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D&D Encounters

D&D Encounters: Council of Spiders (Week 8.)

The end is near; at least the end of this season of D&D Encounters. This week marked the finale of the Council of Spiders. The party was looking for Valan Jaelre, the instigator of the recent unrest in Menzoberranzan and possibly one of the leaders of the Council of Spiders. Valan’s defeat (and death) could quash many fires, especially if he revealed who else he was working with. The PCs were in the right place at the right time, but the task ahead was going to be difficult.

Last week the PCs ventured through the slums of Menzoberranzan to find Valan’s hideout. They had an unexpected encounter with a Priestess of House Melarn who was apparently one of Valan’s partners. The PCs defeated the rogue Priestess and her entourage before heading down a staircase and into Valan’s lair.

Unfortunately we had a very poor turnout for our grand finale. The level 3 table had a DM and three players, and my level 6 table had a DM and three players. Yet another example of why everyone in the FLGS should play the same level characters and not let some group play up. Rather than combine for a table of six or seven, we had to run two tables of three. My group had a Drow Rogue/Blackguard (f), Drow Druid (m), and Drow Wizard Bladesinger (f) all of whom were affiliated with Bregan D’aerthe.

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DM Resources

Undead of Different Races

When the DM describes zombies, skeletons or any other undead that attacks the party, how often does he mention what race the creature was in life? How often do you even think to ask?

As a player when I hear “skeleton” I always assume it’s a Human skeleton. I never ask if it was originally any other race. The same goes for zombies, mummies, and ghouls. I always just assume that it was human and now it’s undead. Even the description in the Monster Manual and online compendium just classifies these monsters as medium undead. But in a fantasy setting there’s no reason to assume that every undead you face was once Human. With so many other races represented in the world why wouldn’t some undead creatures have once been a race other than Human?

This might seem like a really small detail, but it can really change the way an encounter plays out. Not to mention it can drastically change the mood of the encounter. Think about it, how much more terrifying would a skeletal army be if they were once Minotaurs? What about a zombie horde full of animated Dragonborn corpses? What about Halfling mummies? Or Pixie ghouls? It only takes the DM a few minutes to identify what race the creature was before it became undead yet it can drastically alter how the players perceive the encounter. Where they might rush haphazardly into a group of “normal” skeletons, they may now rethink their tactic once they realize that these undead are special.

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D&D Encounters

D&D Encounters: War of Everlasting Darkness – Preview

On October 24 D&D Encounters begins its eleventh season. This promises to be very different than any previous season of the program. For starters it’s the first time PCs will advance beyond level 3. It will also bend some of the existing 4e mechanics and borrow elements from the D&D Next play testing underway right now. I’ve read over the materials and I have to say that I’m really excited. This is still 4e D&D and still D&D Encounters, but there is so much more happening this season.

This is the third and final installment of the Drow-themed Rise of the Underdark story-arc. By the end of the adventure the PCs will either crush the Drow uprising or be enslaved by the dark elves. It’s up to you to fight The War of Everlasting Darkness and defend the surface world.

Below I’ll provide a detailed preview of what you can expect this season. This will remain spoiler-free and will just give you the foundation of what you need to know to play. Hopefully it will entice more players to come out and try D&D Encounters or get veterans of the program to return and try this new format.

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D&D Encounters

D&D Encounters: Council of Spiders (Week 7)

After last week’s role-playing heavy session the party eventually convince Ash’ala Melarn, Hoshtar Xorlarrin, and Ro’kolor of Bregan D’aerthe to continue working together. They decided to stop the Council of Spiders, or at least see that those currently calling the shots be removed from power and replaced by a male with more traditional values. They also agreed to continue supporting the Way of Lolth and as decreed they would do whatever was necessary to assist with the creation of Lolth’s Demon Weave.

About a week has passed since the PCs rescued Hoshtar and discussed how to proceed in order to avoid a civil war. The house leaders summoned the PCs one more time for another joint mission between the three factions.

They learned that the assassin who captured Hoshtar was an agent of Jaezred Chaulssin, an order of assassins committed to overthrowing the tyranny of Lolth. The mastermind behind this crisis is a Drow named Valan Jaelre (a name the player should recognize from last season of D&D Encounters). Spies have located Valan’s hideout and the PCs are instructed to find Valan and put an end to his interference. They are also instructed to try and find out who Valan is working for in Menzoberranzan.

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Adventure Hooks DM Resources

The 5 Ws of Treasure Maps

“Among the loot is a treasure map.”

This statement never fails to get the players’ attention. Suddenly the magic sword and the rare gems are forgotten at the possibility of even greater riches. I’ve seen players expend more energy arguing over who gets the treasure map while other magical treasures on the floor right in front of them go unclaimed. The idea that someone hid something valuable and you could be the one to find it really hits a nerve with players. Why settle for this lame flaming sword +3 when I could have something even better? Ah, the insatiable greed of players.

Personally I love treasure maps. They’re one of the easiest and best adventure hooks in D&D (or just about any other RPG). The promise of something valuable, the excitement of following the map’s directions, and the thrill of acquiring treasure appeals to an overwhelming majority of players. Knowing this, it’s easy for the DM to lead the PCs anywhere he wants them to go, because who can resist a treasure map?

But a treasure map can and should be more than a map with a big X marked on it. It certainly can be this mundane and direct, but if it is then it’s a safe bet when the PCs get there they won’t find anything worthwhile. A good map has a story all its own, a history, a personality if you will. Someone went to a lot of trouble to hide their treasure and then write down the location. The last thing they wanted was for a bunch of idiots (the PCs) to easily find it and steal it just because they got their hands on his map.

Before throwing a treasure map haphazardly into your game you should answer the 5 Ws – who, what, when, where, why (although not necessarily in that order). It may seem like a lot of extra (and unnecessary) work, but believe me it’s time well spent.

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D&D Encounters

D&D Encounters: Council of Spiders (Week 6)

With Menzoberranzan potentially looking at a civil war, the PCs found themselves in a unique position to possibly influence key members of House Melarn, House Xorlarrin and Brigand D’aerthe before they decide how to react to the coming conflict.

Over the past two sessions the PCs infiltrated the Council of Spiders’ hideout in order to rescue Hoshtar Xorlarrin who had been kidnapped. The PCs killed everyone they faced, rescued Hoshtar and successfully planted false evidence to implicate House Melarn’s involvement with the Council of Spiders – a detail they made sure to point out to Hoshtar before they left.

Accompanied by the still badly wounded Hoshtar, the party headed to their predetermined meeting place to deliver Hoshtar and share what they learned over the previous two sessions with Ash’ala Melarn and Ro’kolor of Brigand D’aerthe.

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D&D Encounters

Lair Assault Map Gallery

Last week we published the D&D Encounters Map Gallery which had pictures of every map from every season of D&D Encounters to date. Today we share the maps from Lair Assault.

Each Lair Assault is a specially designed dungeon delve that pits a party of five PCs against nearly impossibly odds. They adventures are designed to be challenging and there is a realistic expectation from the designers that many parties will suffer a TPK their first time through. In some cases the PCs only have a limited number of rounds to complete their objective, which of course adds another level of difficulty and complexity.

The maps for these adventures are often secret at the outset, but players are encouraged to replay the adventure using the knowledge they gained from their first time through. The maps are often simple and deadly; exactly what most DMs are looking for.

Some of the Lair Assault kits have included mini versions of the maps for the DM’s reference. Scans of these maps are posted below. When such maps were not provided I’ve resorted to photos of the poster map. I’ll continue to update this gallery as more Lair Assault adventures are released. I won’t post the current season’s map unless the PCs would normally have access to it at the adventure’s outset.

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Month in Review

Month in Review: September 2012

In September I officially became a professional gamer as I had two articles published in Dungeon Magazine. At the same time my home gaming group decided that we needed a short break from D&D so we’ve been trying out other board games and RPGs. I’ve realized that by taking a step back it’s provided new perspective which is serving as a great source of inspiration.

In September we borrowed from Doctor Who and Dresden Files to come up with articles on New Initiative and Collaborative Dungeon Design. Who knows what October will bring?

Last month we continued to focus heavily on D&D public play with our preview of the new Lair Assault: Kill the Wizard, and weekly coverage of D&D Encounters: Council of Spiders. Even if you’re not actively playing D&D Encounters you should check out our actual-play podcast and our weekly show “Recounting Encounters” in which we dissect each week’s session.

We’d like to thank everyone who visited Dungeon’s Master in September. Please leave us your comments and let us know what you think. We welcome your feedback, opinions and questions. I also encourage you to follow me on Twitter (@ameron_dm).

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D&D Encounters

D&D Encounters: Council of Spiders (Week 5)

Last week the PCs managed to get inside the Council of Spiders hideout where they search for the captured Hoshtar Xorlarrin. Every Drow that stood in PCs’ way last week was killed. During their short rest the PCs looted the bodies and took anything of value they could find in the upper floor of the hideout. They paused just long enough to complete their secret objective before heading downstairs.

Once they reached the hideout’s lower level they came face-to-face with a rapier-wielding Drow Assassin. “And so it begins,” he said. “Thank you, dear friends, for starting what I’m sure will be a perfectly lovely war.”

This week I ran a table of four: Drow Rogue (f), Drow Rogue/Blackguard (f), Drow Druid (m), Drow Cleric Priestess(f). All four are affiliated with Bregan D’aerthe. This party began the adventure at level 4, and they are all level 5 now.

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DM Resources

Collaborative Dungeon Design

It’s unusual for DMs to get the players to help them design encounters. After all, part of the fun of being a player is the element of the unknown. Players love it and DMs relish in it. The idea that the DM springs the unknown on the players is practically a mandate of D&D. I know this is how things usually work when I’m the DM. I have a vision of what an encounter will be like or where it will take place and I make it happen. I create the encounters in secret. The last thing I want is for the players to have any foreknowledge of what’s next. In fact I’ve gone so far as to change details if I discover they know something they shouldn’t about the next encounter.

During my recent introduction to the Dresden Files RPG I experienced the extreme satisfaction of being part of the collaborative city creation process. The game takes place in a city that everyone helps develop. The DM (or in this case GM) still has the final say, but all the players work together to make the setting interesting. Of course it didn’t take long to see how this exercise could be just as useful to other games, namely D&D.