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D&D Encounters Player Resources

D&D Encounters: Dark Legacy of Evard – Chapter 1 Video Recaps

During the last season of D&D Encounters we recorded our weekly adventures and made them available as weekly podcasts. This season we’ve got something a little bit different, but no less exciting. In addition to the weekly recaps that we post every Thursday, we’re adding a video component.

The Dark Legacy of Evard video recaps provide a new and different way to be a part of D&D Encounters. Each episode is part session recap, part episodic story. They chronicle the weekly adventures of a large group of gamers playing Wednesday nights at Dueling Grounds in Toronto, Ontario. They also provide a glimpse into the tabletop gaming scene in Toronto.

These videos are intended to entertain as well as shed light on new D&D products and websites. They also offer some insight into why Dungeons & Dragons continues to be such a strong gaming force, still holding universal appeal after so many years.

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 4)

As the party caught their breath following the battle against the two-headed Dusk Beasts from last week’s encounter, two members of the town militiaarrived on the scene. Captain Grimbold sent these men to retrieve the party and bring them to the Chapel of Peace. Brother Zelan, the town’s priest, had something urgent to discus with the heroes.

This week we ran two tables at myFLGS – a table of six and a table of seven. The party at my table was made up of Fargrim, Jarren 1, Jarren 2, Byshir, Dolora, Drenda and a Human Vampire.

When the PCs arrived at the Chapel of Peach they discovered that many of the townsfolk had sought shelter within. They must have gathered there when Duponde shifted into the Shadowfell. Grimbold assigned six of his soldiers to protect the chapel and ensure the safety of everyone gathered there.

Brother Zelan, upon noticing the PCs arrival, welcomed them to the chapel despite the circumstances and quickly ushered them into his private antechamber. Once everyone crammed into the small room the good priest did his best to win over the PCs. He explained that Grimbold told him of their deeds at the Old Owl Inn and at the armory. Brother Zelan was very impressed and knew that these heroes were certainly powerful enough to take on a special (and likely dangerous) task on behalf of the people of Duponde.

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DM Resources

RPG Blog Carnival: Memorable Characters Inspired From Real Life

  • Truth is stranger than fiction.
  • I wouldn’t believe it if I hadn’t see it with my own eyes.
  • You can’t make this stuff up.

No matter how creative and imaginative we think we are nothing trumps real life. This is why so many popular TV shows feature stories that are ripped from the headlines. This is also a big reason that we’ve seen an explosion of reality TV in the past decade. People want stories inspired by or based on people and events that really happened.

For June’s RPG Blog Carnival, the Dungeon’s Master team wants you to look to reality for gaming inspiration. We’re asking you to create a memorable character (hero or villain) based on a real life person and provide guidelines for how this character might be used in an RPG. Just because we’re a 4e D&D site doesn’t mean that your memorable characters needs to fit within the confines of D&D (although we wouldn’t be opposed to that idea).

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Month in Review

Month in Review: May 2011

May was another great month for us here at Dungeon’s Master. We continued our exploration of racial powers, shared our weekly experiences with D&D Encounters and took a detailed look at divine classes. We also covered monster variety, DM rehearsals, controller powers and a look back at fantasy movies from the 80s. If you missed any of the great articles from May this is your opportunity to get caught up.

And of course the Dungeon’s Master team would like to take this opportunity, as we always do in the Month in Review, to thank everyone who visited our site and commented in May.

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DM Resources

Accepting a Suicide Mission

How often do you know the outcome of your adventure before you even begin playing? Almost never. But, what if you did know the way the adventure was going to end? More importantly, what if you knew – before you ever sat down to play – that the PCs could only achieve victory by sacrificing themselves in the process?

I’m not talking about a typical TPK. This isn’t just a really difficult encounter where the PCs, through bad luck, poor rolls and dismal tactics end up dead. I’m talking about an adventure that’s specifically designed as a no way out scenario. The PCs, and more importantly the players, know at the beginning of the campaign that they won’t be coming back.

This kind of set up makes for a very different D&D adventure. Normally the players assume (and rightly so) that their characters will survive everything that’s thrown at them. No one plays D&D and expects for their character to die. Where’s the fun in that? Well, I’m going to tell you.

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Adventure Hooks Class Discussions DM Resources

Adventure Hooks for Divine Characters (Part 2)

Last week we gave you 10 Adventure Hooks for Divine Characters. Today we add to that list by providing 10 more. As we mentioned in last week’s article, adventure hooks featuring divine characters can be a lot more complex than typical hooks.

The faith of the divine PCs will often dictate which side of the conflict presented in the adventure hooks they land on. It’s up to the DM to decide which side of the conflict will make for the most interesting encounter. Just remember that divine PCs may choose to act in the best interest of their faith even if it’s not in the best interest of their party.

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 3)

After securing the armory, Captain Grimbold and the rest of the volunteer militia arrived and equipped themselves. Now the townsfolk were armed and capable of defending Duponde from the shadow creatures that were running rampant throughout the city. Grimbold asked the PCs if they would assist the militia and take to the streets, helping the locals and destroying or chasing off any threats that may be lurking in the shadows. The PCs eagerly agreed.

At our local FLGS we again had enough players to run three tables. At my table we had five PCs: Jarren, a Dragonborn Paladin, a Human Warlock, a Human Vampire and a Githzerai Swordmage. This is the first time in about 20 sessions that there wasn’t a leader at my table.

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Class Discussions

Exploiting Racial and Class Powers: Warforged Resolve

Warforged are an unstoppable race. They wade into battle and keep fighting long past the normal limits of other their flesh and blood companions. Their durability bolstered by their racial power, lets them call on their deepest reserves to heal damage, gain temporary hit points and make saves to shrug off ongoing damage. Few other races are as all around tough as Warforged.

Warforged Resolve is a great racial power because it allows your PC to gain temporary hit points as a minor action. If you wait to use the power when you’re bloodied it also provides a way to get healing without expending a healing surge. The fact that it scales as your level increases. makes this power even more versatile. This alone may at first make Warforged Resolve seem like a poor cousin to Dwarven Resilience (which lets you use your second wind as a minor action and thereby spend a healing surge to regain a lot of hit points), but thre’s more. On top of the real and temporary hit points, you get to make a save against ongoing damage when you use Warforged Resolve.

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DM Resources

Mandatory DM Rehearsal

All performers rehearse. You’d never expect an actor to perform Shakespeare after a single reading of the script. Nor would you expect a musician to get up on stage and perform flawlessly just because you know that they can read the music that’s in front of them. If you’re trying to get the best performance from an artist then you need to ensure that they’ve had ample time to rehearse.

DMs may not be artists in the same sense or category as actors or musicians (and I’m not going to insult anyone who falls into one of those two categories by suggesting otherwise) but we can look to these disciplines and borrow their best practices. DMs certainly do their fare share of prep work when they build encounters. They choose monsters, draw maps and compose skill challenges, as well as develop the entire campaign arc. But prep isn’t the same as rehearsal.

Over the past couple of months I’ve been the DM for two different groups playing D&D Encounters. Every week I run the exact same encounter twice. None of the players or characters are the same, but everything else is identical. What I’ve found is that I’m a lot more comfortable when I run that second group and I’ve come to realize that’s it because of the familiarity I gained by running it twice. The first group provides me, as the DM, with a chance to rehearse the encounter.

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 2)

Trapped in the Shadowfell, the adventures looked for answers. How did the entire town of Duponde end up here? More importantly how will they return home? And what happened to the Wizard and his Halfling companion? Could they have anything to do with this or were they dragged out of the Old Owl Inn while the heroes fought the Gargoyles last week?

My FLGS ran two super tables last week with eight players at each. We even had to turn players away after we began. Anticipating another strong showing we were prepared to run three tables in stead of just two. As it turned out we ended up with three DMs and 13 players. So we ran two tables with four players at each and a third table (mine) with five players.

The party at my table was made up of Jarren 1, Jarren 2, a Dragonborn Barbarian, Eladrin Warlock and Half-elf Druid. I’d say that the players ranged from moderate to almost no experience. Realizing that the group lacked any hard-core veterans I decided to take it easy on the party when it came time for combat. As it turned out they still had a lot of trouble, but well get to that shortly.