Categories
Month in Review

Month in Review: November 2012

We may not have published a lot of articles in November but the ones we did were solid. If you missed any of them this is your chance to get caught up. Yes we’ve focused a lot of attention on D&D Encounters but that’s not all we’ve got.

In November we ran an article on magic items with charges, something that we don’t have in 4e D&D but we certainly could, we explored the idea of using D&D Bingo cards to add more to your game by encouraging the players and their characters to do things they might not otherwise deem necessary, and we looked at the upcoming season of Lair Assault (which certainly looks like another home run from the Wizards creative team). Check out all of our highlights from November below.

As always I’d like to take this opportunity to thank all of our readers. By coming back regularly and leaving your comments it helps us get a better idea of what you want and we do our best to try to provide it. If there’s something you’d like to see on Dungeon’s Master or there’s a topic you like us to cover, let us know in the comments or contact us by email or Twitter.

Categories
D&D Encounters

It’s Here! – Lair Assault: Temple of the Sky God

Lair Assault is designed to challenge the most experienced and hard-core D&D players and I have no doubt that season 6 will certainly live up to that reputation. The gimmick this time around is that most of the adventure takes place in the air with the PCs on the backs of flying mounts. Players who think they’re the best at D&D now have to demonstrate that mounted combat in three dimensions is something they can handle otherwise they’re in for a shock to the system and a TPK.

Lair Assault is part of Wizard of the Coast’s public play program. It’s the Top Gun of D&D where the best of the best can demonstrate just how good they are at the combat and tactical side of the game. Role-playing is practically non-existent in these adventures but that’s by design. In this case the DM is actively trying to kill the PCs. For once it really is DM vs. players. So come on out and show your DM that you really are as good as you claim.

The new season of Lair Assault runs from December 1 – February 28. Below I share some of the high-level details. I’ve tried to keep it as spoiler-free as possible. Some of my suggestions and observations may seem a bit on the nose but most of my points are pretty obvious or fairly common sense things so I don’t think you have anything to worry about. I’m certainly not going to give away anything that will give players an unfair advantage.

Categories
DM Resources Player Resources

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.

Categories
DM Resources Player Resources

Magic Items With Charges

Magic wands used to be packed with power in previous editions of D&D. Wands were like loaded guns waiting to go off. Finding a magic wand in a treasure trove was a big deal because if it had the right magic contained within, it could drastically change a party’s balance of power. Now in 4e D&D wands are just sticks that Wizards, Bards, Artificers and Warlocks use to focus and channel their magic through.

Wands and other consumable or limited-use items used to be a big part of D&D. These items could replicate almost every power spell-casting classes brought to the table from healing to flying, from turning someone invisible to shooting fireballs. With the right items you could often make up for an individual character’s inadequacies or an unbalanced party’s shortfalls. No one was forced to play a Cleric when you could just buy everyone a Wand of Cure Light Wounds.

In 4e D&D things changed, and although there are still consumable items they certainly don’t pack the punch we saw in previous editions. By removing the abundance and variety of throw-away items, players quickly realized that there are going to be certain things unbalanced parties simply cannot do on their own.

Categories
DM Resources

5 Reasons Intelligent Undead Became Undead

Becoming undead isn’t something that many PCs aspire to; in fact I don’t think it’s an aspiration anybody aspires to. Death may be terrible and even unexpected, but why would anyone want to become undead? I guess it really depends on what kind of undead we’re talking about and why the individual wants to extend their natural lifespan.

In most cases the transformation isn’t by choice. An unsuspecting victim becomes undead because they were killed by some un-living creature. The most likely possibilities are that you were bitten or scratched by a Zombie, Ghoul, or Vampire before you died. If this happens to a PC it’s game over for that character and time for the player to roll up a new one. The character’s undeath is treated the same way as the character’s death.

For players who really want to play undead characters they have to make that decision during character creation. They can play the Revenant or Vryloka races or they can choose the Vampire class. But if these options don’t appeal to players, a willing DM might allow a few other options. After all there are intelligent creatures that deliberately and often willingly become undead, take the Lich and Mummy, for example.

It’s assumed that a lot of the intelligent undead creatures took deliberate steps while they were alive to ensure that they could live on in undead form. Although D&D usually depicts powerful, intelligent undead as evil monsters, there is a good chance that before this villain became the undead entity the party is desperately trying to defeat he was a mortal being with a solid plan and a good reason for becoming undead.

By identifying the reason behind the transformation DMs can make intelligent undead more than a stat block. After all, the being likely lived for decades or even centuries before the PCs came along. Knowing what drove the monster to become undead will give him a personality and make him a more interesting opponent. It’s even possible that the undead creature doesn’t see himself as evil at all, and if the PCs ever discover his back-story they too may come to that realization.

With that in mind I’ve come up with 5 reasons intelligent undead became undead. I see these examples serving two different proposes. The first is to enrich the undead villain’s background. The second is to act as adventure hooks. Are the PCs trying to help or stop the would-be Lich from becoming undead or willing to take steps to ensure it happens?

Categories
DM Resources

5 Ways to Make Mindless Undead More Interesting

A lot of DMs have a love/hate relationship with undead; I know I do. Whenever I need a monster to round out an encounter I know that some kind of undead will always fill the gap. With so many different kinds of undead to choose from they can easily become the go-to monsters. However, as the party gets tougher I find that I’m less likely to use undead staples like skeletons and zombies. Sure I can adjust their scores to make them level-appropriate for tougher parties but these undead are really one-trick ponies. By the time the party reaches upper heroic tier they know the trick and they’re no longer impressed.

This is why I try to limit how often I use undead creatures in my campaign. Some of the most common undead, at least the ones you’re most likely to encounter in great numbers (skeletons and zombies) tend to be mindless. They rely on their overwhelming numbers rather than any advanced tactics. After all, how can a creature with no brain, or a rotten decaying brain, think at all? This lack of reason makes them boring and predictable.

But undead have their place in D&D and we shouldn’t just cast any of them aside, regardless of the PCs’ level. So in order to make mindless undead more interesting I’ve come up with 5 tips that the players won’t see coming and the PCs will never forget.

Categories
DM Resources Editorial

What a Dick Move Taught Us About Party Goals

I’ve said it many times before: I want the players at my table to play the character they want to play. Unless the campaign revolves around a specific theme (like the last season of D&D Encounters where everyone had to be Drow) or some other facet that the characters need to share, I welcome whatever race/class combo you can imagine – without restriction.

We don’t usually pay a lot of attention to the EXTREME diversity in a party’s composition. Heroes of six different races each of whom represents a different class all come together and go adventuring together. It’s just a part of the way D&D works. Unless you want to make this an important part of your campaign we have learned to just accept it and move on. But for players with considerable experience they’ll often ask questions and dig deeper. What brought theses characters together? Why do they continue to stay together? As a DM and player I’m completely open to this additional character development.

Yet even when the players ask these kinds of questions and look for the deeper motivation or party goals, they know that at the end of the day the party will go adventuring. It’s certainly nice to have a common motivation that will rally the troops into action, but for most of us, most of the time, we just agree that the PCs will form a party and take on the adventure the DM places in front of them. Six strangers will work together, trust each other, and risk their lives for one another along the way because that’s what we do in D&D.

This is the norm. This is what we all expect from the other players at the table. But it makes sense that some players will eventually feel that their character really needs a stronger motivation to keep going. A time when the character will finally look around and realize that he’s got no good reason to stay on the team. The question is what does the player do when he feels his character has reached this unusual predicament?

Categories
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.

Categories
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.

Categories
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.