of Darune and the Turtle. This myth tells the story of the creation of the Rotti Islands and ties together the gods of Arretin and the Guardian Beasts to which the four great monasteries are dedicated: The Lion, the Crane, the Dragon and the Turtle.

Once, there existed a giant turtle who boasted his shell was unbreakable. Warriors from all over the world came to test their strength against his shell but none could even so much as make a scratch.

“Strike me with all your strength but only your weapons will break!” the Turtle boasted loud enough to reach the Divine Realm.

Darune, the God of Smithing, upon hearing these boasts, took this as blasphemy against his skills descended to the Mortal Realm with Halogi, the greatest hammer ever forged. He accused the Turtle of making a mockery of his domain and the god’s prescribed punishment would be to show the turtle just how weak his shell truly was.

The proud turtle accepted this challenge and stood still for the god to strike him.
 
On the first blow, Darune’s hammer, the turtle’s shell remained unharmed but the force of the blow caused tidal waves to spread out from the turtle. The turtle laughed in Darune’s face which only made the god angrier. Darune claimed the strike was only a warmup and demanded the Turtle give him another chance.
 
On the second blow, the turtle’s shell began to crack too small for even Darune to see. The turtle continued to boast. Darune once again demanded another strike and the proud Turtle obliged him.
 
On the third blow, Darune brought all of us strength down upon the turtle and shattered its shell into pieces that became the Rotti Islands. It is even said that the blow was so powerful that the turtle was knocked all the way to the seafloor and the remaining force caused Mt. Lohi to rise out of the sea.

Content in his victory, Darune claimed the islands as his domain, creating the fire genasi to rule over the islands and establishing the Forge of the Gods in the insides of Mt. Lohi.

Despite the turtle’s loss, there were still some who saw its superior defense as an admirable technique who are said to have established the Turtle Monastery on a remote part of the Rotti Islands.

I could probably go one for a bit more but that’s the basic parts of the myth. Maybe some time in the future, I’ll talk about more in-world myths. Until then, keep on rolling.

-J.D.

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<![CDATA[Amra the Lion in Winter | Drink Talk Roll #74 (Arretin Campaign #28)]]>Fri, 21 Mar 2025 07:00:00 GMThttp://a-to-jconnections.com/drink-talk-roll/amra-the-lion-in-winter-drink-talk-roll-74-arretin-campaign-28
This is the twenty-eighth session of our brand new "Arretin" campaign, and the madness continues! After a short hiatus, Drink Talk Roll is back and this week, the crew faces off against Darius, his mother and a pack of Snowbolds. Amra takes a beating but will it be enough to take him out for good?  We can certainly hope so. No more details, watch for the rest! Consider catching us live to get the full, unedited DTR experience! The DM may change, the players may change, but we'll always be rolling!

DM:
J.D.

Players:
Manuel (Amra The Harbinger)
Hao (Sirocco The Cleric)
Pleiades (Khorr The Rogue)
Warren (Jedah The Gunslinger)

You can catch us live every other Friday at 6:30 PM via our twitch channel below! Thanks for watching, be sure to subscribe for more, and feel free to chat with us in the comments below!

Catch Us Live On Twitch!:
https://www.twitch.tv/atojplays

[Original Stream: 3/14 6:45 PM PDT]

00:00:00 - Start
00:00:05 - We Are Live!
00:05:07 - Last Session Recap
00:07:43 - Session Starts
00:17:33 - Combat vs Darius, His Mom and the Snowbolds
01:15:03 - After the Battle
01:21:53 - Break Time
01:28:46 - Aftermath of the Battle
01:53:06 - Heading Back to the Ship
02:01:44 - Wrapping Up
02:04:56 - Keep on Rolling

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<![CDATA[Drink Talk Roll Extended #28: Amra the Lion in Winter]]>Thu, 20 Mar 2025 07:00:00 GMThttp://a-to-jconnections.com/drink-talk-roll/drink-talk-roll-extended-28-amra-the-lion-in-winter

Session Recap

Starting directly where the last episode had left off, the party had ended Emberfell Palace on the frozen Rotti Islands to find Darius and an old woman he called his mother. Darius had the same demand as last time: Now that Ulrich was dead, his contract with the Winter Court was void; thus, Jedah and Amra were to be returned to Winter Court custody. Jedah and Amra both didn’t care for this arrangement. Jedah tried to keep a cooler head but Amra was well... Amra, and that meant combat broke out pretty quickly.
Faced with a small army of Snowbolds, a hag and Darius, this combat proved more difficult than before. At the start, Darius’s mother (Her name never came up but it’s Rhonda) used her magic to create a cold vortex that took a decent chunk out of the party with only Khorr managing to avoid it with his fast reflexes and small stature. Darius also focused on Amra and cursed him with fear making him an easy target.

The Snowbolds swarmed Amra and Rhonda summoned a wall of ice behind him to limit his options. Luckily, Amra hadn’t forgotten about his ability to teleport. He charged forward and pressed the attack the hag. With the combined attacks on her, she fell quickly which caused her Snowbold creations to disappear as well.

At the death of his mother, Darius got just as furious and headed straight to Amra with no regard for what happened to him. This made him easy prey for the party who finished him off quickly thereafter. Searching his body revealed two potions, a few gems for funds and the mission directive from the Winter Court.

At this point, the party was split on what to do and by that, I mean that as usual, Amra wanted to do something recklessly belligerent and the rest of the party thought that was a stupid idea. His plan was to somehow find a way to send the missive back to the Winter Court with Darius’s bloody handprint and a note explaining the situation. Everyone else disagreed with him but the argument was put on ice (pun intended) as they heard a thumping sound coming from behind the throne.

Searching the area, the party found a man and a woman. The woman had strange skin that seemed to crackle with fire. Amra and Khorr were quick to recognize the two as King Kolonohi V and Queen Kalanika. They did their best to get things up and running as the weather around the islands began to return to normal. They learned that Mt. Lohi, the sacred mountain of Darune the city sits on had been acting up lately while sailors coming in from Hozumi had noted that the Sea of Storms had been worse than usual. It seems the elemental forces of Arretin are still out of balance. After having a vivid reaction to touching the Fire Ruby, Queen Kalanika granted the party a royal invitation to visit the Forge of the Gods as soon as the path had cleared up.

To pass the time, the party headed back to the ship to update Captain Ren of the situation. Once again, Amra chose needless belligerence when trying to request the ship stay docked near Emberfell while the party investigated. Captain Ren noted that they would need to stop anyway because of the long delays in the calm zone and the frozen islands meant that they need more supplies than expected.

After a few more days on the boat, the party made their way to the start of the path up Mt. Lohi to see the Forge of the Gods... and that’s where our session for this week ended.

How to Avoid Being Swarmed in Combat

Running a large group of enemies can be mentally taxing and a major pain. *Salutes Major Pain* This is especially true when they’re not the only enemies in the combat. Here are somethings I keep in mind to keep myself from bogging down combat too much when running a group of enemies.

First off, I play the groups different if they’re the only enemies or if they’re part of a larger set. When the Snowbolds were by themselves, they used more magic and more complex attacks. They were the main threat of that combat and thus, I could put all my focus on what they were doing. That’s why they were the ones who got to use cool (pun intended) ice effects. Those effects also scaled with the number of creatures still alive so that things got easier as the players defeated them. It made things more in the players’ favor and helped them feel like they were making a bigger dent in the group.

In this week’s combat, they were just the minions of main threats Darius and Rhonda. The magic and other special abilities were reserved for their controllers. They still swarmed and surrounded Amra as they focused their attacks on him. They also moved simultaneously instead of having individual initiatives that made them feel more like a small united being controlled rather than a set of independent actors. That’s also why the rest disappeared as soon as Rhonda was killed. I think all this helped reinforce that they were just minions this time around and kept the difficulty down when already facing two characters that were on paper at least, a decent threat to the party by themselves.

Well, that’s it for this week. These were just the ramblings of one DM but your TTRPG of choice probably has some advice for running a large number of creatures individually or as a swarm in either its manual for running monsters or its advice guide for game masters. We should be back next week as the party explores Mt. Lohi and the Forge of the Gods. Until then, keep on rolling.

-J.D.

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<![CDATA[Drink Talk Roll Extended #27: Are We There Yeti?]]>Thu, 06 Mar 2025 08:00:00 GMThttp://a-to-jconnections.com/drink-talk-roll/drink-talk-roll-extended-27-are-we-there-yeti
Better late that never, I guess. I’m back from my trip to Japan and here to talk about the last episode of Drink Talk Roll.

Session Recap

At the end of the previous episode, the party had finally arrived at the Rotti Islands but instead of the early summer tropical islands they were expecting, the party instead found more of a winter wonderland. Now-Captain of the Leaping Lemure Ren sent the party plus their new “fifth member” Genji out to scout the islands. Despite protestations from some members of the party, Captain Ren pointed out that this was technically part of the agreement that had come to with the late Captain Alex so to the island they went.
After marching through the snow for a mile or two, the party came upon a mountain. At the urging of the rest of the party, Sirocco cast detect magic to try and find the source of the magic causing this unnatural cold. Instead, he finds a few sources of conjuration magic lying under the snow. Wiping it away, he finds a hand sticking out of the snow. It quickly grabs him and holds him down in the snow. Amra swoops in to help and yanks Sirocco out of the snow. As that happens, the creature lurking beneath the snow reveals itself. Looking just like the kobolds that Jedah and Khorr found on the Earth Plane but made out of snow, it’s a Snowbold and it brought some friends along.  

Combat breaks almost immediately as Amra tries to destroy the first Snowbold but it and its friends move in a deal some serious damage to the party. They seem to be resistant to most normal weaponry but with the fire damage from Amra’s crane sword and its empowered form plus a well-placed spirit guardians from Sirocco, the party is able to turn kill them before anything too serious happens…except for the ferocious roar that erupts from somewhere up the mountain almost immediately after killing the last Snowbold.  

Travelling up the mountain towards that sound because that’s what heroes do, the party eventually finds a cave. From inside, a fire goliath calls out to them. He’s hanging from the ceiling but the party is able to get him down with a few well-placed attacks on the ice around his feet. He introduces himself as Rogo, a local from a nearby town who was kidnapped by a giant creature and he’s so happy that the party has apparently slain it. The party has no idea what creature he’s talking about but Rogo also explains his understanding of the situation currently affecting the islands:

A few weeks before meeting the party, a silver-haired man with a giant sword showed up and asked to be taken to the leader of the islands and looking for a group of four men and one woman. The people of Goro’s village pointed him towards the big island where the capital Emberfell sits on the edge of Mt. Lohi. Afterwards, the man departed and the mysterious cold came over the islands.  He’s not entirely certain that man is responsibly but it seems to be everyone’s current theory for the strange weather.

As the party tries to exit the cave with Rogo, the monster Rogo had thought dead suddenly appears from the snowstorm. It’s a yeti and not just an average size one but an abominable yeti. With its increases strength and speed as well as its cold breath, the yeti is able to tear through the party nearly taking out Sirocco but a shot through the heart from Jedah is able to take it down. They loot its cave and Amra tries to take its horns as a trophy but his harvesting skills still need work.

With the yeti taken care of, the part heads down the mountain and parts ways with Rogo as he heads back to his village and they had back to the ship. Khorr gives Rogo a little figure made of a bit of solidified yeti soul to show his people that the monster is dead. Rogo thanks him for that and heads home.  

Back on the ship, Captain Ren tells everyone to set course for Emberfell. After about a day of sailing through the icy waters, they reach the area just off the island and the party is once again sent to scout the island. The party follows the view of Mt. Lohi to the city and finds that everything has mostly ground to a halt due to the weather. Some are trying their best to survive for many, that isn’t enough. Khorr decides to go hunting and is able to find a large enough deer to provide people with food. He takes it to a butcher to have it cut up and rationed off to the people of the city.  

While this is happening, the part is also gathering information on the mysterious man who may be the cause of all these problems and it finally clicks who this person might be: Darius. When he had last seen them, they were still traveling with Talliyah and had just dropped off the Robin sisters so they would have been four men and a woman. As a servant of the Winter Court, he could probably pull something like this off given enough time or power from his patron.

The party enters the palace and finds that even the insides are covered in snow and ice. In the audience chamber, they find a small army of Snowbolds guarding an old woman.  The quickly discern that she is at least partly responsible for the weather and Amra moves to strike her. After realizing that would be a terrible idea, he decides to just teleport in front of her and denounces her.  Afterwards, Darius himself teleports in and that’s where the session ended.

Monsters Manually

This episode was another instance of modifying monster stats on the fly for both of the combats. I had actually created a full stat block for the Snowbolds the last time I ran this campaign but somehow, I lost it between campaigns. I should be able to dig it up and if I do, I’ll have Manuel upload it along with this article. I did however remember basing it on the Swolebold from one of the Kobold Press monster books for 5E so in a pinch, I just grabbed the stat block for that and the original token I used and improvised. Thinking on my feet, I decided that as a magical construct made of snow, Snowbolds were probably resistant to nonmagical sources of damage but in return, they would be weak to fire damage since it would cause snow to melt. I also gave them some other magical, ice-related powers like being able to collapse and reform out of snow and an ice blast based on a young white dragon’s similar ability. Modifying the abominable yeti was much simpler. All I did was give it 3 Legendary Actions for it to use outside of its turn so that it could move around and attack the party instead of just standing there and getting wailed on by the party after it had taken its turn.  

Sometimes, it’s just switching out damage types to fit the theming like a flare hag I designed that used the basics of the bheur hag but swapped all of the ice spells and abilities for equivalent fire ones. My advice for adding an ability from another creature would be to use something from around the same CR level and/or consulting the Dungeon Master’s Guide or equivalent for your preferred system to see what it has to say about the effect adding an ability has on a creature’s difficulty. After gaining enough experience, you’ll be able to do this more easily on the fly.  Honestly, I don’t think I’m there yet but I think I’m still doing a good job.

Well, that’s the end of it for this week. After taking a week off for my trip, we’ll be back next week. Until then, keep on rolling.

-J.D.

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<![CDATA[Are We There Yeti? | Drink Talk Roll #73 (Arretin Campaign #27)]]>Fri, 28 Feb 2025 08:00:00 GMThttp://a-to-jconnections.com/drink-talk-roll/are-we-there-yeti-drink-talk-roll-73-arretin-campaign-27
This is the twenty-seventh session of our brand new "Arretin" campaign, and the madness continues! The party has good news and bad news. The good news is they finally made it out of that calm belt and to the halfway point of their journey to revive Ulrich. The bad news is that the tropical Rotti Islands are somehow covered in snow in early summer. To solve this mystery, they must venture onto the islands and fight some terrible creatures creeping in the cold. No more details, watch for the rest! Consider catching us live to get the full, unedited DTR experience! The DM may change, the players may change, but we'll always be rolling!

DM:
J.D.

Players:
Manuel (Amra The Harbinger)
Hao (Sirocco The Cleric)
Pleiades (Khorr The Rogue)
Warren (Jedah The Gunslinger)

You can catch us live every other Friday at 6:30 PM via our twitch channel below! Thanks for watching, be sure to subscribe for more, and feel free to chat with us in the comments below!

Catch Us Live On Twitch!:
https://www.twitch.tv/atojplays

[Original Stream: 2/14 6:45 PM PDT]

00:00:00 - Start
00:00:05 - Let's Get Rolling
00:03:37 - Recap of Last Session
00:07:08 - Session Starts
00:15:59 - Landing on the Frozen Isles
00:28:38 - Snow-bolds!
01:01:04 - Going Up The Mountain
01:16:36 - Yeti Attack!
01:36:41 - Aftermath of the Yeti Battle
01:50:13 - Back on the Boat
01:55:55 - Heading to the Palace
01:58:15 - Quick Break
02:05:12 - Game Resumes
02:22:46 - Entering the Castle
02:28:03 - Wrapping Up

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