Monster Stock Art and Minions Do It With One Hit Point

Here’s a quick post to highlight a couple of cool things I’m supporting on the RPG internet this week.

Monster Stock Art

As you undoubtedly know if you read my blog, I run lots of D&D games using MapTool (both online and in-person with a projector). One of the reasons I love MapTool for in-person games is that I don’t need to buy monster minis; I just use monster images on round tokens in MapTool to represent the bad guys.

I generally just use Google Image Search to find cool monster pictures online, but I’d love to have an all-in-one source for monster images. So, I was happy to discover and support Joe Wetzel’s Monster Stock Art project on Kickstarter.

Basically, he’s paying for a whole crapload of monster art to be delivered in either PDF or higher-resolution image form, with the option to also get monster stand-ins for physical tokens (which I obviously don’t need). Yay for cool monster images! Coming soon to a MapTool game near you (if you’re one of my players).

Minions Do It With One Hit Point T-shirt from d20monkey

I’m not a major reader of webcomics, but I do follow a few. These include the Order of the Stick, xkcd, The Oatmeal, and d20monkey. The latter of these has been coming out with nifty merchandise for a while, and he’s finally gotten me to bite on an item:

How awesome is that? This was featured in one of Brian’s comics in July 2011, and it’s finally available as an actual shirt. Get yours here! (Note: Man, did I have a hard time tracking down the comic where this idea originated!)

-Michael the OnlineDM

Dragons and tentacles and flying sleds – oh my!

I don’t write about my long-running Friday night War of the Burning Sky online game nearly enough. It’s time to correct that.

Spoilers ahead for EN World’s War of the Burning Sky campaign – specifically, the end of Adventure Six.

This past Friday night, I gathered via MapTool and Skype with my group for our regular D&D game. The party was at 18th level, and they found themselves high up  in a castle with a raging firestorm above it (which they had held back with a magic item). The top level of this castle contained a rift to a fiery plane. They were here in search of a powerful magical torch.

“Katy, bar the door!”

During the last session, the party had fought a legion of fiery undead soldiers and explored the rest of the top level of this castle, which was reachable only via a hydraulic lift. As this session began, they had finished most of their exploration, when they heard the lift start to rise. The wizard/swordmage decided to cast Arcane Lock on the elevator door. It takes 10 minutes to cast. Uh oh!

So, I began by asking everyone what they were doing while the wizard/swordmage was casting her ritual. Some were standing guard near her, while others were loading treasure and people into this magical flying sled they had discovered. At this point, a little halfling NPC who had seemed rather dumb for the whole adventure popped into the room through a wall and started animating a dragon skeleton. And wouldn’t you know it, the whole “dumb little halfling” look was an illusion; the creature revealed itself to be a tentacled monster called Deception (a trillith).

Let’s roll initiative!

The fight began with most of the party in or near the cart in the room with the Dark Pyre, while a couple of them were through the banquet hall and down the hallway leading to the elevator doors. The animated dragon and the tentacle monster rather neatly cut the party in half.

Now, keep in mind that most of the party was entirely out of healing surges at this point, with no significant daily powers left. Their goal was escdape: Use the magical flying sled to burst through a window-wall in the Dark Pyre room and fly to safety, all before whatever ba guys were in the elevator made it to the top.

Our brave dwarf fighter threw himself at the dragon to try to keep it at bay to give the cut-off characters a chance to get to the sled. Unfortunately, the tentacle monster phased through some walls and started dominating the swordmage.

I used the house-ruled version of Dominated in this game that I’ve been playing with for a few weeks (with great results in my opinion:

OnlineDM’s Domination

  • When a character becomes dominated (save ends), it immediately takes an at-will action of the dominator’s choice (including a charge, a move, dropping to the ground – or of course an at-will attack power).
  • The character is dazed. On its turn, it gets to take one action of its own choice, just as with a normal daze.
  • Whenever the character fails its end-of-turn saving throw against the domination, it immediate takes an at-will action of the dominator’s choice.
  • If the domination is not “save ends”, then the dominated character immediately takes the at-will action and then is just dazed until the domination wears off.
This way, the dominated character still gets to do some good stuff on their own turn, but they’re also potentially wrecking their allies at the same time (which, you know, is fun). It worked out really well, in my opinion.

“I teleport out the window!”

Anyway, after some near-blinding of the bad guys, the party made its way to the cart, with the dragon and Deception hot on their heels. The dragon’s breath weapon then tried to dominate a whole bunch of folks, including our genasi pyromancer. As a free action, he used a power that would remove him from play and let him reappear within 10 squares at the beginning of his turn – still dominated. He reappeared OUTSIDE the big window that the sled was going to smash through; this left him 100 feet off the ground, above an invading, hostile army.

He used his one action (since he was dazed, thanks to my domination) to swap in Feather Fall, which saved him from death, but put him on the giant bear skull sculpture above the castle entrance. Some of the army members were eladrin, who teleported up onto the skull with him. The pyromancer quickly surrendered, realizing he was in a bad spot.

Meanwhile, back up in the castle, the party expended tremendous effort to get the warlock’s hell hound pet out of the clutches of the tentacled Deception and into the sled. The swordmage/wizard Thunderwaved the monsters away and the dwarf rushed out of the cart, hauled the hound onto his shoulders (burning himself in the process) and rushed back in.

Our warlock hit the gas on the magical flying sled and smashed through the window-wall. Whee!

Someone asked, “Hey, does smashing through the wall cause rubble to fall down on the eladrin who’ve captured our pyromancer?”

Excellent idea! The rubble hit the pyromancer as well, and the sled spiraled down to a stop next to the captive. Some fast talking by the swordmage convinced the eladrin to hand over the badly-wounded genasi.

“Not without my wyvern!”

Only one problem remained: The party had left the dwarf’s wyvern mount tied up outside the castle when they came in, and poor Wendy was now trapped in a cage by the army. I decided this army was cruel, so I had a half-orc deal a killing blow to the wyvern, right in plain sight.

The PCs asked if they could fly the sled so that it would smash into the half-orc – oh heck yes! The evil soldier went flying off the edge of the cliff on which the castle was situated, plummeting to his death 1,000 feet below.

 

With the dragon in pursuit, it seemed clear that it was time to take off and fly away… but our fighter couldn’t just leave his poor mount’s corpse to the evil invaders, so he grabbed onto the cage.

“Where did that thing come from?”

No problem! But now the sled was flying at half speed, and the dragon was gaining on them. To make matters worse, it turned out that the tentacle monster had used a power when the sled was back in the castle that let him invisibly teleport into their midst on the sled, leaving an illusory duplicate of himself behind. And now that the sled was flying away with a huge cage full of wyvern body dangling behind it, a bunch of tentacles came out of nowhere and started grabbing the party.

Our swordmage decided to turn once again to Thunderwave, shoving the tentacled beast out of the sled – but oh crap, that thing can fly!

There was only one thing to do, with the tentacled Deception bearing down and the dragon coming on from a distance: Our fighter tossed the wyvern cage at Deception, sending the thing plummeting to its doom.

No longer weighed down by the cage, the sled was able to fly away (with our warlock keeping her pet outside of the sled itself so that it didn’t burn the whole party to death), seeking safety, an extended rest, and a level up to 19.

Whew! Have I mentioned that my players are awesome? Thanks everyone!

-Michael the OnlineDM

Interview with OnlineDM on Skyland Games

Here’s something fun: I was interviewed on another blog!

Thorynn over at Skyland Games reached out to me for an interview about online gaming. I thought he asked some great questions, and I enjoyed answering them.

 

Gee, I feel like such a celebrity now. <blushing>

-Michael the OnlineDM

Genghis Con 2012 Recap

As I sit down to write this post Monday morning, I’m exhausted and happy for the past three-plus days I spent over the weekend at Genghis Con 2012. The Denver Gamers Association puts on two conventions each year: Genghis Con over Presidents’ Day weekend, and TactiCon over Labor Day weekend. I think they’re very smart in having each convention begin Thursday night and end Sunday evening, with Monday off for all of us to recover before we have to go back to our day jobs on Tuesday after the holiday.

Last TactiCon, I decided to be a Marathon GM and run games in all nine time slots (Thursday evening; Friday morning, afternoon and evening; Saturday morning, afternoon and evening, and finally Sunday morning and afternoon). For Genghis this year, I decided I wanted to run just three sessions (of games I’d written myself) and then play the rest of the time. I signed up for two specific games to play in – a Dresden Files game and a Hero System game based on Dr. Horrible’s Sing Along Blog. I wanted to keep my options open for the rest of the time.

I received an email a few weeks before the convention that the Dr. Horrible game was canceled. Oh well. Then I got an email two weeks ago letting me know that the person who was supposed to have been coordinating the D&D 4th Edition games at the convention (mainly Living Forgotten Realms) had gone incommunicado, and lots of games needed DMs. I was asked to help out.

So, I went from running three slots to running seven. Seven slots, seven different games. Two of them were Ashes of Athas, and I knew next to nothing about Dark Sun. Two were paragon tier LFR games (one of which, thankfully, I had run before and so already had prepared in MapTool). A couple of weeks of frantic prep work followed, including taking last Thursday off work to get ready. And then away we go!

Thursday

I got to the convention at the Red Lion Hotel around 6:00 PM to pick up my badge. The awesome RPG coordinator had arranged for me to get a refund for the sessions I had originally signed up to play in but was now running instead. You rock, Linda!

This was one of the two times in the convention when I was a player rather than a DM. I jumped into an LFR game that could be run for characters of levels 1-10, but the table has to agree on a four-level band. I really wanted to play Factotum, my beloved bard, who was fifth level. Unfortunately, there were a couple of other players who really wanted to play their 9th and 10th level characters. And thus I turned to Rhogar, my first-ever LFR character – a half-elf paladin of Ilmater. I hadn’t played him since Genghis Con 2011.

The adventure itself was set in Elturgard, and I should have known better. Rhogar’s last adventure was the Paladins’ Plague adventure in Elturgard, and I ended up having the least fun ever with that adventure. This adventure was somewhat similar, in that it was a very dark adventure with some no-win plot choices at the end. I left feeling victorious in the adventure, but kind of bummed out at the same time.

Friday

Friday was the day I was originally scheduled to run games, and I brought my projector rig on down to the convention. I was running the Staff of Suha trilogy (The Stolen Staff, Tallinn’s Tower and Descent Into Darkness). This was the second convention in a row where I’d run all three games, and I was excited to see that I had three players who would be involved in all three games and everyone else would be involved in two of the three. A fun twist in this particular series is that one of the players needed a fifth level character to play, and I offered to let him play Factotum the bard, which he totally ran with.

Things went pretty well in The Stolen Staff. I was happy that this party became the first to find the secret entrance to the orcs’ keep via the garbage pit, and the encounter down there was fun. It did take a long time to get to that point, though, so I ruled on the fly that the secret entrance let the party bypass most of the skill challenge through the stronghold. The fight in the orc temple was also cool, as this party was the first to let the orc shaman live more than a couple of rounds, which made the other orcs much more deadly. The fight against the orc leader in the end was only so-so; I still need to work on making him more interesting.

Tallinn’s Tower went smoothly enough, with the party eventually figuring out how the puzzle on the first floor worked, and then disabling the trap on the second floor very quickly, which made that fight much easier. The third floor got a little bit brutal, but the party whomped on the leader in time to prevent folks from turning to stone. Barely.

Descent Into Darkness went just okay, I’d say. The party solved the rune puzzle quickly, but not so quickly as to be trivial. They were a little bit tempted by the decoy sword but moved on before getting into too much trouble. They also took more of a negotiation approach with the halflings before Factotum decided to attack. That battle was more lethal than I intended it to be with the thieves; I need to tweak those guys. The climax fight against the beholder was a little anti-climactic, as the beholder got held in Bigby’s Icy Grasp and stayed there for three rounds. The party fought well, though, grabbed the Shield and got out of there, leaving the beholder alive (as most parties have done).

There was one player at the table who wasn’t having as much fun as the rest, and I tried and failed to get him more excited about the game. This was a bummer, as I like the guy, but he wasn’t having a great time. Oh well; I can’t blame anyone but myself, since I wrote the modules!

Saturday

Saturday was Ashes of Athas day. I had prepped my two sessions a couple of days before the convention and had thoroughly read one of them, but I had to finish reading the second during the hour-long break between sessions. I got there, though!

The Ashes of Athas modules are definitely more role-play heavy than most LFR modules, and that demands the right sort of players (and a prepared DM, which I just barely was). Fortunately, I had an awesome table. They were really into Dark Sun and spent way more time in-character than I’ve ever experienced before in D&D. I could tell that they really saw the various NPCs as actual characters, not just names and stat blocks. I felt successful when I realized that they truly hated one NPC, grokked another’s focus on the bottom line (her quote about profits being down 18% became a recurring bit), felt sympathy toward another, etc. The combats were only so-so, but I don’t think anyone cared – they loved the world. They were actually possessive of me as their DM, too; when we were talking about the possibility of players having to get moved around to other tables in the afternoon, they insisted that they get to keep me. That’s a good feeling!

Unfortunately for them, I was not running the final part of the Ashes of Athas trilogy in the evening; instead, I was playing a Dresden Files game. I’ve heard lots of great stuff about the game and wanted try it out. As it turns out, the GM was actually running a game using the Dresden Files rules in a different setting. The abbreviation for the setting is UA, and I thought the GM said this stood for “unearthed arcana” but that doesn’t seem right. Anyway, it was a setting with an occult subculture, and our characters were insiders of that culture.

Impressively, we did world creation, character tweaking, and a full adventure in the course of a three-hour session! As a party, we established three groups in Denver that had secret occult plans:

  • A biker gang in Cheeseman Park that was seeking an item called The Devil Rose in order to summon the devil to serve them
  • A group of metaphysical book shop owners who were focused on cleaning up the Cherry Creek Reservoir (where occult groups would dump bodies) and wanted to find the Cagliostro Seal, which would allow them to unleash nature and destroy civilization
  • A group of LGBT activists who maintained Elitch Gardens amusement park as occult neutral ground. Led by RuPaul, they were seeking the Alchemical Eye, which would give them full knowledge of all goings-on in the city

And we’re off! My character managed to get himself firebombed when he tried to chat up a book shop owner to warn her about the biker gang, but he only sprained an ankle. I learned how the Fate system works, doing some role playing to earn fate points. Getting to play NPCs and establish in-world facts as being true was a very cool mechanic. I don’t think I’d want to play a “story game” like this all the time, but it would be a fun change of pace now and then. I will note, however, that you need a DYNAMITE GM in order to make this work. The GM has to be able to make up all kinds of stuff on the fly, and our GM definitely did not disappoint. He rocked.

Sunday

For the final day of the convention, there were only two sessions, and I was running paragon-level LFR games for both of them. The first, CORE 2-2, is a game I had run before at Enchanted Grounds. I arrived just before the start time and discovered that the mount for my projector had popped off. I only needed a screwdriver to fix it, but I didn’t have one. Fortunately, one of my players was nice enough to go out to his car to get one, and the game went off without a hitch. That guy definitely was awarded a bonus point! (And writing this has reminded me to go put a screwdriver in my projector bag.)

My afternoon game had a great table of players, a number of whom I had DMed for at past conventions (in a couple of cases, with the same characters). This was NETH 3-3, and I have to say that this was WAY more fun than I expected it to be. I loved running this module. The players did some creative thinking during a skill challenge, and the combats were super-interesting and very well balanced. The party could have played at either level 12 or level 14, and they were ultimately happy they chose 12 (14 might have killed them).

My favorite moment of the convention came in this game, where a fighter decided he wanted to climb onto a table, make a running leap onto a bookshelf 10 feet away and then drop down the far side in order to attack an enemy. The jump was a masterful success, but since he wasn’t trained in Acrobatics, the fall down the far side of the shelf left him on his butt. And just to be a rat-bastard DM (to a player I know and like and whose character was plenty tough enough to take it), I ruled that the fall off the shelf involved the PC moving through a threatened square without shifting (falling from two squares up, next to a bad guy, down to the ground), which provoked an opportunity attack. We had some great laughs at this table, and it was good to end the convention on a high note.

After the sessions are done, the organizers always have an appreciation ceremony for the GMs, and I managed to pick up a free copy of Masks, a book of NPC ideas from Gnome Stew. Good stuff, and I can’t wait to use it!

And now I can stop my frantic convention prep work and relax. Ahhh!

-Michael the OnlineDM

ZEITGEIST Session Two: Recap and Review

Previous session: Session one

To avert war

Session two came later in Christmas week, two weeks later in-game. The PCs were invited into their boss’s office, where they met the foreign minister from Risur’s historic rival, Danor (the tiefling country). Things started getting hard to follow politically, but in a nutshell the Duchess had disappeared off the Coaltongue during the chaos of Session One and had resurfaced a week later leading a force of Risuri rebels to take over Axis Island, an island held by Danor. Ultimately her goal seemed to be to start a war between Risur and Danor, and the Danoran foreign minister wanted to head that off. So, the PCs were tasked with being the “B team” of RHC agents, traveling with an “A team” from out of town. They were going to help stop the Duchess.

The interaction with the Danoran foreign minister was a little odd; there was a puzzle for the PCs to solve that, in retrospect, seems pointless (though I think I ran it poorly). That’s a minor quibble.

Meet the A Team

Anyway, the “A team” was presented in the adventure with brief bios, talking about character quirks of Seven Foot Dan and the illusionist who leaves an image of himself in boring meetings while he leaves to get a snack, that sort of thing. The party gets to interact with this other team as they sail toward Axis Island. Naturally, being genre savvy, my players immediately assumed that their companions were doomed and the PCs would soon be in charge.

Yep.

The mission involved swimming through an underground tunnel on Axis Island, climbing through a mine, traveling overland to a fort, using a Passwall scroll to get inside, getting to a lighthouse, opening a sea gate to the fort’s harbor, and then using a Pyrotechnics scroll to signal the Risuri fleet to sail in and take the island. Naturally, the A team was mostly killed in step one, swimming through the tunnel, and the PCs had to take over.

The mine was inhabited by a paranoid Danoran whom the PCs were able to eventually convince to stop shooting them. They acquired a magical coin in this mine that allowed their scout character (who fancied himself as being Batman) to have a jump speed equal to his walk speed while on the island. This will become important later, especially in Session Three.

Traveling overland was another skill challenge, but handled as individual scenes – definitely my preferred style of skill challenge. The most noteworthy of these was when the party spots a gigantic headless iron golem lumbering through the woods and hides from it.

Into the fort!

Once the Constables arrived at the outer wall of the fort, getting through it with Passwall was a piece of cake. The Batman PC then climbed onto a roof and jumped from building to building, helping the folks on the ground avoid the Duchess’s patrols. Eventually they made it to the lighthouse out on the sea wall that contained the controls for the sea gate.

This triggered only the second full-on combat of the adventure so far, which took place near the end of the second session. (Zeitgeist is not ideal for players who just want to kill things and take their stuff, in case that wasn’t clear.) The lighthouse was defended by rebel soldiers, including a wizard with a pet drake. I appreciated that the combat had some good 3-D elements, with the PCs starting on a wall about 25 feet above the water. There was a ship docked beneath the wall, with ramps leading to the top. The lighthouse was obviously a vertical feature, with stairs leading up to a porch and then the tower itself having multiple stories. There were lots of opportunities to push people off ledges and so on.

Once the lighthouse was secure, the Constables found the controls to open the sea wall and they signaled the fleet to come on in. They stayed put while a land/sea battle broke out. Eventually one of the higher-ranking naval officers, Captain Rutger Smith of the RNS Impossible, came to chat with them. I only mention Captain Smith because he’s referred to once in the adventure as Captain Impossible; I have no idea if that was just a typo or what, but I love that name! “Captain Impossible; hero of the galaxy!”

Hello little buddy

Captain Smith handed out cigars but said not to smoke them until the whole mission was accomplished: Securing the fort and taking the Duchess into custody. She was holed up in a tower in an inner fort. Anyway, the PCs were given a detachment of soldiers to help them out, which I ended up referring to as their “little buddies”. These were basically minions who tagged along with the PCs and would follow orders. They could shoot a gun once per encounter, auto-hitting. I asked the PCs to name their pals, which gave us Pop Tart, Princess Sophia, Robin (Batman’s buddy, of course), Watson (another PC styles himself as being like Sherlock Holmes) and Food on Legs (companion of our vampire). Good times.

What the heck was that thing?

As the party was relaxing in the lighthouse, waiting for the military to finish doing their thing, they spotted a commotion on a Risuri ship across the harbor. The ship burst into flames, and they spotted a figure jumping from the ship to the sea wall and running along the wall before becoming impossible to see in a cloud of smoke. What to do? Go after it!

Of course, this required navigating the sea wall to get back to land, but the sea wall was being defended by the rebels and bombarded by the Risuri navy. This particular course of action was not spelled out in the printed adventure, so it was time to improvise a fight. And that’s where we decided to end Session Two.

This session didn’t “pop” as much as the big bang fight on the ship of Session One, but it was still fun. I enjoyed role playing Seven Foot Dan and the gang for sure!

-Michael the OnlineDM

ZEITGEIST Session One – Review and Recap

I may be insane, but I’m currently running three different D&D campaigns.

I have my long-running Friday night game online via MapTool and Skype in the War of the Burning Sky campaign saga from EN World. Awesome game, awesome people. We play most weeks (I’d say 3 times per month usually), though we’ve just come back from a six-week break. I should probably write more session recaps of this game, but I have to admit that I don’t.

I have my family campaign in Madness at Gardmore Abbey. We’re four sessions in, and I’m liking the campaign so far. That one, too, is online. I’ve been writing recaps of that one regularly.

And then I have the campaign I run for my friends in-person. We’ve just finished our third session in the ZEITGEIST campaign, also from EN World, which brought us to the end of Adventure One.

SPOILERS AHEAD

Session one of Zeitgeist (I get tired of typing it in all caps, as it’s technically written) was on Christmas Day. We gathered at my and my wife’s place around 1:00 PM and started by playing some board games. We then moved on to Christmas dinner and, since my wife needed a nap, a game of Taboo. Finally, we moved on to Dungeons and Dragons.

We had already done character creation a couple of weeks earlier, using rolled stats (my first time doing so in 4th Edition) and the character themes in Zeitgeist to tie the characters to the setting. The themes are a fantastic idea. I had never used themes before, since I see them largely as power creep and things that are likely to slow the game down with more choice paralysis on the part of players. But in this case, I love that they give PCs an automatic place in the world of Lanjyr (the land where the campaign is set). I think that Zeitgeist DMs should STRONGLY encourage their parties to take these themes.

You down with RHC? Yeah, you know me.

The PCs in this campaign begin in the employ of the Royal Homeland Constabulary (RHC), a sort of CIA / FBI / special forces unit for the country of Risur. Magic and technology both exist in this world, though technology is just starting to come into its own. Assignment number one in the campaign is for the Constables to help out with security at the launching of Risur’s first steam-powered warship, the RNS Coaltongue (a fun nod to a character in the War of the Burning Sky campaign).

A skill challenge to case the crowd, looking for troublemakers, has the potential to end up in a fight, though my players did a good job and avoided combat here. There were some good role-playing opportunities, and I tried hard to bring my players into their characters via their interactions with NPCs. One PC wanted to recruit a local cop to help with a task, so I gave him a cop and asked him to name the guy. This is something I did again later in the adventure, and I encourage it – when you get a new minor NPC, let the player name it.

Soon the king and other nobles arrive to board the Coaltongue, letting the party learn a bit about the politics of the world. My wife’s character, a rare eladrin female in this world, decided to make friends with the beautiful handmaiden of the king’s sister, Duchess Evelyn. Our dwarven knight tried to endear herself to the Duchess. And so on.

Once on board the ship, more chances for role-playing and exploration came. Then there came a moment where some of the PCs were asked to go check on the Duchess, who had gone below deck to take a nap and hadn’t come back. Some of the PCs went to check on her, while others remained on the main deck. The handmaiden called through the door of the Duchess’s cabin that the Duchess was still sleeping, and she refused to open the door. Eventually, the PCs heard a splash through the door, as if someone had jumped or been thrown out out a window, and they decided to bash their way into the cabin.

And at just that moment, the brass band on the main deck started playing the Risuri national anthem, drowning out any sound from below. Roll initiative.

Save our ship!

This was a very cool way to run a combat; hundreds of dignitaries above, oblivious to the chaos below as individuals led by the handmaiden tried to sabotage the ship’s boiler in an effort to blow the whole thing sky-high. The fight spread over multiple decks and involved not just straight-up combat but also efforts to restore the magical wards to protect the powder magazine as well as the skills needed to deal with the sabotage before everything exploded. The adventure comes with a cool mechanism for tracking how close the boiler is to exploding, though it definitely needs a good DM to tweak it on the fly.

The party eventually found success, saving the ship, and the band played on. Thus ended session one, which was Chapter One of the first adventure. It was rousing day of fun all around, and had us looking forward to session two.

Future sessions: Session two

-Michael the OnlineDM

Cover images for 1e D&D reprints are now up

It looks like Wizards of the Coast now has the cover images for their first edition AD&D Player’s Handbook, Dungeon Master’s Guide and Monster Manual on their web site:

Hm. Well, I have to admit that I’m not all that impressed. But I’m hoping that they’ll look cooler at full size and in person. I’ve already pre-ordered my copies!

Edit: You know, looking at them some more, I think they’re better-looking than I first thought. I like the nods to the originals while still being clearly different. And as a commenter on EN World pointed out, they sure would look nifty if they were actual leather…

Welcome to the new site!

Hello world! I suppose if you’re reading this by going through my archives, you’re bound to be confused. But for those of you reading around the time of my writing, February 2012, welcome to the new blog!

The old WordPress.com free blog was nice and all, but I decided that it was time for something a little more polished. Since I know pretty much nothing about web design, I turned to Mark Meredith, who has put together a nice-looking site for himself over at Dice Monkey. And the results speak for themselves – ooh, pretty! If you’re looking to hire someone for some web design work, give Mark a buzz.

Anyway, things should continue pretty much as-is with the new site. There will be some messiness for a while; all of my old links will take you to pages on the old blog, for instance, but I plan to clean that sort of thing up over time.

So, thank you for following me to my new digs, and please join me in thanking Mark for this sweet-looking new site!

One-page 4e character sheet – free tool!

I’ve mentioned before that I prefer to have my character sheet be as compact as possible; one page if I can get it. This is one of my biggest annoyances with the online Character Builder compared to the old downloadable version; I can’t make a one-page template (with power cards handled separately, of course). I also can’t suppress the printing of power cards that I don’t need.

Thus, I was delighted to discover a new free tool from an EN World poster who goes by the name divide0 that will create a compact character sheet using .dnd4e files exported from the online Character Builder. divide0 put up a post about this program last week, and I first saw it on Friday. Exciting times for me!

I know it doesn't look like much, but trust me

Now, there are some caveats. The main one is that, so far, I’ve only been able to get it to work properly in Firefox version 10. divide0 explains that he built it for Firefox, but I wasn’t able to make it work quite right in version Firefox version 3.6.26 (I’m generally a Chrome user, so I hadn’t updated my Firefox in a while). In 3.6.26, most things look good but the trained skills are blacked out by diamonds, making the numbers unreadable. In Chrome, everything looks good until you get to the print preview, where the tables seem to break down.

If you want to use this program, here are the steps I suggest following.

  1. If you don’t already have it, download and install Firefox version 10 (or later, I imagine).
  2. Within Firefox, go the Firefox menu button in the top left corner, hover over Print, and select Page Setup. Check the box next to “Print Background”. You’ll probably also want to go to the Margins & Header/Footer tab of this box and set your margins to zero and all of the headers and footers to be blank.
  3. Export your character file from the Character Builder. If you’ve never done this before, you can click the Load button from the Builder’s main menu, then click on the character you want to export, then click the Export button. Save the .dnd4e file wherever you like.
  4. Go to divide0’s character sheet app page.
  5. Click the Browse button and choose your .dnd4e file.
  6. Click Upload and watch the magic happen!

What’s so great about this character sheet app, you may ask? A few things.

  • It puts the information that spreads over three pages in the normal Character Builder sheet onto one page (racial features, class features, feats)
  • It gives you the full text of the class features, racial features and feats
  • You can click on any power card to deselect it so that it won’t be printed
  • It handles magic items in a clever way; one power card to summarize all of your magic items and their properties, and then separate power cards for every magic item power (which, again, you can choose to suppress if you don’t want them printed).
  • Cool icons for standard / move / minor / immediate / free / no action powers, plus the usual icons for melee / ranged / close / area powers
  • Icons for damage types that you can read at a glance
  • If you print to PDF, the file size is about a tenth of what you get from the Character Builder
  • Did I mention the awesome one-page layout?

Note that some cards are greyed out - I don't want these to print

The images above show the interface in action, and this PDF is the result of printing the sheet above using CutePDF. Pretty slick. (This is my wife’s dragonborn swordmage from my Madness at Gardmore Abbey campaign, in case you were wondering.)

All that said, I certainly have a wish list of things that would be cool to see in future versions of this tool if divide0 does more with it:

  • Not a complaint, but it’s worth noting that actual ability scores are not displayed, just the modifiers. You should also be aware that this program uses the character summary card for defenses, hit points, initiative modifier, skills, etc. instead of putting those on the main sheet itself.
  • If you get enough class features and feats, I could see this spilling onto multiple pages. Cutting the descriptions of the languages and changing them to just a list could help.
  • It would be very cool if you could re-arrange the order of the power cards.
  • If this could be made to work properly with Chrome too, that would be awesome.

That’s a pretty short wish list. I really think this is a cool tool, and it’s especially nice for me when my players for my online game send me their .dnd4e files. Now I can read them without having to load them into the Character Builder, which requires that I delete other characters due to the 20 character limit.

This is the kind of development that I hope WotC will encourage in the future. The D&D community is full of smart, talented, energetic folks who want to create things to make the game better for everyone. Wizards of the Coast, give divide0 a cookie!

-Michael the OnlineDM

OnlineDM1 on Twitter

Madness at Gardmore Abbey: Session Four

Past sessions: Session OneSession Two, Session Three

This is the recap of my fourth session running the Madness at Gardmore Abbey adventure via MapTool and Skype for my family group. As always, SPOILERS AHEAD.

Sora the dragonborn swordmage (played by my wife), Homer the elf hunter (played by my brother in law) and Stasi the half-elf warpriest of Pelor (played by my sister in law) found themselves in the Temple of Bahamut on Dragon’s Roost, having just finished an extended rest under the protection of Sir Oakley. Upon their waking, Sir Oakley offered the party a mysterious object he had found hidden in a niche on the altar to Bahamut: An ivory plate that the party immediately recognized as a second card from the Deck of Many Things, to go along with the Key card they had found earlier.

This card had an engraving of three women – one young, one middle-aged, and one old (with a pair of scissors). Stasi was able to figure out that this represented the Fates. (Note that I’m running the game online and therefore am not handing out the physical cards; I like that the players get to puzzle out what some of the cards represent based on a description that I provide rather than getting to read the names on the cards.) Stasi agreed to carry this card with the other for the time being.

Having escorted Sir Oakley to the Abbey and having helped him defeat the enemies in the Temple itself, the adventurers agreed to help him find the three missing relics that would be necessary for him to perform the needed cleansing rituals. He didn’t know where these relics were, but he knew that they must be somewhere within the grounds of Gardmore Abbey. Sir Oakley ultimately agreed to accompany the group on their search (with a three-PC party, it’s nice to have a companion character along to help with the scaling of battles).

The group decided to start by searching the catacombs. Stasi the warpriest was itching to blast the heck out of some undead creatures (which have been rare in the Essentials adventures to this point). Coming down the stairs, they heard prayers ahead. Homer the hunter stayed back on the stairs while Stasi and Sora accompanied Sir Oakley down to investigate. They found a bunch of humans in armor praying around an altar of Bahamut.

Thus began Encounter 23: Altar of Glory. I’ll say right here that I totally screwed this up, because this was supposed to be the first encounter where my party was to meet The Others – the rival adventuring party. Oops. I forgot all about that, and I hadn’t prepared The Others in MapTool yet anyway. Major oversight on my part, but I have an idea of how I’ll fix this.

My other oversight is that I once again forgot to have the cards from the Deck do anything in combat, but that’s in part because combat was a little weird in starting. This encounter began with a skill challenge for the party to figure out what was going on with these knights praying in the catacombs. Sir Oakley joined in the prayers at the urging of the PCs. A religion check from the warpriest showed that the lead knight was making up some of the prayers as he went along, and the other knights were following his lead. They also noticed that the knights had their scabbards loosened and kept their hands close to their weapons, as though they were expecting a fight. However, they failed to recall any history of the Abbey that might be helpful in understanding the situation, and they twice failed to notice that the knights weren’t casting shadows.

Thus, the skill challenge was failed, and the knights attacked with a surprise round. It soon became clear that these weren’t actual knights – they were pale reavers disguised in the forms they once held in life. I loved describing the first attack, as one of the minions disappeared into a wall, reappeared next to a PC, and then reached for his sword, which somehow transformed into a long mane of hair as the reaver’s true form was revealed.

The fight was challenging with the surprise round and the good initiative roll from the lead reaver, but our warpriest finally got to Smite Undead on the lead reaver, and the group kept him pinned in a corner for much of the fight while they beat up his friends and later focused on him. Some surges were spent, but none were actually drained by the reavers themselves.

Examining the room showed that the altar to Bahamut could infuse a weapon with the one-time ability to deal fire damage, which Homer the hunter was all over. Sir Oakley helped him with the prayers, and the dragon heads on the altar came to life and bathed Homer’s bow in flames, which then died down, leaving the bow warm to the touch. This came in handy in the next fight.

One sarcophagus in this room had been pried open, and the skeleton within was missing its skull. Corruption emanated from this coffin, and the party was able to figure out that the corruption could only be cleansed if the skull could be returned. No skull was to be found in this room, however.

Onward to the east, then! The stone doors opened smoothly enough, revealing a room with a badly damaged ceiling. Roots from above had grown through the ceiling, creating a tangle that extended most of the way to the floor, stopping six feet above the ground. Stasi’s Sun’s Glow showed a good portion of the room, and the party could hear some shuffling footsteps in a far corner and a very faint sound of movement coming from another corner of the room near the ceiling (up in the roots). After Stasi and Sora moved into the room, the light revealed a mummy coming toward them

Encounter 25: Memorial Chamber was under way. Homer won initiative but delayed, staying back in the Altar of Glory chamber. The mummy moved toward the doorway and cursed Stasi, so that she would take necrotic damage every time she tried to hurt the mummy (a brutal but cool ability). Sora figured out that she could yank on the roots in order to bring the fragile ceiling down on the mummy, which worked like a charm (I decided that DC16 Strength would be for a minor action check and DC12 would be for a standard action). That mummy struggled for the next three rounds to free its legs from the rubble (immobilized, save ends).

Knowing that they had heard other movement in the chamber, the party was cautious about moving farther in. Too bad for them, then, when a swarm of rot scarab beetles stealthily crawled through the roots on the ceiling without attracting attention and then rained down onto Sora’s head. This was a wonderfully disgusting moment, leaving Sora the swordmage inside the swarm. Homer eventually jumped into initiative at the end of the round, after Sir Oakley told him that the mummy would catch fire if hit with fire, using Bahamut’s blessing from the previous chamber to light that mummy up.

At the beginning of round two, I remembered that I wanted to use the Deck of Many Things, and I decided later that I actually kind of prefer having the Deck manifest its power after the first round of battle. It feels artificial for the Deck to know exactly when combat is breaking out and to show up immediately; I like the idea that it responds to the stress of actual combat and then manifests.

In this case, the image of the Key appeared next to Stasi as a big glowing light. A minor action Arcana check revealed that someone standing in the Key square could use a move action to teleport 5 squares; pretty cool stuff!

Round two is also when the Flameskull revealed itself from behind a mosaic-covered wall on the far side of the room and dropped a fireball that enveloped three of the PCs plus the mummy and the scarab swarm. Uh oh! The new threat caused some major concern.

Eventually, Sir Oakley ended up charging into the chamber largely to get away from the swarm’s aura and to go after the Flameskull (and because I wanted to make the combat more dynamic than a chokepoint between two rooms). He was left to his own devices for a while as the PCs finished off the mummy and the swarm. Finally, the PCs came to help, rescuing Sir Oakley from unconsciousness and destroying the Flameskull.

When the Flameskull was defeated, the skull’s fires went out, leaving behind a normal skull. The PCs immediately thought – aha, perhaps this is the missing skull from the earlier sarcophagus. Indeed it was, and Stasi the warpriest returned it to its rightful place and used some healing magic to cleanse the corruption – in the process gaining Bahamut’s blessing and the one-time ability to breathe fire.

The Memorial Chamber was revealed to have a secret door to the north (the Perception check beat a 19, but not a 23), which led to a small room with three long-dead knights of Bahamut beneath a mural depicting the Platinum Dragon as a dracolich. Sir Oakley was able to explain that this was a private practice of some worshippers of Bahamut, and that it represented adherents steeling themselves to face death rather than worshipping undeath. Some searching of this secret chapel revealed two other doors leading to other chambers, three topazes that had been taken from the temple, and the fact that these knights evidently closed themselves in this room and starved to death rather than leaving. Interesting stuff. Having Oakley along at this point has been helpful.

From here, the party decided to go through the door on the west part of the north wall of the Memorial Chamber, which revealed a short hallway, beyond which was a room with a fountain – and a couple of skeletons.

Encounter 24: Font of Divine Health began with two skeletal tomb guardians arising and attacking. I once again had Sir Oakley get himself in the middle of things in order to create some movement. A blazing skeleton popped out from a niche to light Stasi on fire.

In round two, the Fates revealed themselves. The new card from the Deck manifested adjacent to Stasi, who boldly stepped into the light and understood that if she were hit by an attack while in the Fates’ square, she could force a re-roll of that attack with a -2 penalty. This power appealed greatly to Homer, the great chicken of the party, who camped in that square for several rounds.

Meanwhile, the tomb guardians were slicing and dicing all over the place, making effectively four attacks per round (a fun mechanic). Some skeletal minons revealed themselves, providing a flank for the guardians. All the while, the blazing skeleton kept burning things from a distance.

The fight ended with Stasi using a daily power, then finishing the final foe in a blaze of holy might. At this point, the mosaic of the head of Bahamut inlaid in the floor glowed brightly, and the whole party regained some free hit points. It was soon discovered that drinking from the fountain in this room would also regain some free hit points, plus grant some necrotic resistance. Good times; I love these alternate, short-term rewards.

Here we stopped for the night, with Homer and Stasi suggesting an extended rest in the secret chamber and Sir Oakley adamant that they must press on and find the holy relics. I hope they do press on; they’re not in severe shape just yet (Oakley is the lowest on surges by far). If they decide to rest in the secret chapel, so be it. It’s possible that their entrance has guaranteed that it will not remain secret indefinitely…

-Michael the OnlineDM

OnlineDM1 on Twitter

Next session: Session five