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Adventure Hooks DM Resources

Nightmares & Dreamscapes – An Adventure Hook

a-to-z-letters-n“Have you ever had a dream, Neo, that you were so sure was real. What if you were unable to wake from that dream? How would you know the difference between the dream world and the real world?” – Morpheus, The Matrix (1999)

In Marvel comics there is an actual entity called Nightmare. He is the supreme ruler of the Dream Dimension, a pocket universe made real by the collective psychic energies of everyone asleep on the planet. As long as a singe person is sleeping somewhere in the world, the Dream Dimension continues to exist. He has the power to trap a person’s soul in the Dream Dimension. The illusion is so real that the captive soul does not realize that it’s actually in a dream.

Building on this idea, a clever DM could have an encounter, an adventure or even a full out campaign take place entirely in the dream world. Even if the PCs realized that they were in the Dream Dimension they wouldn’t know how to escape.

Throughout April Dungeon’s Master is participating in the Blogging from A to Z Challenge. The challenge is to write a new article ever day in April, excluding Sundays. That’s 26 articles over the course of the month. To make things even more interesting the title of each article will begin with a different letter of the alphabet. “N” is for Nightmare as we look at the idea of an adventure in the realm where dreams and nightmares are real.

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DM Resources

Monsters as Player Characters

a-to-z-letters-mIn D&D a handful of fantasy races populate the majority of the gaming world – Human, Elf, Dwarf, Half-Elf, and Halfling. These are the most common and well known races, but they’re certainly not the only ones. Over the years the D&D has allowed players to choose from a multitude of races when creating their characters. The Half-Orc, Gnome, Drow, Warforged, Goliath and even Dragonborn have all become commonplace in today’s D&D. As the list was expanded the game’s creators provided an explanation of how the new races fit into the world. In most cases these races had distinct culture and homelands in the same way as the Elves and Dwarves.

Over the years I’ve played my fair share of non-Human characters. Since 4e I’ve played an Elf, Dwarf, Eladrin, Half-Orc, Goliath, Drow, Shifter, Half-Elf, Warforged, and Dragonborn just to name the first few that come to mind. In my mind these are all “normal” races for a fantasy role-playing game. Sure a few of them might be a bit on the fringes of normal (the Goliath, Warforged and Dragonborn, for example), but I have no problem grouping these races in the same category as Humans, Elves and Dwarves. More to the point I do not consider these races to be monsters.

Throughout April Dungeon’s Master is participating in the Blogging from A to Z Challenge. The challenge is to write a new article ever day in April, excluding Sundays. That’s 26 articles over the course of the month. To make things even more interesting the title of each article will begin with a different letter of the alphabet. Today the “M” is for Monster as we venture into the possibility of having players run monsters as characters.

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DM Resources Editorial

Cat Lord

a-to-z-letters-cI remember it vividly. I was flipping through the AD&D Monster Manual II (still the only AD&D hardcover rule book I don’t own) and there he was on page 22 – the Cat Lord. Something about this creature grabbed my attention and my imagination in a way that few other monsters ever have. I think it was a combination of the name “Cat Lord” and the accompanying picture (by Harry Quinn) depicting a feline humanoid. This monster was majestic in a way that only a powerful hunting cat could be; yet he also exuded a sense of cool sophistication that has always stuck with me. It’s hard to put my finger on an exact reason, but something jumped off the page and into my imagination that has always led me to believe that the Cat Lord is one of the most interesting creatures in Dungeons & Dragons.

Throughout April Dungeon’s Master is participating in the Blogging from A to Z Challenge. The challenge is to write a new article ever day in April, excluding Sundays. That’s 26 articles over the course of the month. To make things even more interesting the title of each article will begin with a different letter of the alphabet. Today’s “C” topic is the Cat Lord, one of my all-time favourite D&D characters/monsters.

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DM Resources Friday Favourites

Friday Favourite: Gaming in Silence

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From December 5, 2011, Dungeon’s Master once again presents: Gaming in Silence.

Playing D&D is a social experience. It’s often as much about getting together with your friends as it is about killing monsters. But I’ve noticed that we spend a lot of time talking about stuff that isn’t even related to the game. This has really become a big problem in public-play games at my FLGS. I’ve noticed that over the past few sessions of D&D Encounters I’ve had to ask people (with alarming frequency) to stop talking when it’s not their turn and pay attention to what the other players are doing, and that got me thinking: what if you weren’t allowed to talk during an encounter or an entire gaming session? How would things change?

To begin this kind of gaming experiment, the DM must make it clear to the players right from the outset that anything they say, anything at all, even if it’s something that their characters obviously wouldn’t say, is going to count as an utterance by their PC. Absolutely everything the player says his character says. No exceptions. Silence is going to be the key to success. Excessive noise will either force the PCs to fight something they know they have no chance of defeating (hence all the sneaking around) or it will lead to a final confrontation that is a lot more difficult because the PCs kept talking. In either scenario, the stakes should be incredibly high.

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DM Resources Friday Favourites

Friday Favourite: How Observation Changes Characters’ Behaviour

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From November 28, 2011, Dungeon’s Master once again presents: How Observation Changes Characters’ Behaviour.

dreams-of-red-wizardHow often has your character done something during the heat of combat that he would never do under normal circumstances? Usually these uncharacteristic actions revolve around killing the enemy. It could be something marginally questionable like attacking an unarmed opponent or it could be a lot more extreme like killing an opponent that has already surrendered.

We don’t often worry too much about the consequences of these actions because the only witnesses are the other members of your party, and let’s face it they’re probably just as guilty of the questionable behaviour as you are. But lately I’ve wondered if players would make different decisions for their characters if they knew that the PCs were being watched. Would PCs still act with impunity if there was a good chance of their actions being seen by others?

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DM Resources Friday Favourites

Friday Favourite: How Art Inspires Campaigns

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 24, 2011, Dungeon’s Master once again presents: How Art Inspires Campaigns.

As both a DM and a player I draw my inspiration from four different sources: fantasy literature, movies, my daily walk and art. It is amazing how a single phrase, scene, tree or image can inspire a character’s history or indeed an entire campaign. I walk my dog daily and on the path I take through a forest there was a dead tree that was covered in vines. This image inspired the idea for an entire campaign where the natural world was being threatened by rot and corruption. Not the most original idea, I’ll admit, but as the dead tree was surrounded by life I decided to represent this by an antagonist that the party trusted. Over time his duplicitous nature would be revealed. Not bad for an idea inspired by a tree.

I find that simple images and stills can often provide great ideas for campaigns and character concepts. Fantasy art has inspired me in more ways than I can count. The idea of taking an image and providing a history for that image is an enjoyable and rewarding experience.

Art clearly is a popular subject and I’m obviously not the only one inspired by it. Two of our most popular articles here at Dungeon’s Master are The Art of D&D (Part 1 | Part 2). My purpose here isn’t to go back as Ameron did and talk about artists who have shaped our thoughts of Dungeons & Dragons. Instead I want to look at some select images and create things from them. Today’s post is a workshop and I’m interested in the stories we will create.

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D&D Encounters DM Resources

Lair Assault and D&D Encoutners Tokens

If you’re like me you use minis instead of tokens. However, when it comes to Lair Assault a sheet of tokens is provided for each adventure. It gives the DMs tokens for all the monsters, special terrain features, mounts and even a few boats. After seven seasons of Lair Assault it’s an extremely versatile collection of tokens which is why (after numerous requests) we’ve finally got around to sharing them with you.

When it comes to D&D Encounters everyone brings their own character so there are no standard tokens. However, with most seasons DMs are provided with one of the generic token sheets. I always assumed they were identical until I looked a bit closer in preparation for this post. It seems that I’ve acquired three sets of generic token sheets over the seasons.

I’ve scanned the token sheets, front and back, for all seasons of Lair Assault as well as the three generic token sheets from D&D Encounters and presented them below for your convenience. Using these scans you can print them and create your own token library.

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DM Resources

What is the Town’s Attitude?

Kelmarsh medieval villageA lot of D&D adventures begin with the PCs arriving in town. In most cases it’s someplace the PCs have never been before so everything is new – the people, the locale, and the problems. This is just a natural part of the adventurer’s life; going from place to place, getting in adventures and helping people along the way.

I’ll admit that I’ve run many adventures that start just like this. It’s not a bad thing, but it is a bit boring. The longer you play D&D the more often this will happen and the more trivial each town will seem as you continue on your quest for adventure.

After playing through this scenario for the umpteenth time during last week’s D&D Encounters introduction it occurred to me that a clever DM can turn this traditionally boring introduction into something a lot more interesting by adding one little detail – the town’s attitude towards strangers.

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DM Resources

Friday Favourite: DM Tips for Restarting a Retired Campaign

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 30, 2009, Dungeon’s Master once again presents: DM Tips for Restarting a Retired Campaign.

After almost a year we are putting our current campaign on hold, and rather than start something brand new we’ve decided to return to a campaign that we put on hold just before the release of 4e. In many ways going back to a retired campaign can be even more difficult than starting from scratch. As I prepare to put on my DM hat and dust off my old notes I’ve been thinking about all the things I need to do to make this transition run smoothly.

I’ve come up with a few tips for DMs planning to go back to a campaign that’s been on hold for any extended period of time. These are guidelines that I’ve used and found useful. If you have additional tips that have worked for you, please leave them in the comments section below.

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DM Resources

Passing Notes at the Gaming Table

passing-notesOne thing that has always been challenging for D&D players is to have their character do something that none of the other players know about. This might be something harmless like visiting an NPC from the PC’s past, or it might be something devious like stealing from another character in the party. Passing notes has always been the way that one player let the DM (or other players) know that their character wanted to do something that the rest of the party should not be aware of.

The problem with this approach to secret communication is that as soon as one player does it the rest of the players get suspicious. They have their characters do things that they shouldn’t have any reason to do. Things like checking all their pockets to ensure nothing’s been stolen, or keeping an extra close eye on the note passer’s character during the night watch.

The reason we find it necessary to pass notes is that a lot of players (most players in my experience) can’t separate player knowledge from PC knowledge. If they hear one player say “My Rogue picks the Fighter’s pocket and takes the jewel,” the player running the Fighter will often get upset with the players running the Rogue, even though his PC has no idea anything inappropriate has happened. Because the player knows out of game what’s happened he’ll often change the way his PC acts as if the character knew this detail.