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DM Resources

Yawning Portal

a-to-z-letters-yHow many times has your adventure begun in a tavern? Too many, I’m guessing. It’s one of the most overused settings in D&D and the go-to locale for lazy DMs who need a quick way to get the PCs on the path to adventure.

There’s a reason that so many adventures begin in a tavern – it works. After all, the PCs are usually of different races and have varying backgrounds so where else would this rag-tag, miss-match bunch of people ever meet other than in the tavern? The only other place that comes to mind is a prison cell, but beginning an adventure in prison forces a blemish on every PC that the players may not agree with so the tavern returns to the top of the list.

Despite having a good reason to begin an adventure in the tavern, the very idea of beginning another adventure in the tavern drives me crazy. But I’ve come to realize that it’s not the idea of the tavern as much as that fact that it’s a non-descript tavern. If the DM feels its necessary to start things in the tavern I think it’s his responsibility to make it more than just four walls, some tables, and a bar. If taverns are such an integral part of D&D then the DM owes it to the PCs to make the tavern interesting.

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. We look at taverns and the importance of making them interesting, as is the case in today’s “Y” Yawning Portal.

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Dark Sun Editorial

D&D Encounters Dark Sun: Wrap Up

Now that the second season of D&D Encounters has drawn to a close it seems like a good time for a little reflection. First of all thanks are in order to all the folks at Wizards of the Coast for producing and distributing the adventure, thanks go to my FLGS, Dueling Grounds for hosting us, and of course thanks to all the players who showed up.

Fury of the Wastewalker offered a great introduction to the Dark Sun setting. Though it was too brutal and unkind for some people’s liking, it succeeded in setting the tone that people have come to expect from Athas, the world of Dark Sun. A lot of characters died, a lot.

I think this adventure will serve as the best campaign primer for any DM that wants to start a Dark Sun game in the city of Tyr. The adventure touched on many of Dark Sun’s themes, such as dying in the desert, dying in caves, dying in the jungle and being eaten by cannibals. By the end of it the party will have arrived in the city they sought for so long, ready to begin the campaign you have planned. Clever move Wizards, I see what you did there.

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D&D Encounters

D&D Encounters (Week 12)

After 12 weeks the adventure came to a thrilling conclusion. The PCs finally came face-to-face with Xeres. But he wasn’t alone. The ensuing battle was a worthy conclusion to season one of D&D Encounters, Halaster’s Lost Apprentice.

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over 12 weeks.

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D&D Encounters

D&D Encounters (Week 11)

As I sat down to play the penultimate session of D&D Encounters season one, I wasn’t sure what to expect. After 10 weeks, what could this adventure possibly have in store for us that we hadn’t already seen before? The answer – nothing.

Although I had a lot of fun playing this week’s game, it didn’t “wow” me. I don’t know if this was because I’m getting bored with the adventure, tired of my character or just burned out in general. But despite a relatively straight forward encounter I realized that the amount of effort you put in to D&D is directly related to the amount of enjoyment you get out if it. And in week 11 we certainly made the effort.

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over 12 weeks.

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D&D Encounters

D&D Encounters (Week 10)

We’ve got more information about D&D Encounters Season 2: Dark Sun. But before we get into that, let’s see how things went for our heroes in the week 10 session of D&D Encounters.

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over 12 weeks.

If not for two PCs who made miraculous death saves we were looking at another TPK. Even with those great rolls at exactly the right time, the two other members of the party were killed this week. I’m quickly learning that the final chapter (encounters 9-12) of the adventure, Halaster’s Lost Apprentice, is a lot more difficult that the first two chapters. And I have some thoughts on just why that’s the case.

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D&D Encounters

D&D Encounters (Week 9)

Before starting D&D Encounter week 9, I had a tough decision to make. Last week we had a total party kill (TPK). I had to decide if I wanted to resurrect my Gith Monk and keep playing him for the remaining four weeks or if I should play a totally different character? I weighed the pros and cons very carefully all week.

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D&D Encounters

D&D Encounters (Week 8)

You know what I’m really enjoying about D&D Encounters? Regardless of how long you’ve played D&D you get to experience a new aspect of D&D every week. This week I experienced my very first TPK. And so did everyone else at my FLGS.

After last week’s encounter, I was less than 100 XP from leveling. I was so close I could taste it. All week I kept thinking that after this encounter I’ve finally be level 2. It took eight long weeks, but after tonight I’d reap the rewards of sticking with my original character. And then I died.

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D&D Encounters

D&D Encounters (Week 7)

“This is the best example of a level 2 solo monster I’ve ever seen.” High praise from our very experienced DM. During D&D Encounters week 7 the players discovered just how powerful and dangerous solo monsters really are.

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over 12 weeks.

When you’re only playing one encounter a week you want every encounter to be interesting, fun and take more than a few rounds to complete. If the encounter isn’t balanced you either finish so quickly that the players feel cheated or the monster is just so powerful that the some (or all) of the PCs die trying to defeat it. When we realized that we were up against a solo monster this week I hoped we’d find some happy middle ground and I was not disappointed.

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D&D Encounters

D&D Encounters (Week 6)

I owe the players at my game table an apology. Because of my unpredictable dice, our encounter was over after only two rounds. Less than half-an-hour into week 6, we were done. Sorry guys. Whenever dice have an impact on the outcome of events, there’s always the outside chance that they’ll do the unexpected.

Since I began playing and writing about my participation in D&D Encounters, I’ve tried to keep things as spoiler free as possible. This week I need to be specific, otherwise I won’t have very much to write about.

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over 12 weeks.

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D&D Encounters

D&D Encounters (Week 5)

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over the next 12 weeks.

I was very happy when we were allowed to take an extended rest at the start of this week’s encounter. I learned afterward that the adventure is broken into three chapters and that week 5 was the beginning of chapter two (which explains the exciting cliffhanger-like ending last week).