This episode: THE EPIC CONCLUSION! An unexpected final encounter challenges the party and proves deadly at "High Noon". How to make an archmage lose their crap. Players quibbling over loot. Shane reveals his lore for the dungeon. The guild comes with a cost. Lycanthropy is a curse, not a disease. Alignment is cosmic and fundamental ...
Category Archives: D&D
Let’s Play Sword Coast Legends Story Mode #45
This episode: We fight a bunch of spiders in the Evermoors, find Rhylfang's Lair but can't get in, and stumble across a broken down "hamlet" in the middle of nowhere. Lady Andra seems a mite suspicious. This a let's play of the single player campaign of Sword Coast Legends. Set in the ...
D&D White Plume Mountain Notes #16
This episode: The party might just end up as hard boiled heroes after a giant crab, a force field, and a boiling lake are finished with them. Does Keraptis return from the mists of legend? The "Indoctrination Center". The lowdown on the legendary trident Wave. Indiana Jones scenes. Efreetis and the Wall of Fire spell ...
D&D White Plume Mountain Notes #15
This episode: The spinning cylinder and its related dynamics, unexpected flaming arrows, spellcasting werewolves, booby-trapped spell books and illusionary rooms. It's just another day in White Plume Mountain. Plus: Lightning bolts used to bounce back! What about rolling initiative every round? This is a series of Shane's notes, thoughts and tips ...
Intro to D&D Greyhawk Initiative
What is the exciting new D&D Greyhawk Initiative system from D&D lead Mike Mearls? Shane fills you in on the details and also offers his thoughts after playtesting! Special shout out to DM Wes Taylor.
D&D White Plume Mountain Notes #14
This episode: Drains, kelpies and censorship hair. A troubling interlude that bodes ill for the future. "That player" who always wants to push the established boundaries. Do allies not count as cover in combat? Are wishes just opportunities to troll players? More info on the Red Wizards of Thay and their tattoos (courtesy a player's ...
D&D White Plume Mountain Notes #13
This episode: The Glass Globes room and the loyalty and intelligence test of the "ring scenario". Random encounters in the dungeon. House rule for ranged attacks and cover. Turning undead. Shane asks for help with Red Wizards of Thay. What's up with Shane's hair?! This is a series of Shane's notes, ...
Let’s Play Sword Coast Legends Story Mode #44
This episode: The Evermoors continue as we fight even more bog worgs, trolls, ogres and oni mages. We also explore a cave, stick a skull in a hole, fight some cultists, and then meet some cowardly drow. Where the heck is Rhylfang's lair? This a let's play of the single player ...
D&D White Plume Mountain Notes #12
This episode: Interview with the Vampire, Round II. Whelm's stats and lore. Reckless Blackrazor plans. How many times can a rogue sneak attack in one round? AC and hit points for objects. Death saving throws. Players, keep your character sheets updated! Some Lawrence Schick history. This is a series of Shane's ...
D&D White Plume Mountain Notes #11
This episode: Relief characters arrive and a rival adventuring party appears as the party regroups and attempts White Plume Mountain again. Unprepared players. A creepy message. The Glass Globes room. Flying Snake Follies. Copying from spell scrolls. Crafting holy water. What player behavior really grinds Shane's gears? This is a series ...
