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D&D Encounters Player Resources

Lair Assault: Forge of the Dawn Titan – Round-Up

There are only two weeks left before Forge of the Dawn Titan is replaced with Talon of Umberlee. I assume that most players who are interested in trying Lair Assault have done so at least once by now. I’ve had the pleasure of running it five times and playing it twice and I think that every time was more fun than the last.

Anyone looking for tips or hints on how to make their Lair Assault experience better should have no trouble finding plenty of articles online. In fact we’ve got plenty of useful links at the end of this article that you may find useful. But what you might find even more useful are the actual play experiences of those who have gone before you. So today I’m sharing seven podcasts of my experience with Forge of the Dawn Titan.

I’d like to draw special attention to session 6 which features the Dungeon’s Master creative team. This is your chance to hear us play D&D and get a sense of the camaraderie between this tight-knit group of friends.

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D&D Encounters Editorial

D&D Encounters: Lost Crown of Neverwinter – Report Card

Another season of D&D Encounter has ended. I for one had a great time playing through the adventure. But that’s not to say there weren’t areas that could use some improvement. As I’ve done after the other seasons of D&D Encounters I’ll go through what I felt were the high and low points of the adventure and the D&D Encounters program making judgment and singing the praises. I encourage you to share your thoughts and feelings on how season 6 went at your FLGS whether you agree or disagree with my take on things.

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Adventure Hooks DM Resources

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.

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DM Resources Player Resources

You Make the Call – Questions About Rules (Part 1)

Every now and then a situation arises during game play that we’re not sure how to adjudicate. This kind of thing happens much less frequently now that we’re familiar with the 4e rules, but it does still happen. In our experience it’s better for the DM to make a quick ruling and keep the game moving foreword, and most time this is how we handle these unusual situations at my game table. However, we pride ourselves on knowing the rules inside out so when we have something unexpected come up and we don’t know the answer we see it as a challenge and after the game’s over we start digging.

When trying to find the right answer we of course begin by searching in the PHB, DMG, Rules Compendium or online compendium. If we can find a definitive ruling we go to the internet and the various forums. But this doesn’t always provide us with a satisfactory answer either. So we’ve decided to try a new series where we present the situation, explain our ruling and ask for your feedback. This might end up being a very informative series that clears up a lot of confusion for players and DMs alike or it may become a series where we get flamed by the online community for not knowing something obvious. We’re hoping that the good outweighs the bad so we’ve moving forward with it.

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Player Resources

Characters with Secret Identities

Normally D&D characters are glory hounds. They’re always looking to make a name for themselves. When they accomplish something noteworthy they usually go to great lengths to ensure that everyone knows it. The proudly wear their magical armor and make no attempt to hide the magical weapon hanging at their hip or strung over their back. For most characters, level advancement is synonymous with fame. The greater your reputation the more likely you are to take on better paying assignments with more danger and even greater chances for glory.

There’s certainly nothing wrong with this approach. After all this is what almost all adventurers do, but there is something to be said for keeping a low profile. Certainly most adventuring parties have learned this over time and have likely even had an adventure or two where they needed to conceal their true identity. But what if this was the way your party operated all the time. Think about it. There are considerable advantages to anonymity. Think of what you can do if there is no chance that anyone can tie the deeds to your PCs?

I’m not suggesting that your character don a mask and go on a killing spree; quite the opposite in fact. I’m thinking of all the potential good that can be accomplished by keeping your identity secret, not to mention the fantastic role-playing opportunities that arise from having a dual identity.

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Player Resources

It’s Here! – Lair Assault: Talon of Umberlee

If you thought the first Lair Assault was good wait until you have a chance to play the latest offering from Wizards of the Coast. I thought that they’d set the bar incredibly high with Forge of the Dawn Titan but it looks like Talon of Umberlee is every bit as good, if not better.

For those of you not familiar with Lair Assault let me enlighten you. Wizards of the Coast is touting this public-play series as a way to challenge the most hard-core D&D players. Lair Assault pits the DM against the players like never before. The adventure is designed to be more challenging than any D&D game you’ve ever played. Over 80% of parties are expected to fail the first time though.

The new season of Lair Assault begins on December 1 and runs until the end of February.

There are a few general and very obvious differences between Talon of Umberlee and Forge of the Dawn Titan. Read on to find out more.

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D&D Encounters

D&D Encounters: Lost Crown of Neverwinter (Week 14)

The Lost Crown of Neverwinter rolled off Seldra’s head as she collapsed. “My Gods, what have I done?” she asked as she looked around at the damage to the town square. This was the scene after last week’s exciting encounter. The party defeated the False Heir/Seldra and she surrendered. The White Dragon was only minutes away from freedom.

For the third week in a row we had exactly the same players present. The continuity leading into the final encounter made things a lot more interesting and a lot more exciting for everyone. The party consisted of a Gnome Bladesinger, Tiefling Battlemind, Warforged Druid, Goliath Fighter (Battlerager), Human Cleric, and Human Wizard (Enchanter).

While the heroes caught their breath, they kept an eye on the emerging dragon. It was still encased in stone, but would be free soon. They took a few minutes while resting to speak with Seldra and tried to figure out what was really going on.

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Humour

Ameron’s Game Room

We vowed that we’d never write a post that was simply “Let me tell you about my character.” However, I never made such a promise when it came to our gaming space. So let me tell you about my game room. Better yet, let me show you. As we approach out 800th article here at Dungeon’s Master I thought it would be a worth-while exercise to let the readers see where we play and where the blog comes together.

Since moving into my house seven years ago I’ve hosted the weekly D&D game. Our gaming group is very tight, some of use knowing each other for over 30 years now, and a lot happens over that time. As we grew up and got on with our lives we moved away from the community in which we grew up and started families of our own. We play at my house because it’s the most centrally located. One guy drives in an hour from the East and another an hour from the West.

We used to play at the dining room table but my wife put an end to that a long time ago. Now I have a dedicated game room (or as my wife calls it “The Nerd Room”). I have worked hard to put my own stamp on it and make it a place that I enjoy spending time. I’ve also done my part to make it suitable for a gaming group with seven people.

Below are photos of my game room. Take a look and let me know what you think. After you see my set up let me know just how big a nerd you think I really am.

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Adventure Hooks DM Resources

Adventure Hook: The Magical Bazaar

I’ve always found the idea of purchasing magical items boring. As a player I’d rather my character risk life and limb to battle monsters and delve into dangerous catacombs in hope of finding a special magical item. However, the reality is that I usually only find one or maybe two items this way. In order to fill out the rest of my PC’s inventory I usually end up purchasing the majority of his gear. This is the way D&D works.

As PCs advance and level up they’re eventually going to accumulate vast wealth. It’s an unavoidable reality. With this abundance of gold pieces comes the inevitable request to purchase magical items. PCs many not be able to purchase magic items in the middle of a dungeon crawl, but as soon as they hit a larger metropolis there’s few excuses for why they can’t convert their hard gotten gains into something more functional and portable.

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Player Resources

Players Need to Be More Creative

One significant improvement that 4e D&D has over previous editions is the “say yes” mantra. DMs are actively instructed to let things happen. No matter what comes up at the gaming table the DM is now encouraged to say yes and find a way to make it work. That’s not to say that the DM should let the players get away with anything and everything, but if a player comes up with a creative idea the DM is encouraged to find a way to make it work and say yes.

In my experience the majority of DMs took this idea to heart. At the beginning, when 4e was still relatively new, players were trying all kinds of interesting things because they knew that the DM would likely say yes. However, over the past year or so I’ve realized that most players are content to player squarely within the rules. They are unwilling to take chances and propose ideas that are outside of the normal rule-set. This is especially evident in public-play situations like D&D Encounters. I think it’s time that the DMs make a point of reminding the players it’s ok to use your imagination. Being creative is a big part of what makes D&D fun.