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The United Nations… of Monsters

a-to-z-letters-uOne thing the fantastic worlds of D&D always seem to have in common is extreme racially diversity. Hundreds of intelligent races and monsters coexist on one planet, often even on one continent. In a world with magic this improbability becomes accepted as part of the campaign world. But have you ever wondered how all those monsters continue to coexist?

Think about it, why haven’t the biggest and most powerful creatures completely decimated some of the less populace races? It’s almost like there’s some kind of force in place to ensure that no matter what kind of creature, monster or humanoid you happen to be, you will never be the last of your kind. Every race will continue to live in some form or another in the world of Dungeons & Dragons.

What if the reason that no species is hunted to extinction is that the monsters themselves have some kind of arrangement or agreement in place? What if the Giants agreed not to destroy the Orcs and the Dragons agreed not to wipe out the Halflings? What if the Beholders agreed not to eradicate the Svirfneblin and the Goblins agreed not to kill every last Pixie. What if there was some kind of governing body, a council if you will, that had representation from every sentient creature on the planet and that this group met in secret to decide on matters concerning all beings in the gaming world? It could happen. In fact, who’s to say it hasn’t already happened.

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 “U” is for United Nations of Monsters, a governing body where all the races of the D&D world come together in peace for mutual benefit and prosperity.

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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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D&D Bingo

One of the things that I really like about the Lair Assault program is Glory awards. These are objectives that the characters can do throughout the course of the adventure that will earn them points. The points have no in-game significance; they’re merely earned by the players for bragging rights. At first I thought Glory was just a nice add-on but after only one or two sessions I realized that the players had their character take actions simply to fulfill the conditions listed on their Glory tracker. The more I thought about this phenomena the more I realized that using something like a Glory tracker in a home game could help the DM guide the party in certain directions without railroading the group. It could also add some brevity to the game as the PCs tried doing all sorts of crazy things simply because it was on their to-do list.

Initially I thought about just creating a laundry list and calling it Glory just like Liar Assault, but then I had a brainstorm: D&D Bingo! As players or their PCs accomplish pre-defined objectives they get to mark off squares as complete. The DM can elect to award prizes if PCs complete a single line, two lines, inside square, four corners, X, T, or full card – it really doesn’t matter. The idea is that once every player has a D&D Bingo card they’ll find additional motivation to do things they might not otherwise be inclined to do.

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Adventure Hooks

5 Adventure Hooks: Time is Running Out

A lot of DMs, me included, have run into the problem known as the 5-miute work day or the bed problem. This is when some or all PCs expend all of their resources more quickly than expected and demand an extended rest to recharge, regardless of what is happening in the story. We’ve run numerous articles on this topic and even offered a few ways to overcome it. (See The 5-Minute Work Day: Blame the Players and Solutions.)

Today we’re examining this problem from a slightly different angle. In my experience the best way to avoid the 5-minute work day is to put the PCs on the clock. Set up a situation where resting is simply not an option. Tie something in the story to a ticking clock and make it clear that the zero-hour event (whatever it may be) will happen well before 8 hours are up. So if the PCs try to take an extended rest it’s essentially game over.

This kind of adventure should only be undertaken on rare occasions. After all, very few PCs lives as exciting as Jack Bauer and will only find themselves working under this kind of exceptionally tight deadline in the most unusual and rare of circumstances. When DMs decide that it’s time to put the PCs into one of these situations you want to make it memorable. The encounters shouldn’t seem overly forced in order to work. With this in mind we present 5 Adventure Hooks below that will help you put the heroes in a fight against time as well as the usual hazards and monsters.

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Adventure Hooks

Adventure Hooks: The Legendary Sword Masters (Part 2)

You’re never too old to learn something new. Adventurers need to remember this. No matter how powerful they become there’s always someone who’s more powerful, or more skilled than they are.

In Adventure Hooks: The Legendary Sword Masters (Part 1) we suggested that at some point in your campaign the heroes may need to learn a special fighting technique from a legendary sword master. When such circumstances arise they’ll first need to find the legendary master and then convince him to train them. As he’ll likely become and integral part of the story arc, it’s important that he be interesting and memorable. Today we provide six more examples of legendary sword masters that you can use in your campaign.

It’s important to note that although we use male pronouns and refer to the PCs as masculine, the example masters listed below will certainly work if they are portrayed as female. Just look at the picture at the top of this article. She clearly looks like she can handle that massive blade like a pro. Many gamers (including the majority of the ones I play with) will hear “sword master” and assume it’s a man they’re looking for. Making the legendary sword master a woman can add an interesting aspect to the role-playing.

Regardless of the master’s sex, the character needs to be well developed and have a distinct personality. We’ve provided enough details to get you started but DMs should feel free to tweak these masters as they see fit. With the exception of the Dwarven Master none of them specify race so it’s entirely possible that they could be a race the PCs least suspect. Throwing conventional wisdom and preconceptions out the window is a good way to make any NPC more interesting.

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Adventure Hooks: The Legendary Sword Masters (Part 1)

Every hero needs a teacher. It’s a common part of many origin stories; the hero is taught by a washed-up has-been who used to be a great master in his day. Of course the hero doesn’t usually know of the master’s glorious past or the fall from grace that led him to his current predicament.

Training isn’t really a part of the mechanics in 4e D&D (although it was in the previous editions). However, creative DMs can come up with any number of reasons for the PCs to need special training in order to achieve the latest campaign goals. The idea of training and refining skills isn’t limited to just low-level adventurers. No matter what level your PC happens to be, there’s always something he can learn from a legendary sword master.

The key to making any interaction between a PC and a teacher interesting is for the master to be a fully fleshed out characters with a story of his own – the more quirky and eccentric the better. Shrouding a legendary sword master in mystery and intrigue is a sure way to get players interested. Throw in a compelling story motive and suddenly the PCs will do whatever they can to find the legendary sword master.

To help get you started here’s an example plot hook for working a legendary sword master into your game.

  • A powerful enemy has returned after a long absence (maybe a demon that was banished a generation ago?). This villain is on the verge of destroying civilization. The only way to stop him is to learn a special fighting style that only a select few sword masters know. The PCs must find one of these legendary sword masters and then convince them to teach the PC the special technique. But convincing the sword master to train the PCs may be more difficult than expected.

Below are examples of six legendary sword masters, each with a background and personality. These six are just the first of many we’ll share in the coming weeks. Feel free to use any or all of them in your next campaign. No matter what kind of adventure you’re running, I’m sure you can find a way to slip one or more of these legendary sword masters into the story. Have fun with them.

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Adventure Hooks

8 Adventure Hooks: The Wrong Place at the Wrong Time

Sometimes the easiest way for the DM to get the PCs to bite on an adventure hook is to just have them be in the wrong place at the wrong time. Events unfold whether the PCs choose to get involved or not, but simply being there puts them in the heart of the situation. Through their own actions (or inactions) they become part of the encounter. Clever PCs may decide that getting involved isn’t their problem, but experience teaches most players that if they don’t step in early, things can quickly get out of hand.

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Adventure Hooks

Adventure Hooks – Moral Choices

Adventure hooks are indented as a way to get the PCs into the action quickly. Dangle something interesting in front of them and hope that they take the bait. It might be a greed trap where you offer them a pretty bauble or magical item, or it might be an interaction with a strange or unusual character. In most cases the adventure hook is simple and straight forward (which is not to say boring).

However, in some cases the adventure hook can be more than just a simple way to get the PCs interested in the next leg of the adventure. Every once in a while adventure hooks should be a little bit more complicated than the usual fare. DMs should provide the PCs with a dilemma in which they have to make a choice. Although there isn’t a clear-cut right or wrong answer, either outcome will have serious consequences.

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10 Adventure Hooks Found in the Library

If your character is only good at killing monsters you likely dread when the adventure leads the PCs to a library so they can perform research. That’s something best left for the smart PCs. After all, what can you possibly contribute to this situation except mayhem and grief? A creative DM can find plenty of ways to get the whole party excited the next time they find themselves dealing with books instead of monsters, and today we’ve got 10 adventure hooks to make the job even easier.

I’m actually surprised how often my own adventuring party has found themselves wading through books looking for some lost kernel of wisdom. Many DMs prefer to rely on an interesting social interaction with a wise sage or local expect to convey the information the PCs need, but leaving the heroes alone with a whole lot of books can be more fun than you might think.

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8 Adventure Hooks for Campaigns on the High Seas

Adventures that take place on the high seas (or at least on a ship) and feature pirates seem to be very popular these days. When we posted the preview of Lair Assault: Talon of Umberlee last week it generated a lot of excitement – in large part because of its pirate theme. There’s just something about an adventure that takes place on a pirate ship that appeals to so many D&D players. I know that when I first saw the Pirates of the Caribbean movies I immediately started thinking about how to shift my existing D&D camping onto the high seas. The question was how to make that transition?

If you find yourself in a similar situation and you’re looking for a way to get your heroes involved in an adventure at sea than we’ve got just what you need. Below are 8 adventure hooks for campaigns on the high seas. These adventure hooks are easy to work into any game whether you’re already immersed in a campaign on the high seas or you’re looking for a jumping off point. Use them as presented or tweak them as necessary to better suit your needs.