Adventurers League on Fantasy Grounds DDAL09-02 Stopped at the Gate session log.
Dungeons and Dragons “Pool of Radiance” by SSI is a combination 1st/3rd person PC game released 31 December 1987.
DM Greg is hopping in the retro video game machine to bring you playthroughs of classic RPG games.
This week I will be reviewing the DnD module Storm Lord’s Wrath on Fantasy Grounds Classic. My weekly Saturday campaign started with the Lost Mines of Phandelver. After that the party wanted to make the town of Phandalin their base of operations. I was able to stretch the lore a little bit and insert a forgotten city in the Sword Mountains and ran The Hidden Shrine of Tamoachan out of Tales From the Yawning Portal to level the party up to levels 6/7.
From there the adventurers passed through the town of Leilon on their way back to Phandalin. The town was previously abandoned but now that I had the Storm Lord’s Wrath module loaded we had a map of Leilon and an immediate hook for the characters. Thanks to Fantasy Grounds there is a lot of immersion as images and maps that are usually printed in a book tend to be for the DM’s eyes only.
After spending 4 or 5 weeks of dungeon crawling this module was a breath of fresh air. The adventure contained outdoor/wilderness quests that were typically finished at the end of each or our 4 hour sessions. It introduced two new enemy factions for my players; the Cult of Talos and the Cult of Myrkul. Interestingly it also created some friction for my players in the form of Lord Neverember of Neverwinter since he ordered the reconstruction of Leilon while the party was out adventuring. (They seemed to think they had the rights to the town and took issue with the Wayside Inn being built too close to their turf)
After the hook things got a little awkward for me as a DM. The module as written uses a quest board system found in the center of town and doesn’t award experience. Instead it uses a milestone system awarding a level of advancement for each quest completed. Of course that was tweaked to match my style but did require some prep work to introduce quests through existing NPC’s that the party was starting to build relationships with.
From beginning to end this was a well thought out storyline that is building up to more adventures in the series. It introduced the characters to new NPC’s that I enjoyed roleplaying and created contacts for me to use later to insert more adventures.
The conversion to Fantasy Grounds was top notch. The story was properly linked, images and maps looked great, and encounters and parcels logically placed. The module itself took about 4 sessions to complete. My guys do like to go on tangents so I think there were technically 5 sessions, but we could account about 1 day just roleplaying in the world we were creating together. If you are a DM and used either The Lost Mine of Phandalin or the intro adventure from Dungeons and Dragons Essential Kit this is a great module to incorporate into your ongoing campaign on the Sword Coast. At $4.99 you are going to be hard pressed to find a better deal with such great content.
Until next time,
I just performed some backdating of my Adventurers League logs from the sessions I’ve been running on Fantasy Grounds. I utilize DM Logs at AdventurersLeagueLog.com and low and behold, I now exceed 100 total hours of DM time!
My most important message is at the end but there are a few thoughts I’d like to share based on this revelation:
- If it wasn’t for my players this would never have happened. The Fantasy Grounds and Adventurers League community have been amazing. I haven’t had a terrible session yet. Just different ranges from good to great. ( I have had some bad actors but it didn’t ruin any sessions yet)
- The people I have met have opened doors to things I didn’t imagine. Whether is was getting an invite to DM AL sessions at the Fantasy Grounds College or help review/edit content the guys at Triple J Gaming; I just pictured myself as a regular guy in the hobby.
- The hobby is definitely growing. So much so that it is painful to think about all the players out there that cannot find a virtual table to sit at and play DnD.
My last point brings me to my personal call to action. I want to be able to encourage a unified Adventurers League Virtual Tabletop hub for players to find games. Fantasy Grounds has its own forums and Discord system. Roll20, on the surface, has good LFG system, and Warhorn technically is available as well. With so many fractured forums/Discord channels/LFG systems I feel we as a community are letting down a large portion of our player base.
Please let me know what you think!
A couple of years ago I purchased Fantasy Grounds Classic (formerly just Fantasy Grounds before the release of Fantasy Grounds Unity) on a summer Steam sale. I purchased the standard license with the ambition of recruiting some old gaming friends to join me in playing Dungeons and Dragons on this Virtual Tabletop (VTT) platform. That didn’t go as planned, but let me start with an overview of the software.
There are currently two versions of Fantasy Grounds released by SmiteWorks. The first now being rebranded as Fantasy Grounds Classic. It is the original version of the software with over a decade of development behind it’s belt. It is very stable and has licenses deals with over a dozen RPG systems, including Dungeons and Dragons 5th Edition.
There are 3 license ownership tiers for purchase from SmiteWorks; free, standard, and ultimate.
- With a free license you can connect as a player to anyone with a standard (with limits) or ultimate license. You cannot host a session as a DM/GM.
- With a standard license as a DM/GM you can can host 1 free licensed player but you cannot host any other player despite their license type. Or, you can host as many players as you wish with a standard license. As a player you can connect to anyone hosting as a DM/GM as long as they have a standard license.
- With an ultimate license you can host as many free/standard license holders as you wish as a DM/GM. There is no limitation as a player as well when connecting to a standard or ultimate license hosted session.
The second and newer version of the VTT software is called Fantasy Grounds Unity. It contains the same game licensing deals as Fantasy Grounds Classic as well as the tiered ownership licensing features listed previously. Fantasy Grounds Unity is currently in “early access” funded by a robust Kickstarter campaign in 2019. The goal was to improve upon current features, introduce a “line of site” fog of war mechanic, ambient lighting/effects, and cloud hosted servers. For SmiteWorks, Fantasy Grounds Unity is the logical step forward for their software line in order to keep their aging platform competitive against newcomers such as Roll20 and Astral TableTop.
To date I have not used the Fantasy Grounds Unity software as I am waiting for the official full release. Initially there were a ton of bugs with Fantasy Grounds Unity in early access but that was the point. If you purchased the software at a current discount you were buying it with the understanding that your were essentially a test user that helped with the development process. (It wasn’t called “beta testing” because there was a price point.)
With the purchase of either Fantasy Grounds Classic or Unity you get all the tabletop tools you need but only receive System Reference Documents (SRD) for Dungeons and Dragons 5e (or any other system that has an open SRD in Fantasy Grounds). In order to have access to rules in the game such as the Players Handbook, Dungeon Masters Guide, a campaign book, etc. you MUST purchase the electronic supplements through SmiteWorks (or Steam if you enable account link). Owning the material in physical hardcover or digitally on DnD Beyond will not enable access in Fantasy Grounds. Purchased material in Fantasy Grounds is shareable among those at the hosted table, so only one person needs a copy. Smiteworks does not set the MSRP of the digital supplements that are available for purchase, the license holders do. Also, ownership of any material IS transferable between Fantasy Grounds Classic and Unity.
This does not stop you, however, from using Fantasy Grounds as a VTT in order to host a session to utilize the free SRD, player sheets, and dice tools available in the software to host a game as well as use theater of the mind, homebrew, or recreated/imported content into your sessions. Technically all officially licensed Wizards of the Coast content is optional if you just want to use the bare bones software as a supplemental tool to your games/campaigns.
I could probably write a few more paragraphs on the software but feel I will get too long winded (I probably already am). I recommend checking out the Fantasy Ground forums to help fill in the gaps or join the Fantasy Grounds Discord server to ask the community any question you have.
My next “Fantasy Grounds: Leveling Up” article will feature my initial experience, disappointments, and eureka moment that has at my computer playing on Fanatsy Grounds 2-3 times a week.
DM Greg here with another Dungeons and Dragons adventure review for use on Fantasy Grounds Classic.
The Lost Mine of Phandelver (LMoP) was the first game module I ran on Fantasy Grounds back in November 2019. As a matter of fact I still have the module loaded as my party, at the time of this writing, is still adventuring in the same area utilizing the same maps and continuing to interact with the NPC’s they met from their early interactions. If anyone is familiar with the physical copy of the module it includes pre-generated characters, fold out maps, an adventure campaign and setting, as well as some dice and quick start rules. The digital copy faithfully incorporates all of that into Fantasy Grounds (when counting the free 5e SRD rules and dice in the application).
The Campaign Setting
The setting for LMoP is a small mining town of Phandalin nestled on the Sword Coast between Neverwinter Woods and the Kryptgarden Forest along the Triboar Trail. The party has been hired by Gundren Rockseeker to escort a caravan of supplies from Neverwinter to Phandalin. Obviously thing don’t go as planned but the details and maps of the area really lays the groundwork for my ongoing campaign. The Sword Coast and Phandalin maps are excellent, nothing was lost in their resolution when loaded into Fantasy Grounds.
The adventure has 3 main parts. First, an intro escort mission that turns into a rescue mission that took us one session to complete. Next, the exploration of Phandalin and introduction to a handful of NPC’s along with a bunch of side quests that took us 4 sessions. And finally, the investigation and subsequent dungeon crawl of Wave Echo Cave, again 2 more game sessions.
The encounters formatted for Fantasy Ground is pretty much the standard I hold all other module to. The enemy tokens are pre-placed on the map and combat is logical and properly loaded every time.
After completing the module my players PC’s were all at level 5. Since then I have been adding to the intro adventure by running adventures found within Tales From the Yawning Portal and modules that Wizards released as add ons to Dragons of Icespire Peak. The world building has been very rewarding to me as a DM as again, LMoP laid excellent groundwork for my ongoing campaign.
*Disclaimer: links to products may contain affiliate marketing tracking, this site will benefit financially if products are purchased through the links.