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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 8)

Dusk is but a few short hours away and the town of Duponde is about to once again shift into the Shadowfell. The heroes were unable to find the Wizard Nathaire, the one responsible for triggering Evard’s curse and beginning this chain of events. They headed back to town for a brief rest before night fall and were once again called upon to help defend the town from the creatures that lurk in the realm of shadows.

This week at my FLGS we ran two tables each with six players. The party at my table consisted of a Jarren 1, Jarren 2, a Drow Wizard, a Shade Assassin, a Drow Ranger and a Dragonborn Paladin. Over the past two seasons of D&D Encounters we’ve had a few younger gamers join the regular Wednesday night crew. This week the number of younger gamers increased since school is out.

Five of the six players at my table were between 11-14 years-old. Two have been playing at my table for weeks, three were first timers. As the DM I had to decide if I should change the way I was planning to run the encounter. I asked the new players if they were experienced gamers of if this was their first time playing D&D. They all assured me that they’d played many times before and were experienced gamers. With that being said I decided not to change anything and run the game as I would regardless of the average age of the players at my table.

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Editorial Player Resources

Are You Willing to Provoke an Opportunity Attack?

One of the more difficult things that new players have trouble remembering is that moving away from an opponent will draw an opportunity attack. As soon as players hear that moving their character more than one square away from an adjacent creature will result in that creature getting a free attack, all tactics that involve moving are thrown out the window. It’s almost as if they believe that drawing an attack and possibly taking the hit is the absolute worst thing that they can do on their turn.

As an experienced DM I’m going to tell you that you need to be willing to take an opportunity attack once and a while. From a mechanics point of view all opponents know as well as you do under what circumstances they’ll get to make a free attack on you. If you move away they’ll attack you as soon as your back is turned. If you try to use a ranged attack while standing next to them, they’ll see the hole in your defenses and attack you. And if you try to crawl away while prone you bet that you enemy will kick you as you scurry away.

But so what if they do? In most cases a monster’s basic attack is just that – basic. It usually is a straight up weapon attack, be it a sword or claw. Yes, it has the potential to hurt you but you need to weigh that against the value of taking the action that draws the attack in the first place.

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DM Resources

RPG Blog Carnival: Eldrick Tont – Defender of the Tiger Woods

Today Dungeon’s Master presents our contribution to this month’s RPG Blog Carnival: Memorable Characters Inspired From Real Life. The real life person, upon which my memorable character was inspired, is golf icon Tiger Woods.

Encounter Setup

The PCs seek the fabled Green Jacket. This enchanted cloth armor is awarded to the most deserving champion annually each spring. Combatants must travel to the Tiger Woods and defeat the reigning champion, Eldrick Tont. Tont accepts all challengers and is ruthless in defense of a prize he believes he rightly deserves.

The competition always takes place in the same clearing deep within the Tiger Woods. The terrain changes during each new encounter. Some areas are only covered in fine grass, while other areas have more dense foliage preventing movement and even line of sight. Some areas are completely devoid of plants, creating sandy traps and hazards. Pools of varying sizes and depths are also common obstacles that combatants must face.

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DM Resources

RPG Blog Carnival Reminder

There are only a few days left to participate in June’s RPG Blog Carnival: Memorable Characters Inspired From Real Life. The Dungeon’s Master team wants you to look to reality for gaming inspiration. Create a memorable character (hero or villain) based on a real life person and provide guidelines for how this character might be used in an RPG.

The character you create should have a clear connection to the real-life person from which they were inspired. The person can be someone from the past or present, dead or alive, hero or villain. Be creative.

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Book Reviews

Review: Gods Behaving Badly

Gods Behaving Badly
Marie Phillips

What if the gods of ancient Greek mythology lived among us? Where would they live, how would they get by, and as immortals what would they do to pass the time? In Marie Phillips’ novel, Gods Behaving Badly, she explores this possibility.

The gods no longer live upon Mount Olympus; instead they all share a run-down, dilapidated flat in one of London’s less savory neighbourhoods. They’ve been living there for hundreds of years and retain only the bare minimum of their godly powers. Aside from their immortality, they’ve become very much like regular people. They’ve even had to get jobs.

Apollo is a failed actor reduced to performing as a TV psychic (and a poor one at that). Aphrodite makes a living as a saucy phone-sex operator. Artemis is a dog walker. Dionysus operates an underground nightclub. Life for the gods has become pathetic and boring.

But their hard times have not taught the gods humility. They still believe that they’re better than mortals and don’t understand why they have to play by the same rules as everyone else.

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DM Resources

The DM’s PC – Something Between a PC and an NPC

The distinction between PC and NPC is pretty simple. You, the players, are the PCs (Player Characters) and everyone else you meet in the game controlled by the DM is an NPC (Non-Player Character). But the more I thought about it, the more I’m realized that there was a lot to be gained by introducing a kind of character that fell somewhere between these two absolutes.

One of the most common D&D axioms is “Never split the party.” As many players have learned over the years this is sound advice. In most cases when the party divides into smaller groups or one character goes off on his own, they make themselves vulnerable and often end up dead. But I believe that the real reason to never split the party is because it divides the game. The DM has to jump back and forth between both groups. Each group has to have enough to do during their session to still enjoy the gaming experience, but the DM has to be conscious of how much time the group out of the spotlight spends doing nothing.

The type of story-telling that D&D creates and encourages, focuses on a party of adventurers who, for the most part, are always together. Strength in numbers and all entails; nothing new here. However, in fantasy literature that focuses on an adventuring party, including classics like The Lord of the Rings upon which D&D was heavily based, the story is constantly shifting between the characters as they do different things simultaneously.

This is something that doesn’t work well with the way D&D mechanics were created, and in some cases it’s really too bad. Many DMs, myself included, often feel that their hands are tied when they’re trying to come up with a really excellent story for their next campaign.

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 7)

Last week the party discovered that a group of Tiefling bandits had turned the remains of Vontarin’s mansion into their base of operations. The PC managed to kill the Tieflings that were on the main floor, and after the combat found a trapdoor leading into the basement. This week they decided to continue their search for Vontarin’s ghost by going downstairs. But during what should have been a fairly routine and straightforward exploration of Vontarin’s basement, the party was betrayed by one of their own while another put material gain ahead of helping his allies.

This week we ran two tables at our FLGS. The party at my table consisted of six PCs – Jarren 1, Jarren 2, an Eladrin Warlock, a Dragonborn Paladin, a Human Blackguard and a Half-elf Druid with a bear companion. Our numbers have dropped noticeably over the past few weeks, but we attributed this to the nicer weather outside and students finishing their final exams. With any luck will gain a few players come July.

The party took complete stock of the mansion’s ground floor at the end of last week’s encounter so when we began this week they were ready to descend into the basement through the trapdoor in the floor.

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DM Resources

3 Quick Ways To Increase Role Playing At Your Table

In reading Ameron’s reports on D&D Encounters and in my own observations there seems to be a lack of role playing occurring in D&D. Another way of looking at it is, there are good role playing opportunities presented with combat encounters that just seem tacked on providing an excuse for combat.

The pace of 4e D&D combat tends to squeeze role playing out of the equation. I find this happening to the extent that 4e could almost be classified as a tactical combat game rather than a role playing game. The opinion might be extreme, but it does have merit. If you are looking to ensure that more role playing occur at your table and not sacrifice the fun that 4e tactical combat brings consider the points below.

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Editorial

D&D & Kids: How To Scare A Dragon

Every time I leave the house for my weekly Dungeons & Dragons game my son asks me, “Daddy, are you going to scare the dragons now?” To which I will invariably reply as I give him a hug, “Yes, daddy is going to scare the dragons.”

With this conversation completed I head out to scare the dragons. My son will be three later this summer, his concept of D&D is non-existent he just knows that every week his daddy goes to scare the dragons. I’m not even sure if he really knows what a dragon is, other than a big dinosaur.

The focus on my son’s question to me is on the word scare. He doesn’t ask if daddy is going to go slay the dragons, he uses the word scare. He might be just shy of three-years-old, but I think the word scare is an important distinction.

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DM Resources Editorial

D&D Math – Adding the Numbers

Player – I rolled a 15, plus 7. Do I hit his AC?

DM – What’s the total?

Player – Um, hold on. 15… (Counts under breath) 16, 17, 18, 19, 20, 21, 22. (At full volume again) 22! Does that hit?

DM – Yes it does. His AC is 14.

I’ve been playing a lot of public-play D&D over the past year; mostly D&D Encounters but also a fair amount of LFR. This is of course in addition to my regular weekly game. Playing in all of these games allows me to see how other people play and lets me learn from the experience. It also highlights problem areas in my game and in the game of the other players and DMs.

One disturbing trend that I’m seeing more and more is players that don’t (or possibly even can’t) do the math. They roll a d20, call out the result and then give me their modifiers and ask if they hit. In many cases the roll is high enough to beat the monster’s defences, so I know they hit even without the modifier added in; however, I always ask for the total before confirming a hit or miss. And it’s not only happening with attack rolls. It’ happens with damage rolls too.