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Player Resources

LFR Magic Item Treasure Bundle List (March 2011)

We’ve updated our LFR Treasure Bundle List. We’ve added 53 new adventures to the list bringing the total to 177. Among the new entries are 23 paragon adventures and the very first LFR epic adventure.

The adventure code is highlighted for all new entries. The Excel file now has two additional tabs. One for epic entries and the other for the new adventures that cover the entire tier.

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DM Resources

Summoning and Banishment

Generally when a character uses a summoning or banishing power there is no real though about how the power works. A creature is either summoned from a distant plane of existence to do your bidding or a dangerous foe is removed from combat for a short period of time. However, since most powers that summon or banish are arcane or psionic in nature, there is certainly room for customization that can make for some very interesting role-playing.

Without changing the mechanics of how summoning or banishing powers actually work, the players and DM still have a tremendous about of flexibility when it comes to describing how these powers function within the game itself. Think of it as flavour text, but don’t stop there.

Consider for a minute the consequences and repercussions of summoning a creature to fight your battles or to banishing an incredibly deadly foe to some distant plane, even if it’s only for a very brief time period. A little imagination can add a lot of flavour to your game the next time a character uses one of these powers.

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DM Resources

Designing Encounters That Can’t Be Beat (Part 2)

Sometimes we want to challenge our players. Other times we want create an interesting story element. Occasionally, we even want to try to kill our players’ characters, though this occurrence is a rarity. No matter the reason, sometimes we simply need to design an encounter that can’t be beat. In Designing Encounters That Can’t Be Beat (Part 1) we discussed the questions surrounding why a DM would decide to create an encounter that his players couldn’t defeat. The reasons range from story driven motivations to simply wanting to challenge your players.

Today we take a closer look at how to design this type of encounter. How to implement and describe the encounter so that you get the desired effect. At the end of the day you can never predict player behaviour, they will always do the one thing you never expected, but you can plan for them.

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Editorial

D&D Encounters: March of the Phantom Brigade (Week 4)

After scouting the ruins of Castle Inverness during the previous encounter, the party returned to the caravan and reported that everything was all clear. Brother Splintershield directed the caravan to proceed to the ruins and once there everyone began unloading the wagons and getting settled in. Splintershield and his acolytes began preparations for their cleansing ritual, a blessing to keep the ruins of the castle safe and free of any evil encroachment.

This week the party consisted of Belgos (the Dragonborn), Jarren, Keira, Valenae, a Battlemind and another Rogue. Because of a scheduling conflict, I couldn’t DM this week so we actually completed two encounters last week. Regrettably we were forced to end the second one (the week 4 encounter) rather abruptly as we ran out of time. The result was a somewhat rushed ending, but the build up was very exciting as you’ll find out.

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DM Resources

Designing Encounters That Can’t Be Beat (Part 1)

Rarely should the DM intentionally design an encounters that can’t be beat. However, there are times when the DM finds it necessary. I am not stating that all encounters should be designed as a player killers or deliberate total party kill encounters. Nor am I talking about introducing a villain that the characters will fight in ten levels, only to have them attack him at first level. This series explores the reasons behind why the DM might feels it’s necessary to design an encounter that can’t be beat and how to pull it off.

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Month in Review

Month in Review: February 2011

In February we celebrated our second anniversary. For the specifics on how we’re doing be sure to check out the State Of The Dungeon – Year 2. As we move into our third great year here at Dungeon’s Master we continue bringing you exciting 4e D&D articles every day.

Our weekly coverage of D&D Encounters continues as we see the program move from season three to season four. In February we provided more articles for DMs and players, with a special focus on role-playing. We also revisited Eberron in February, and looking at skill challenges we came up with a way to make them even more exciting. If you missed any of our great articles from February this is your chance to get caught up.

We’d also like to take this opportunity to thank the readers who visited us throughout February. By visiting Dungeon’s Master every day, and leaving your feedback in the comments section, you’ve let us know that we’re doing a good job. Thank you.

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DM Resources

Blurring the Line Between Encounters

Generally the definition of what constitutes an encounter is not something that is up for debate. During an encounter the PCs engage a bunch of monsters, perform a skill challenge, or some combination of the two. When the encounter is over the PCs have the opportunity to take a short, 5-minute rest after which they regain encounter powers, heal wounds by expending healing surges and move one step closer to achieving a milestone.

In a recent game we ran into a situation where this standard definition of encounter was questioned. As the DM I choose to make a few calls on the fly to keep the action moving. Afterwards the group spent a lot of time discussing whether or not we handled the situation correctly. The intent was not to critique the DM or the calls made at the time; rather we wanted to lay some groundwork just in case we ever found ourselves in a similar situation again.

After describing the situation to a few other DMs, I learned that our situation was not as unique as we thought and a lot of other groups had experienced similar circumstances themselves. As it turned out, no one was sure what the correct course of action was. Knowing that this situation might occur again at our table and that it may happen at your table (if it hasn’t already) I’m putting this conundrum to you, our readers. I’ll explain what happened and how we handled the situation. I’m looking for you input and feedback on our rulings.

Categories
Editorial

D&D Encounters: March of the Phantom Brigade (Week 3)

The morning began with a difficult river crossing followed by an unexpected goblin ambush in the woods. With any luck the heroes might actually reach the ruins of Castle Inverness without any other mishaps or violence. This week’s encounter began at dusk, just as the caravan spotted the ruins of Castle Inverness in the distance.

Brother Splintershield, the leader of the new community, called the caravan to a halt. He beckoned the adventurers to come forth along with Malgram and his scouts. Splintershield and his acolytes are planning to perform a ritual on the site of the castle ruins. This will consecrate the ground, protecting it from evil. But before he can begin, he wants to make sure things are safe.

Malgram and his Rangers agree to search the perimeter. Splintershield asks the PCs to check the actual ruins. They look abandoned from here, but better safe than sorry. The party, this week consisting of Belgos (the Dragonborn), Jarren, Keira, Valenae, a Battlemind and another Rogue, agreed to check it out.

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Eberron

The Living Spells of Eberron

Glitterfire (Living Spell)The Mournland is one of the great mysteries of the Eberron campaign setting. It was created by some arcane accident that will never be explained. One of its more intriguing elements are the living spells that now haunt the land. Representing the spells being cast at the time of the Mourning, these spells gained some semblance of sentience and attack when the opportunity is presented.

Eberron is the campaign setting that the Dungeon’s Master team uses for our home game. During a recent stint of encounters the party was investigating strange disturbances that mirrored the effects of the Mournland. In an attempt to keep the party off balance and provide them with a new challenge, some some new Living Spells were created.

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DM Resources Player Resources

You Broke What? – Describing Your Character’s Injuries

Rarely in D&D do we keep track of where our character is wounded. When he gets hit we just record damage and move on. In order for combat to run smoothly this is a compromise we’ve accepted from day one. Until you PC falls below 0 hit points you just assume he’s got full control over his entire body.

Last week I broke my arm and it got me thinking about how to introduce a system into 4e D&D that represented damage to specific areas of the body. The real trick was to do it in a way that actually added value to the game without just slowing things down or adding unnecessary new rules.

The way I see it, tracking specific damage can be handled in one of two ways: 1) strictly from a role-play perspective; or 2) as an actual mechanic that affects the numbers.