Cruise ship D&D

April 25, 2012 in 4e D&D, Adventures, Board Games, DM Lessons, In-Person D&D

There were no new blog posts for me last week because I was on vacation, taking a Caribbean cruise. My wife and I went with some friends of ours and had a lovely time, getting to spend time in Puerto Rico, Saint Maarten and Saint Thomas.

We also had several days at sea, so I naturally brought along some games to play. During one of the sea days on the way out to the islands I managed to persuade one of our friends to play San Juan with us, the card game version of the Puerto Rico board game. It was definitely in-theme for the cruise, and we had a nice time with the game.

On the way back from the islands, I mentioned D&D at lunch and was pleased when the woman in the couple we were traveling with asked about the game. She really knew nothing about it, but she knew that I really liked it and that my wife played, too, so I started describing D&D to her.

D&D is ultimately a cooperative storytelling game. Each player has a character that they get to play, and they have a sheet of paper with information about that character, explaining what the character can do. The dungeon master describes a situation that the players’ characters find themselves in, and then it’s up to the players to tell the DM what their characters do. If it’s something straightforward, like “I walk over that way,” then the DM just narrates the result. If it’s something that the character might or might not succeed in doing, like “I scramble up that tree,” then the DM might ask the player to roll some dice and determine the result of the action based on the result of the die roll.

D&D is a fantasy game, like the Lord of the Rings, and the players get to play the heroes. This means that they’ll probably find themselves in combat with bad guys from time to time, and the game has rules for taking turns in combat, attacking enemies, getting hit by enemies, and yes, even death.

Given that description, my friends were interested in learning to play. Fortunately, I had come prepared!

Usually I run D&D games using my laptop and a projector. While I did have my laptop with me on the cruise, there was no way I was bringing my projector rig. Instead, I had grabbed the Dungeon Master’s Book from the Essentials Red Box set, along with the poster map and the sheet of tokens that came inside the Red Box. I also brought the pre-generated characters from D&D Encounters, which I had from last summer, and a container of dice.

The Red Box adventure, The Twisting Halls, assumes that the players start off by going through the solo adventure in the player’s book, creating their characters that way. I wanted to get the new players into the action as fast as possible, so I just gave them pre-gens and a little back story.

The adventure began with the party having been hired by a merchant to go to some goblin caves to recover a box that had been stolen from the merchant. The merchant also mentioned that he had seen a scary dark rider and thought that the rider might be involved. That was it for story; off we went into the first combat with two goblins and a wolf (scaled down from two wolves since we only had three PCs).

D&D in the ship's cafeteria. Note the ice cream bowls full of dice. Awesomeness.

Our first combat went smoothly enough, with the new players getting a feel for what their characters could do. They won the fight without much trouble and then sent their drow ranger down into a passageway to scout ahead. She was very stealthy and saw a couple of goblins standing in a room, not noticing her.

She asked, “Can I shoot this one?” Well sure! Surprise round, go for it. And thus began the second combat, with the rest of the party still at the top of the tunnel.

This combat was intentionally harder. I ran the full combat for four PCs, but I did it in waves. In the first few rounds, the players noticed someone peeking out from behind a door that was ajar, and the door later closed. Then, as combat with the goblins and their guard drake was almost over, a goblin spellcaster came out from behind a closed door and started blasting the party with magic.

My wife’s character, the cleric, spent some time making death saving throws, one of which fortunately ended up on a 20. From there, the party was able to handle the fight with no problem.

At this point the party discovered a little treasure, and I decided to call it a day. I could tell that our friends were starting to get a little tired, and I didn’t want to overwhelm them.

I was a little disappointed that I had picked an adventure without much real exploration or role playing at the beginning; we basically just had two fights and that was it. I’d like to give new players more of a sense of adventure, so that was a mistake on my part. But still, I was glad that my friends were intrigued enough to give them game a shot. We’ll be visiting these friends in Minnesota in a few weeks, and I’ll bring my D&D stuff along, just in case!

-Michael the OnlineDM

Maps! Lots of maps! And all in one place, too!

April 23, 2012 in 4e D&D, Maps

I’ve just returned from a very relaxing vacation, during which I did some extremely cool stuff with nice-looking PC character sheets in MapTool (a preview image is below).

However, since it’s going to take me a long time to write posts about the ridiculous quantity of work I did to put that together, I thought I’d get back into the blogging groove by pointing out that I have updated my Maps page.

Did you know that I had a Maps page? It’s under the Downloads section of my blog. I originally set it up in the earliest days of the blog, back when I was using OpenRPG and Gametable. I sort of abandoned the page, even though I kept creating maps.

I shared most of the maps I created on various places on the blog, but I thought it was high time to put them all on one page so that people who are looking for a variety of maps can find them all at once.

I haven’t done much in the way of organizing the page yet, though maps from the same adventure are grouped together (Reavers of Harkenwold, D&D Encounters Dark Legacy of Evard, etc.). These are all created in MapTool, and I wouldn’t call them super-fancy, but they work great for games in MapTool or Fantasy Grounds or similar programs. I’ve scaled them all to a 50-pixel grid, and I’ve provided versions both with and without the grid for nearly all of the maps.

As of this writing there are between 40 and 50 maps on the page, and I plan to keep adding maps to the page as I create them and post about them.

Enjoy!

-Michael the OnlineDM

ZEITGEIST Session Three: Recap and Review

April 11, 2012 in 4e D&D, Adventures, In-Person D&D, Maps

Previous sessions: Session one, Session two

Our group gathered in mid February for our third session in the Zeitgeist campaign from EN World. This session took us to the climactic finish of Adventure One: The Island at the Axis of the World.

Beware the cannonballs!

Since my group had ended session two by going a little bit off the rails, I had to create a new encounter to kick off session three. The group was racing along a sea wall surrounding a fortress, trying to follow the trail of some fiery, smoky being that had destroyed a ship in the harbor before leaping onto the wall and into the fort. Unfortunately for our heroes, the wall was being viciously fought over by the defenders upon it and the attackers bombarding it from ships in the harbor.

Sea Wall Battle - showing enemy positions

The battle is fairly simple. The party is approaching along the wall from the left side of the map. Four Rebel Musketeers (custom enemies) are on the north side of the wall, shooting at ships in the harbor, and four more are on the south side of the wall, doing the same thing. Half of each set of musketeers have their muskets loaded and ready at any given time. Two Rebel Soldiers (from the published adventure) are between the rows of musketeers, giving orders.

At the end of each round, a cannonball comes flying across a random row of the wall around the tower, attacking creatures in that row and on either side of that row. This can cause characters (both PCs and enemies) to be pushed off the wall and into the water.

Once the PCs get within ten squares or attack the enemies, the rebels notice them and turn their focus from the ships to the PCs.

The full encounter is available here (Beware the Cannonballs), and battle maps scaled to a 50 pixel per square grid are below.

Sea Wall map - with grid

Sea Wall map - No grid

Where did he go?

Once the party had conquered the sea wall tower, they moved along the inner wall until they met up with allied soldiers who had succeeded in breaching the wall. The fiery creature they were pursuing was nowhere to be seen, but the commanding officers requested the party’s assistance in dealing with some Danoran prisoners in a brig.

Negotiations with the prisoners went well and led to some intelligence about an entrance to the central tower of the keep through the sewers. The Danorans also gave the party a key that would open a door on the roof of the tower in case they ended up there. These discussions were ultimately interrupted by screams and the sound of running feet across the roof of the brig – the fiery creature was back!

Our heroes rushed into the streets to see the fiery creature, revealed as an eladrin, using a strange orb that caused the inner fortress wall to disappear, replaced by wilderness for a few moments. The fiery eladrin ran across the tops of the hedge maze within the inner fortress wall and then started scaling the central tower. The PCs decided to rush after him.

Vesper, the scout in the party, had found the token back in the mines that gave him tremendous jumping power, so he decided to use that power to go bounding after the eladrin. He hopped along the tops of the hedges in the maze and found himself at the base of the tower, staring up as the eladrin finished ripping out bricks, tearing what looked like a gold wire in the wall (gold circles prevent teleportation in this world) and then disappearing – presumably inside the tower. Vesper climbed to the roof, used the key on the roof door, and started sneaking downstairs.

Meanwhile, the rest of the party found themselves dealing with an irate fey creature named Ghillie Dhu who was blaming them for lighting his hedges on fire (when in fact it was the eladrin who had done so with his fiery aura). Some quick negotiations followed, including a bit of a seduction by the female eladrin in the party, Andraste, and Ghillie Dhu was satisfied that the party was chasing the eladrin who burned the maze, not allied with him. Ghillie Dhu led them through the maze to the base of the tower, where they found a rope had been lowered by Vesper.

Level 1 PCs fighting a level 20 monster

Inside the tower, Vesper had gotten himself into a good eavesdropping position. He was able to see the eladrin, badly bloodied after fighting a bunch of guards in the tower, having a heated exchange with Duchess Evelyn of Shale (the Risuri noblewoman who had invaded the island) and a tiefling named Nathan Jierre. The eladrin, referred to by the duchess as Asrabey, had clearly beaten the duchess and the tiefling, and the duchess was trying to reason with him. Vesper bided his time, readying an attack in case Asrabey tried to hurt the duchess or the teifling any more.

The rest of the party was working on climbing the rope. Some of the PCs made their Athletics checks quickly, but our poor docker bard, Corduroy, struggled and struggled. As the party made it onto the roof, they saw the open door and peaked in, communicating through hand gestures with Vesper below.

Once Corduroy finally made it to the roof, he danced a jig of happiness…

Which made some noise, attracting the attention of Asrabey, who finally looked up and saw Vesper above him. His rage set off Vesper’s readied action, and we were in combat!

This was a beautiful moment in the adventure, where the writer, Ryan Nock, provides the DM with two ways to run the encounter. The default approach is to run Asrabey as an injured level 20 creature with only 27 hit points. This makes him practically impossible to hit, unless a PC rolls a natural 20, uses a power that deals damage without an attack roll (like Magic Missile) or uses a power that still has an effect on a miss (like most daily powers). At the same time, his attacks always hit the PCs unless he rolls a 1.

Alternatively, the battle can be run with Asrabey as a level 2 solo creature. I went hard core – he was level 20.

Combat was quick and deadly. Asrabey set his shield to work chewing on Vesper as the rest of the party rushed inside. The eladrin set up a zone that would soon erupt into flames. Andraste the witch used a power that would deal damage to Asrabey every time he hurt one of Andraste’s allies.

The party started to worry that they had bitten off more than they could chew, but they were doing their best to make use of daily powers and creative effects. Asrabey took a few hits and was clearly teetering, but Vesper was unconscious and laying in the area that would soon erupt into flames.

Asrabey began his turn, the flames rose, and Vesper was burned to death…

At which point Andraste’s effect caused Asrabey to take a few points of damage, killing the eladrin.

My players, including Vesper’s player, literally jumped to their feet, cheering and high fiving one another. It was one of the best moments I’ve had as a DM. Even though a PC died, it was a huge victory that was hard-won. They earned it, 100%.

In the aftermath of the battle, the party managed to steal Asrabey’s sword and cloak – high-level items that they really shouldn’t have and that are quite illegal for them to have taken in-game. But that’s okay… I don’t mind there being consequences later!

Thus ends adventure one of ZEITGEIST. It’s a very cool campaign so far, and I’m hoping to start adventure two as soon as we can get everyone’s schedules to line up. I’ve just learned that two of my six players are moving away in August, and there’s a chance that two more might be going eventually as well, so I hope to make some progress on the campaign while we still can.

-Michael the OnlineDM

Lords of Waterdeep, and a break to build MapTool macros

April 9, 2012 in 4e D&D, Adventures, Board Games, Online games, Reviews & Culture

I don’t usually go multiple weeks without a post here on Online Dungeon Master, so I thought I’d give my loyal fans an update.

I’ve been traveling for work a lot in the past  couple of weeks, which certainly interferes with blogging time. However, I HAVE been using the time for D&D stuff – specifically MapTool work. You may recall that I had built and shared some macros for quickly creating monster powers a few weeks ago. Well, I’ve been working on the same thing for PC powers in D&D 4e. It’s been tremendously time consuming to build the macros, but actually using them has been fast! (Aside from bug killing, that is.)

Three of the players in my long-running Friday night War of the Burning Sky campaign created new characters for last week’s game (one new player, two existing players switching to new characters), so I had the chance to put my new PC power creation macros through their paces. I’m pleased to say that they worked like a charm! No problems at all so far, and the ability to recharge a power with a button click has been awesome.

The next step is to add a character sheet frame, similar to what I’ve done for Marvel Heroic RPG. I’d love for my D&D players to be able to scroll through their powers in a custom frame rather than the buttons in the Selection window. I could include the rules text of the powers in a small font, links to recharge powers individually, some nice-looking tables for organization purposes, and so on. But for now I still have a little tweaking to do on the PC power creation, though I hope to start sharing pieces of it soon. It’s a complicated family of macros, and I have not yet figured out how to break it into blog-post-sized chunks.

I haven’t run Madness at Gardmore Abbey in the past few weeks, which is a bit of a bummer. I finally have that whole campaign prepped in MapTool, so I’m ready to go at a moment’s notice! But the timing hasn’t worked out with my players.

I was going to try to revive my ZEITGEIST campaign for today’s gaming session, but two players had to bow out at the last moment. The day wasn’t a total loss, though, since the rest of us used the time to play three games of Lords of Waterdeep!

I’ve played a total of five games of Lords of Waterdeep now, and I absolutely love it even though I haven’t won yet. LoW feels like a streamlined fantasy setting of Agricola, another game that I absolutely love. We haven’t discovered a “dominant strategy” yet, which is a good thing. I love the design of the box itself – there’s a great insert to organize all of the pieces. The rulebook is excellent, too – very clear, with a handy summary of the rules on the back cover. It’s tons of fun, and everyone who has played it so far has loved it. I highly recommend Lords of Waterdeep.

I’m going to be out of town on vacation starting next weekend, so I hope to get another post or two up before I go. But if not, don’t expect to see anything from me until late April.

-Michael the OnlineDM