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D&D Encounters

D&D Encounters: Tyranny of Dragons Kit – Preview

tiamatWith the release of the new 5e Dungeons & Dragons comes a new look and feel to D&D public play. D&D Encounters as we know it is changing as it becomes part of the broader public play program known as the D&D Adventure League.

The first adventure in the Tyranny of Dragons story arc is Hoard of the Dragon Queen. The D&D Encounters adventure, which your FLGS can download for free, provides enough material to advance PCs from levels 1-4. The story continues for PCs of level 5 and above in the for-sale product of the same name, Hoard of the Dragon Queen, on sale August 19.

As part of the new 5e public play kick off game shops everywhere will be receiving Tyranny of Dragons Kits full of great free stuff for DMs and players. Today we’re going to share everything that you can expect to find inside including Faction Packs for players, and DM packs that include magic item certificates. Read on.

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D&D Encounters D&D Next

D&D Encounters: Dead in Thay (Week 11)

dead-in-thay-coverDuring the last session the PCs learned that a group of Red Wizards were trying to reset all the black gates and undo everything the heroes had accomplished so far. With consequences so dire, three tables (16 PCs) came together to face off against these foes. It was a bit of a grind but in the end two parties of 8 stormed the Masters’ Domain and stopped these Red Wizards from succeeding. The PCs levelled up and most used the Seclusion Crypt to gain the benefits of a long rest before heading into the final fight.

This week we began part 1 of our 2-part grand finale at Hairy Tarantula North in Toronto. We had 22 players split among four tables, including two brand new players. The party I ended up running had all the newbies (including Alton from the Recounting Encounters podcast). The roster included a Human Fighter, Elf Ranger, Human Cleric, Elf Mage, and Halfling Rogue.

Tyranny of Dragons. We just received the kits for the next season of D&D Encounters: Tyranny of Dragons. Be sure to visit Dungeon’s Master later this afternoon for our preview article.  — Ameron

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DM Resources Friday Favourites

Friday Favourite: How To Introduce A New PC

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From April 28, 2010, Dungeon’s Master once again presents: How To Introduce A New PC.

It happens in almost every game, a PC dies and now you have to figure out how to introduce the new character. Or a new player joins your group and you struggle to explain why they should join the party? There are a many ways to go about answering these questions. From the serious role-playing that this type of event triggers, to the inane and superficial. How you approach this aspect of death and dying in Dungeons & Dragons will come down to the play style of your own group. Different approaches to the game will result in different introductions for new PC.

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D&D Encounters

D&D Encounters: Dead in Thay (Week 10)

dead-in-thay-coverThis week we tried something a bit different and a bit off-script as we approached the end of the adventure. The idea was sound but the execution was not as smooth as we’d hoped. It made for a memorable adventure but not for the reasons we’d expected.

At Hairy T North this week we ran four tables. We had three players who were at D&D Encounters for their second time and one players new to D&D and public play. At the beginning of the night the tables were pretty evenly divided up. Table 1 (DM Craig) had six players, table 2 (DM Hillel) had four players, table 3 (DM Tim) had six players, and table 4 (DM Derek) had six players.

Normally I list off which characters are in my party. I’m going to wait and do it later because the tables merged and the parties reformed about 10 minutes into the session. What is important to note is that we have a disproportionate number of Mages at our FLGS giving the parties access to a lot of Fireballs.

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DM Resources Friday Favourites

Friday Favourite: Design Encounters That Reward Cooperative Play

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 19, 2011, Dungeon’s Master once again presents: Design Encounters That Reward Cooperative Play.

D&D has always been a game where players work together to accomplish a common goal rather than compete against each other for a prize. It is a game where the DM provides a backdrop for character conflict. Players are likewise not competing against the DM. Instead everyone should collaborate to create a great story and a fun experience.

In order to provide a backdrop where players can develop their characters, we need to let go of the tendency to design encounters to challenge the party’s damage output. The story should advance by developing such themes as characters actively helping others, conquering foes, and overcoming afflictions or wounds. If we use valid rewards for contributing to a team effort this will inspire others to reciprocate.

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D&D Encounters

D&D Encounters: Dead in Thay (Week 9)

dead-in-thay-coverThe heroes are still running around the Doomvault dungeon wreaking havoc and killing Red Wizards, but now the PCs know they need to disrupt the black gates if they want to reach the Phylactery Vault and stop the Lich-lord, Szass Tam. Last week my party teleported from gate to gate disrupting them as they went. This week they planned to continue with this plan, but faced tougher obstacles on their journey.

At Hairy T North in Toronto we continue to see new players every week. The release of the D&D Starter Set for 5e and the release of the D&D Basic Rules on the Wizards of the Coast website have peaked the curiosity of many players. We expect to see an influx of new players who want to try the new edition, and this week we got three.

We ran four tables again this week: table 1 (DM Craig) had six players including one of the new players, table 2 (DM Hillel) had five players, table 3 (DM Tim) had six players, and table 4 (DM Derek) had five players including two of the new folks. My group had a Human Cleric/Mage, Gnome Mage, Human Monk, and the two new players used the Elf Mage and Halfling Rogue pre-gens.

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Editorial

Review: D&D Starter Set (5e)

starter-set-coverWelcome to D&D 5e. Yesterday Wizards of the Coast officially launched the 5th edition of Dungeons & Dragons by releasing the D&D Basic Rules online and the D&D Starter Set in select FLGS (Friendly Local Gaming Shops). For the past year and a half many D&D enthusiasts participated in the playtest of the new rules dubbed D&D Next. Although the D&D 5e rules look a lot like the final version of the playtest there have been some changes and dare I say improvements made since then. The playtest is over and the real thing is here.

It’s been a long time since Wizards released a new gaming supplement that you could by at your FLGS and hold in your hands. The D&D Starter Set is the first product released in the 5e lineup with the other iconic rulebooks coming out over the next few months.

The D&D Starter Set is like a delicious appetizer. You knew you were hungry when you ordered it but you didn’t realize how hungry until you took your first bite. It’s delicious and it leaves you wanting more. You know that the main course is coming soon, but this will certainly hold you over until then.

Before I go on and talk about what’s in the box, let me tell you that I haven’t yet looked at the D&D Basic Rules available on the Wizards of the Coast website. The D&D Starter Set is supposed to include enough details that you can open the box, read the materials, and begin playing. I wanted to look at this product with that mindset.

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DM Resources Player Resources

The D&D 5e Disclaimers

dnd-logoToday marks the official start of 5e D&D (formerly called D&D Next). The D&D Starter Set is available at some FLGS today and will be available everywhere on July 15. The Basic Rules for Dungeons & Dragons are now available online at the Wizards of the Coast website where you can download the 110-page PDF for free.

Wizards of the Coast made the following disclaimer on page 1 of the Dungeons & Dragons Basic Rules PDF.

Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?”

As I started looking through the D&D Starter Set I found another disclaimer on page 31 of the D&D Starter Set Rulebook.

Disclaimer: Wizards of the Coast is not responsible for the consequences of any failed saving throws, including but not limited to petrification, poison, death magic, dragon breath, spells, or vorpal sword-related decapitations.

This clearly sets the tone of 5e. I think I’m going to like this edition.

Watch for our review of the new D&D Starter Set tomorrow on Dungeon’s Master.


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Editorial

The Next Iteration of D&D

By now everyone in the D&D gaming community has heard the big news: Wizards is developing the next iteration of D&D, and is looking to the legions of D&D fans to help shape the future of the game along with them. I don’t think this really came as a surprise to anyone, especially those who follow the weekly Legends & Lore column. I think the big news was the level to which Wizards is asking for player input.

In December Wizard flew me out to Seattle to visit their head office and participate in a D&D conference. One of the things discussed was the development of this new iteration of D&D. However, I have been (and still am) bound by an NDA and sworn to secrecy. There are a few things that I can now comment on because Wizards has made some details public; however, there are a lot of other things I cannot talk about. This makes things tricky when it comes to writing about any changes that might be forthcoming, but here’s what I can say.

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Editorial

The Future of Dungeons & Dragons – Part 2

Yesterday I wrote about what The Future of Dungeons & Dragons might look like by considering what the present edition of Dungeons & Dragons offers us as players in order to get a sense of what might lie ahead for the game. The ongoing Legends & Lore series by Mike Mearls provides some insight into what the designers are thinking about and they are clearly looking to the player base for feedback. Why else would Mike be writing his column? In short, the fine folks at Wizards of the Coast want to create a gaming experience that we, the players, want to play. Pretty simple really.

But in fact it’s not going to be simple at all. The reality is that everyone wants something slightly different from the game. We all play it a little differently. Go from one group to the next and you’ll encounter a new house rule or certain source books that are off limits. So designing a game we will all enjoy is a tougher prospect than it might originally seem.