Online Dungeon Master

February 28, 2011

Free encounter (with map and monsters): Steeder Breeder

Filed under: 4e D&D, Adventures, Maps — Tags: , — OnlineDM @ 11:14 PM

I had fun posting a full adventure here last week, so I thought I would follow it up by posting a single encounter that I ran in a recent home game.

The encounter is called Steeder Breeder, and it is inspired by the monsters of the Advanced Dungeons and Dragons module “The Gates of Firestorm Peak.” I adapted parts of that adventure for use in my Dungeons and Dragons 4th Edition home campaign, including this encounter.

The encounter pits the players against a duergar spider master and his beasts – giant riding spiders called Steeders, along with young versions of those creatures. Full stats for the monsters are included in the adventure, along with an encounter map.

Please let me know any feedback you have on this encounter, the map or the monsters. Should I continue publishing this sort of thing in the future?

Download the full encounter here.

Monster: Duergar Spider MasterImage

Map: Steeder Breeder encounterImage

February 26, 2011

Embracing normal, one-hit minions

Filed under: 4e D&D, Advice/Tools, DM Lessons — Tags: , — OnlineDM @ 8:58 AM

When I first started playing Dungeons and Dragons 4th Edition about a year ago, I read all the rules and understood how minions worked. You hit them with any damage (except damage that happens on a miss), and they die. I saw them in action and thought, okay. They’re fine.

Then in my first Living Forgotten Realms game as a player, I saw that the DM was using two-hit minions, and I liked it. I ended up moving this direction myself as a DM – one hit bloodies the minion, and the second hit kills it. My only tweak to the process, which I blogged about, was that anything extra special – a critical hit, striker bonus damage, vulnerability to the damage type, et cetera, would still drop it in one hit.

My logic was that one-hit minions were boring. They showed up, they died. Sure, you get to throw four bad guys on the board instead of one, but they just didn’t seem to have any IMPACT on the battle. Two-hit minions felt like they mattered more.

Well, I’ve since changed my tune. I think the turning point came when I was listening to one of the Wizards of the Coast D&D podcasts, I believe from the DDXP convention, and Chris Perkins (Dungeon Master to the Stars, you know) talked about the way he’ll literally throw DOZENS of minions onto the table for his players to mow down.

This intrigued me. Regular minions didn’t really seem to matter for a combat, but that’s because I was using five or six. What if instead I used, say ten or twelve – or twenty?

I decided to try it. And you know what? I like it – a lot! Having gigantic waves of bad guys come screaming at you, only to be mowed down by your party’s controller is actually pretty cool, from both sides of the DM screen. The players get to feel awesome, and the DM gets to feel like he’s presenting a real threat that can be dealt with quickly.

Also, I think that players were getting sick of the two-hit minions. It was novel when I first started using it, but I think it got a little old. “I hit that pathetic little loser with my big bad heroism – he should be dead now! I have to do it again? Sigh…” A bunch of one-hit minions were a breath of fresh air.

So, my new philosophy on minions is, the more the merrier! I think my problem was that I was taking the D&D4e guidelines at face value and treating a minion as 1/4 of a real monster. I think the true value is more like 1/8. If I double the NUMBER of minions rather than doubling the number of HITS it takes to kill them, they’re more fun.

My suggestions:

  • Stick with the “one hit kills the minion” rule (in general – two hits might make sense from time to time)
  • Use a greater number of minions than the official guidelines would suggest
  • Try having the minions come in waves – some show up at the beginning of battle, and then some more rush in during round two, perhaps
  • Be careful if you don’t have PCs capable of multi-target attacks; a horde of baddies will be a slog against parties that can only hit one creature at a time.

February 23, 2011

Free D&D4e Adventure: The Staff of Suha (aka The Stolen Staff)

Filed under: 4e D&D, Adventures, Advice/Tools, Maps — Tags: , , — OnlineDM @ 10:34 PM

Edit 9/8/2011: I’ve updated this adventure; the new version is called The Stolen Staff, but it’s the same adventure. You can find more about it with updated maps at this link.

 

At Genghis Con this past weekend, I ran two Living Forgotten Realms games. One of them was a MyRealms game that was an adaptation of a non-Realms home game I had run a few months ago. The updated version ended up being a lot of fun to run, so I’ve cleaned it up and posted it here as an ordinary adventure for the world to use.

Download the full adventure here.

The adventure is called the Staff of Suha (edit: now The Stolen Staff). It’s a pretty straightforward delve, aimed at characters of around 5th level (give or take a level or two).

The party is summoned to the manor home of a minor noble named Charles Suha for a job. Charles explains that a family heirloom, the titular staff, was stolen three nights ago by what appeared to be a band of orcs. He asks the party to track the orcs down and recover the staff. Doing so requires that the PCs infiltrate the orc stronghold and fight their leader, Grak.

The PDF above has all of the details of the adventure, monsters, maps, etc. If you want bigger maps for use in a game table program, those are below. And if you want the MapTool file that I used to actually run the game, you can download that here (note that it is built using MapTool version 1.3b66).

I’d really appreciate feedback on this adventure. I’ve never shared a complete adventure before, and I’m curious to see what other people think. Any feedback, positive or negative, is very welcome.

And if you end up actually USING this adventure, please tell me how it goes at your table!

Overview map

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Guard tower / Garbage pitImage

TempleImage

Grak’s ChamberImage

February 21, 2011

Genghis Con 2011 – Day 2 and 3

Filed under: 4e D&D, In-Person D&D, Play — Tags: , — OnlineDM @ 4:24 PM

I’m very grateful that my company gives me Presidents’ Day off work, as I’m exhausted after my weekend at Genghis Con! Don’t get me wrong – it was a ton of fun – but I’m appreciating the day to recuperate.

On Saturday, I spent the entire day playing in a D&D 4th Edition Living Forgotten Realms event – a Battle Interactive called The Paladins’ Plague. I believe they ran this same event at PAX or some other convention a few months back. There were about 12 tables of players, all running the same adventure at various levels. I wanted to play in a level 7-10 table with my 8th-level paladin character, Rhogar, but there were only three players who wanted to play at that level – and all of us had defenders! In the end, someone handed me a character sheet for an 8th-level invoker and I ran two characters all morning. Later in the day some other players showed up, so I was back to running just Rhogar.

The adventure itself was fun, and the convention folks went the extra mile by having people doing some acting for the plot between battles. The encounters were fun to play, and I even liked the one skill challenge.

My only complaint was with the last battle, and the problem with it dated back to an interlude between the second and third battles. During that interlude, the players in the room had to decide whether to donate healing surges to a ritual that would make everyone more effective in the climactic third battle. We agreed to do so, and the benefit was a +1 to all of our rolls in the battle… but if we could get 30 more healing surges donated we could push that to a +2. In the end, Rhogar donated 4 of his 13 daily surges and the invoker donated 3 of his 9. The third battle went well with those +2 bonuses.

Then, during the interlude between the 5th and 6th battle, the big twist was revealed – the NPC who had proposed this surge-donating ritual betrayed the group, and his bad guys came into the room, including a dragon. Okay, that’s cool and exciting – no complaints here. But the kicker was that the NPC canceled the ritual – and every PC who had donated surges lost 10 hit points per donated surge at the beginning of this final showdown. This meant that both of my characters (one of which was now run by another player) started the climactic encounter bloodied.

It became clear that we were heading for a total party kill, at which point our table invoked the Battle Interactive rule that let us raise a red flag to call for help from another table. A 14th-level cleric (multiclassed to Avenger) joined us. The player explained that his party had waltzed through their dragon battle without him using his action point or his daily powers. When his turn came up, he used a sequence of powers that let him deal 183 damage to the dragon, killing it outright. On his second turn, he basically healed the whole party, including the two PCs who were dying. From there, we were fine.

So, huzzah, I guess. This felt very unsatisfying to me. I’m glad a 14th-level super-powered character was available to bail us out, but I’m bummed that we needed to be bailed out. Starting the battle bloodied was not fun, especially when we actually had no healer in our party (at this point we had the three defenders, the invoker and two strikers who had joined later). It felt like an unfair twist. I get that we made the decision to donate the surges and all, but it seemed like we had all the information we needed to make that choice – you get a benefit, but you’re down some surges. In fact, there was a huge hidden extra cost that sucked.

It’s a shame that this was the last encounter of the adventure, because it left a bad taste in my mouth. The rest of the day was fun, but this encounter was not. Oh well.

On Sunday, I finally got to DM. I ran two sessions using my laptop / projector setup. The first was a low-level game and the second was for characters of level 4-7. I’m happy to say that both games went tremendously well. The projector was a hit, as it consistently has been in past convention games, and I had some great players at the table. I was using the bonus point mechanic for good role-playing and creativity, and the players really responded to it. Everyone gave me the maximum scores on the DM review sheet at the end of the session – cool!

I realized in the end that I think I had more fun when I was DMing than when I was playing, at least for my D&D 4e games. I’m considering the possibility of trying to Iron Man TactiCon in September – DMing for all nine sessions of the convention. It’s probably nuts, but with MapTool it’s not that hard – especially if I’m running games that I’ve run before. It’s just food for thought right now, but it might be the most fun way for me to spend the con.

February 19, 2011

It’s the people that matter, not the system

I’ve just come home from day 2 of Genghis Con 2011. Day 1 (Thursday evening) I played a game of Savage Worlds – my first non D&D role-playing game. Today I played a game of D&D 4e Living Forgotten Realms, a GURPS game and a Call of Cthulhu game. I intentionally decided that, with this con, I wanted to broaden my RPG horizons.

So far, the only game that hasn’t been much fun was the LFR game, but I know it’s not because of the system – I’ve enjoyed lots and lots of D&D 4e games before. It’s just that the DM wasn’t that great – not too prepared, running skill challenges in a very dice-rolling way rather than a role-playing way, not being especially creative with monster behavior, etc.

The Savage Worlds game was set in a sort of magical steampunk Victorian era. Our characters were basically trying out to be in something like the League of Extraordinary Gentlemen. We got to rescue Ada Lovelace and some other people from horrible alien egg implantation. The system was pretty easy to follow once I got the hang of it (a variety of dice come into play, with exploding die rolls). My character had the ability to turn into a huge wolf, and his main “disadvantage” was heroism – he would throw himself in harm’s way, with no attention to his own safety. That was fun to role-play.

GURPS was fun in a different way. Again, the mechanic was simple – roll 3d6 and try to get below your skill number. The GM was running us through a crazy kung-fu movie adventure, and the characteristics that we all had were plenty to give us a ton of role-playing opportunities. We had a sexy lady, a dirty cop, a drunk, a naive butt-kicker, and my character – an African with crazy luck, a stutter and a crippling fear of blood. Once we started discovering boxes of machine guns and explosives (thanks in part to my character’s Serendipity), things went nutty. I wouldn’t want to play like this all the time, but the GM had done a great job of creating interesting characters that were easy to get into.

Call of Cthulhu, much to my surprise, was way cool. I’m not really a horror / Lovecraft fan in general, but I was completely open to trying a game where it’s quite likely that everyone in the party will either go insane or die. I’m proud to say that, right at the end of the session, my character did both! This game mostly uses percentile dice, where you try to roll below a target number. I consistently rolled high on sanity checks, which meant that I kept losing sanity. When I got to the point that my character had to spend three hours nearly crippled by bacteriophobia, I think I really stepped up as a role-player. The whole group was well-developed, and even though we ended up “losing” in the end, I think we were very true to what our characters would do (even if it wasn’t heroic).

What’s the common thread? All of the fun games had great game masters and players, all of whom were enthusiastic about the game. I think maybe a game like D&D4e will be less consistently good with public games because there are so many people who play it, not all of whom are big RPG enthusiasts and not all of whom are really skilled at running and playing great games. With niche RPGs, only the people who are really into the game are playing it, which means that it’s more likely that you’ll have a great group of players and an awesome game master. It’s not that the system is better – it’s just that the random distribution of people is better.

As long as you have great people to play with, it doesn’t really matter what game you’re playing – you’ll have a good time.

February 17, 2011

Genghis Con 2011 begins

Filed under: 4e D&D — Tags: — OnlineDM @ 10:56 AM

I’ve only been to one gaming convention before – TactiCon 2010, last September (the debut of my projector setup for DMing). Today marks the beginning of Denver’s main gaming convention of the year – Genghis Con.Image

Now that I know what to expect from a convention, I’ve figured out what I want to do with my time there:

  • I’m running three sessions of Living Forgotten Realms (two of them with a module I wrote myself)
  • I’m playing in an all-day (three-session) LFR game on Saturday
  • I’m playing sessions of three non-D&D role-playing games: GURPS, Call of Cthulhu and Savage Worlds

Since there are a total of nine sessions on the weekend (one Thursday evening, three on Friday, three on Saturday and two on Sunday), that’s my whole weekend planned out. I wasn’t planning on having myself completely booked before the convention started, but it worked out that way when I realized that the only real LFR option on Saturday was the all-day event.

Needless to say, I’m excited! I volunteered this morning to help the con organizer, Leif, get some supplies from a friend’s basement to the convention hotel. I’m taking two days off work, and I’m ready for games.

Depending on how well my wife is feeling, she might be coming, too, which would be great! She’s volunteered to make some pre-generated characters for me to have available for players at my games, just in case someone doesn’t have a character ready to go.

One of my friends from my regular in-person game will also be coming for sure – we’re playing GURPS together. Another friend from that game might be coming on Sunday.

It should be a great weekend, and I’ll be sure to blog about it whenever I have some time.

February 13, 2011

Gamma World – My group’s experience

Filed under: Play, Reviews & Culture — Tags: — OnlineDM @ 5:36 PM

The past two sessions with my in-person group have been devoted to playing Gamma World instead of our ongoing D&D 4e campaign. We were at a good pause point in the main adventure, so we decided to try something different.

Normally I’m a very prepared DM. I run my games using MapTool and, for the in-person games, my projector setup. This means that I need to put all of the maps in place beforehand as well as program in all of the monsters. For Gamma World, I intentionally decided to wing it.

The Gamma World box comes with a rulebook, tokens for PCs and monsters, four blank character sheets, poster maps and cards (alpha mutations and omega tech). This gave me enough to run everything without MapTool.

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My cat approves of Gamma World, too.

We began with character generation. The best way to do this is to use the interactive character sheet over at Wizards of the Coast’s web site. Begin by randomizing the whole sheet. Then have each player roll a d20 twice to determine their two origins (yes, you could let the sheet handle this part, but it’s more fun to let the players do it). Pick those origins from the drop-downs. Have them tell you what they want for weapons and armor, name the character, and you’re done. It takes literally about a minute.

I’ll note here that the rules let the players pick whatever they want as far as weapons and armor go, though I could see some groups preferring to start players off with fewer weapon and armor choices and then giving them the chance to find better gear as they go through. One player, for instance, decided to have a two-handed heavy ranged weapon (non-gun) and decided it was a trebuchet. That’s awesome for Gamma World – totally gonzo – but it was really powerful compared to some of the other players’ equipment. I could have been tougher on ammo (throwing giant rocks with no reload time… well, maybe I should have been stricter), but I let it all slide.

As for the actual adventure, I ran the one in the Gamma World book. The plot is simple: The PCs live in a village at the bottom of a big hill, and every day for the last week or two a robot would roll down the hill and explode near the village. They go up the hill to investigate. That’s enough plot to go on! From there, it was pretty much an uninterrupted series of combat encounters.

My players (and I) enjoyed the mechanics of Gamma World as a change of pace from our usual game. It goes like this:

  • Each character starts with two at-will powers, one from each of their two origins.
  • In addition, each character can have a melee weapon and a ranged weapon of their choice (and they can describe them however they want).
  • On your turn, you have the usual 4e standard, move and minor actions available to you.
  • Everyone can use Second Wind as a minor action, and it restores the character’s bloodied value worth of hit points (like spending two surges in 4e).
  • There are no healing surges to keep track of – after each combat, everyone heals back to their maximum hit points.
  • Everyone starts with one alpha mutation (wings, flippers, metal skin, etc.) and one piece of omega tech (various guns and doodads from an ancient civilization – ours). Some of these have ongoing properties; most have powers that can be activated.
  • Once you’ve used the activated power on your card, you tap it (turn it sideways) but it stays in front of you and still counts as “readied” (though you can’t use it again).
  • If you roll a 1, you mutate – your alpha mutation goes away and you draw a new one to replace it.
  • At the end of most battles, you’ll find new omega tech cards.
  • Any omega tech that’s tapped at the end of a battle gets a saving throw. If you fail, it goes away. Otherwise, you get to keep it and it recharges.
  • Also at the end of each battle, everyone mutates – pitch the old alpha mutation and draw a new one.

The constantly changing alpha mutations and omega tech were fun. Players don’t have a whole lot of different options in front of them at any one time (unlike 4e), so having one or two new things per battle is fine. (I see this as different from Fortune Cards, by the way, where they’re in addition to a huge number of existing powers and they change every turn.) The simplified healing was good, too, for keeping things moving.

The game is intentionally not well-balanced. Some origins are stronger than others. The Doppelganger origin showed up in our game, and it was quite powerful – that character survived all the way through. The same goes for the various cards – some of them are super-powerful, and some of them are just funny and do very little. That’s okay – they change quickly.

The origins never change per se, but characters are intended to be much less hardy in Gamma World than in 4e. We had five character deaths in eight encounters in our game (with four players), and whenever a character die we had a new mutant rush in to join the battle – the player would roll up a new character, and off we go. If you’re lucky enough to have an origin with Constitution as its stat, you’re ahead of the game just because you have more hit points. You can end up with a Con score of 3 in Gamma World – not a MODIFIER, but a SCORE. Those characters don’t last too long!

At the end of our eight encounters of mayhem spread over two sessions, we were all pretty happy, but also ready to get back to 4e. I like Gamma World as an occasional way to mix up the gaming, but it’s not really intended to be played with a long, ongoing campaign saga. Combat is fast and a little bit silly, and character death is just an opportunity for a new character to come to the rescue. If you’d enjoy that type of game from time to time, you’d probably like Gamma World.

February 12, 2011

Add a new player, and the adventure moves on

Filed under: 4e D&D, Advice/Tools, DM Lessons, Online games, Play — Tags: , — OnlineDM @ 12:06 PM

As I mentioned in my last post, we recently bade farewell to one of the five players who had been in our online War of the Burning Sky campaign since its inception last summer. The player behind Thorfin the dwarven fighter was moving to a time zone that would make it impossible for him to continue with the group, so we needed to find a new addition.

I advertised the open spot here on the blog and over on EN World (where the group originally started). I quickly had one player express interest from the EN World post. He asked about the campaign and the rest of the party, and he soon created a new human fighter, Dorian, complete with a back story that would fit into the game world. He was the first to respond and therefore would have first crack at joining our group. We had to take the next Friday off as I was traveling for work, but we agreed that Dorian could join up for our game last night.

In the mean time, I was contacted by three other people. One was not a good fit, and the other two are on the “waiting list” effectively.

I’m happy to say, though, that it looks like Dorian the human fighter will work out just fine. We got together yesterday evening for our usual game, with three of the four pre-existing characters plus Dorian. I sent the party on a bit of a side quest, just in case things didn’t work out – I didn’t want things to be too plot-heavy if the character who had joined wouldn’t be there in the future.

We did start with some role-playing. The party was invited to try out for an acting troupe. One was flat-out rejected. One was accepted for a small role. One made it onto the stage crew. And an NPC that had been traveling with the party for a little while won a spot in a lead role (she’ll be leaving the party now).

After the audition, the group was contacted by an NPC who had previously traveled with the party. She had taken up with a half-elf woman who was trying to smooth over religious strife among various groups of refugees by starting a pan-theistic temple. The written adventure lays out a skill challenge to talk to the various religious groups to get them to agree to put aside their differences, and we still may run that (though this is a group of non-religious PCs – no divine characters – so I’m guessing we’ll skip it). However, the adventure doesn’t talk about a physical temple building, so I saw an opportunity for a side quest.

The PCs were asked to rid this forgotten temple of the undead monsters who had taken up refuge there. Straightforward battle premise – destroy the undead. I used a map I found online (I was in a hurry) and populated it with a variety of monsters. One monster I chose was the ghast – a monster the party had fought many levels ago, and I was delighted to see them remember the beast with dread.

Since this would be a two-combat day, I ramped up the challenge level, and I think I hit it just about right. The first fight left one PC unconscious at one point and everybody bloodied. The second was less brutal but more fun (the skeleton lord they fought was surprisingly fun to play).

So, it looks like our table is full once more – huzzah! Now I just have to figure out how to handle the fact that the leader in the party wants to switch to playing a striker…

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