Categories
Editorial

D&D Encounters: March of the Phantom Brigade (Week 8.)

Surrounded by 20 Phantom Brigade soldiers, the party of seven decided to attack Salazar Vladistone and fight their way out of the burning town of Inverness. What looked like the making of a TPK ended up being one of the most exciting weeks of D&D Encounters I’ve played so far.

When running last week’s encounter I decided to give the players a compelling motivate to fight the Phantom Brigade soldiers rather than avoid them or flee. The PCs found Faldyra passed out in her home choking on smoke and about to be consumed by fire. They rescued her, but that meant that this week’s encounter needed some tweaking.

As written, last week’s encounter was supposed to be nothing more than a hack and slash battle with some ghosts. Faldyra wasn’t supposed to be rescued until this week. Since they already rescued her I had to make a few adjustments.

Categories
Editorial

RPG Blog Carnival: Negotiating For Souls

Who truly determines whether a soul can return to the realm of the living – the ritualist who just performed the Raise Dead ritual, the gods themselves or the soul of the recently departed?

Yesterday as part of the RPG Blog Carnival hosted by Campaign Mastery we took a look at what it means to Cast the Raise Dead Ritual. Today I wanted to follow up on that post and examine the inner workings and role playing possibilities that are available when this ritual is cast. Some of these idea’s were inspired by the excellent comments in yesterdays article.

Categories
Editorial

RPG Blog Carnival: Casting Raise Dead

What happens when you cast the raise dead ritual?

While Raise Dead is only a level 8 ritual, I would argue that it is one of the most powerful rituals in 4e Dungeons & Dragons. The ability to return a soul to its body is awesome and is a power beyond the understanding of most people.

This month the RPG Blog Carnival is hosted by Campaign Mastery and the focus is on Life and Death in RPGs. At Dungeon’s Master our contribution to this discussion will focus on the implications of casting the Raise Dead ritual.

Categories
DM Resources Eberron

Secrets of Eberron Revealed (Part 10)

The Thronehold Tournament is the most mysterious and lucrative gambling tournament in Eberron. It happens every year in the very castle that once housed the Five Nations’ one true king. Today we reveal the history of the card tournament that according to the castles’ guardians, House Deneith, doesn’t exist. Are you ready to learn about the fastest way to earn a fortune in Eberron?

Click on the Eberron tab above the Dungeon’s Master banner to find the previous installments in this ongoing series as well as many other great Eberron articles and resources.

Categories
Player Resources

11 Articles Everyone Should Read

After a long and busy week, Friday is finally here. What better way to relax than putting together a D&D list. It started simply enough, just a list of tips for players. That’s when I realized that buried within the 600+ articles we have at Dungeon’s Master are more than enough tips for any D&D player.

Presented below are 11 articles that I enjoyed re-reading and think you will too. When I put together this list together my only criteria was to find interesting article that would appeal to a wide gaming audience. I wasn’t looking for our greatest hits (although a couple included below have already earned that distinction). These articles are a great place to begin a conversation about various aspects of the great game we call Dungeons & Dragons.

Categories
Editorial

D&D Encounters: March of the Phantom Brigade (Week 7)

Inverness was burning! After Brother Splintershield’s unfortunate death last week, the ritual that protected the town disappeared. As soon as that happened a coordinated attack immediately struck the town. The heroes could see signs of the blazing town, most notably the smoke clouds, off in the distance. If the heroes had any hope of helping their friends and saving the town from whatever plight it now faced they had to act quickly.

Unwilling to leave Splintershield’s body unburied, the PCs quickly made a crude sled with which they could easily bring his remains along with them. A few Nature checks later and they were off. After an hour of swift travel through the brush they arrived at the forest edge and got their first look at the devastation happening in the town.

Ghost soldiers were ransacking and bringing Inverness. Most buildings were ablaze already. Ghostly archers shot flaming arrows at all structures. It was clear that their purpose was destruction. Salazar Vladistone was true to his word. He returned with the Phantom Brigade and they were reclaiming Inverness as their own.

Categories
Class Discussions

Avenger – Worst Striker Ever

Strikers are without a doubt my favourite role in 4e D&D. In a balanced party someone needs to be responsible for excessive damage output and that’s usually me. I’ve played the Rogue, Ranger, Warlock, Sorcerer, Monk and Barbarian classes and enjoyed all of them. Although I’ve never played an Assassin, one of the players at my gaming table ran one for months the last time I was the DM so I’m well aware of their prowess (and look forward to playing one soon). Each striker class has its own pros and cons, and every one of them is rewarding and a lot of fun to play. Except the Avenger.

I’ve played the Avenger during dungeon delves and more recently I’ve been playing one in Living Forgotten Realms (LFR). After giving the Avenger a thorough shake-down I’ve come to realize that Avengers suck. They are the worst, most underpowered class in the striker family. I’d go so far as to say that the Avenger is quite possibly the worst classes in 4e D&D.

The striker’s purpose is to dish out damage. What makes the striker special is that when he hits it should hurt… a lot. All strikers get a little something extra to enhance their damage output. Admittedly in many cases the extra damage is circumstantial and if the appropriate criterion isn’t met then they don’t get the extra damage. The Avenger is the only Striker class that gets nothing extra.

Categories
DM Resources

How To Make Your Players Feel Heroic

I’ve realized of late that I enjoy designing tough encounters. Encounters where perhaps the forces border on overwhelming. Where encounter after encounter my players are being pushed to the brink. It’s almost like a test of endurance, can they take just one more encounter? Will they prevail or will I have finally pushed them too far?

Much of my motivation for designing encounters this way comes from taking too many extended rests with daily powers unused and healing surges remaining. These extended rests haven’t been taken because we though we needed them or could get away with them. No, they came about because we had completed the adventure. In short as a player in 4e there have been few encounters that I feel have truly pushed myself and other players to the edge.

Of course what I have also realized is that making every encounter a slug fest, where at the end of the final encounter the party is completely out of resources is also boring. Furthermore, my players are beginning to wonder if I’m out to kill their characters. When the time for an extended rest rolls up they have a look of relief on their faces. Instead of a feeling of satisfaction or euphoria at completing the encounters, they are just glad it’s over.

I realize that while I’m challenging the players, I’m not creating moments for them to feel truly heroic. As a result I’ve developed a series of guidelines to assist me in my adventure design.

Categories
Editorial

The Importance of Trust and Honesty in D&D

I think that the vast majority of people who play D&D take for granted just how important trust and honesty are to the game. In order for everything to work we have to assume that everyone playing is honest and trustworthy. Of course, we don’t come right out and ask this of the other players; you merely accept it as fact. If players cheat or abuse the trust we’ve given them in good faith, then the system won’t work and the gaming experience will be tarnished.

Just this past weekend I was playing a Living Forgotten Realms (LFR) adventure at my FLGS and something happened that really highlighted the importance of trust in D&D. It was an unusual situation, and the more I thought about it the more I realized that perhaps it’s time to discuss just how vital trust and honesty are in D&D.

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DM Resources

How To Use Prophecy And Divination To Tell The Story

Ash nazg durbatulûk, ash nazg gimbatul,
ash nazg thrakatulûk, agh burzum-ishi krimpatul.

One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.

– J.R.R. Tolkien, The Lord of the Rings

With these lines a quest was born unlike any known before or since.

Developing a prophecy or using divination to assist in the story telling of your campaign can be as simple as two lines or as complex as you want it to be. Of course you’ll need an overarching quest to tie everything to, the prophecy simply provides motivation or guidance to your players. The prophecy can be a detailed guide to the adventure or a mysterious code that provides occasional direction.

This week at Dungeon’s Master we’ve been discussing aid from divine and otherworldly sources in detail. Ameron started the discussion off with Divinations – Is Some Magic Just Too Powerful for PCs and then continued with a piece on Divine Intervention.  The discussion was continued by Callin and his post at Big Ball of No FunHow to Handle Divinations.  In other words there has been no shortage or articles about divination in the 4e blog community this week. I would also encourage people to read Prophecy Points as a Reward for Roleplaying from The Big Red Box Blog.

I felt it was only appropriate that we cap the week off with an article not about reacting to the use of divinations in game by players, but to the active use of divination and prophecy by the DM as a storytelling tool.