Month: June 2020

  • Live to Tell the Tale Online Tactics Workshop, June 27

    Live to Tell the Tale CoverMany people talk about highly tactical combat and immersive roleplaying as if they were opposite ends of a spectrum. They’re not! Knowing how your player characters fight and win is a way of roleplaying their competence—and keeping them alive means keeping their stories going!

    To promote the upcoming release of Live to Tell the Tale: Combat Tactics for Player Characters, I’ve invited five D&D streamers—RJ Cresswell (The Grimwode Saga), Katie “Goblinkatie” Downey (D4, Stellar Arcanum), LaTia Jacquise (Rivals of Waterdeep), Blythe Kala (Star Trek: Perseverance) and B. Dave Walters (Beyond Heroes, L.A. by Night)—to put tactical advice into action in a livestreamed combat encounter this Saturday, June 27, from 2 to 4 PM CDT (7 to 9 PM UTC) at twitch.tv/KeithAmmann.

    Each of these players will bring a new level 1 protagonist to the table, and we’ll talk about how to play each of those PCs effectively. Then those PCs’ “future selves”—level 5 versions of the originals—will band together to confront a deadly foe. Will they prevail? I think so . . . but I don’t plan to make it easy!

  • Meazel Tactics

    Meazels are, to put it simply, kidnappers. Misanthropic humanoids warped by toxic levels of exposure to the Shadowfell, they skulk through the shadows, throttle their victims with cords, and teleport away with them to some godsforsaken locale where they can murder them free from interference.

    With low Strength and low Constitution but very high Dexterity, meazels are not in any way suited to attrition fighting; they want to grab their victims and go. Their high Intelligence and above-average Wisdom mark them as crafty judges of whom they need to jump first. They have proficiency in Perception and Stealth, the classic ambush predator combination, and should always begin combat hidden. Their 120 feet of darkvision suits them to subterranean as well as nocturnal existence.

    The core of the meazel’s strategy is the Garrote/Shadow Teleport combination. Meazels have two attack actions, Garrote and Shortsword, which do the same damage on average; however, Shortsword is a straightforward melee weapon attack that just happens to deal some bonus necrotic damage as a rider. Garrote, on the other hand, grapples on a hit and enables the meazel, on a subsequent turn, to Shadow Teleport away along with the grappled victim! For low- to mid-level player characters, this combination is potentially nasty, because the range of Shadow Teleport—500 feet—means the victim of the meazel’s maneuver is cut off from allies who might be able to help them. They’re on their own, possibly still with a strangling cord around their neck. (more…)

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Praise for The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters

“I’ve always said, the Dungeon Master is the whole world except for his players, and as a result, I spend countless hours prepping for my home group. What Keith gets is that the monsters are the DM’s characters, and his work has been super helpful in adding logic, flavor, and fun in my quest to slaughter my players’ characters and laugh out the window as they cry in their cars afterward.” —Joe Manganiello

“The best movie villains are the ones you fall in love with. Keith’s book grounds villains in specificity, motivation, and tactics—so much so that players will love to hate ’em. This book will enrich your game immeasurably!” —Matthew Lillard

“This book almost instantly made me a better Dungeon Master. If you’re running games, it is a must-have enhancement. I gave copies to the two others in our group who share in the Dungeon Mastering, and both of them came back the next time grinning rather slyly. Keith is a diabolical genius, and I say that with the utmost respect!” —R.A. Salvatore

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