D&D Encounters Web of the Spider Queen – Week 2

May 31, 2012 in 4e D&D, Adventures, Maps

Previous Week: Week One

Week Two of the story picks up where Week One left off, in the Old Skull Inn in Shadowdale just after the heroes have fended off a drow invasion. We had five of the same players at the table as last week, and one player who has played D&D 3.5 but who was brand new to 4th Edition:

  • A goblin hunter named Ferrin
  • A goblin scout named Squintch
  • A goblin slayer named Snarl (who doesn’t speak but just, well, snarls)
  • A svirfneblin warpriest named Ziti
  • A drow mage named Zin
  • An eladrin wizard named Lloyd (the new player)

If you’ve been reading my blog for a while, you know that I love introducing new players to the game. Sure, he already knew how to play D&D, but he’s new to 4th Edition, so I’ll take it! I’ll also mention that there was another person in the store who was going to be playing at the later table, and he mentioned that he had seen my Week One post and recognized me. Hi there, dude whose name I failed to catch!

Anyway, after fending off the drow invasion, the svirfneblin cleric in the party received a Sending message in her head from the great wizard Elminster. He explained that he was busy fighting off drow, and that he wanted the adventurers to go get the Pendant of Ashaba from the Twisted Tower.

They soon learned from the innkeeper that the Twister Tower is where the lady of the city, Addee Ulphor, lives. However, the goblins in the group were more interested in checking out the inn’s cellar, where these drow invaders had come from.

Sidebar: Svirfneblin became Smurf Zepplin at our table. I’m picturing one of those giant balloons from a parade now. Awesome!

Smurf Zepplin

Let’s go off the rails!

All right, sure. So, the cellar was a pretty typical storage cellar, except for the clear drow tracks coming from a broken, heavy-looking wooden door in one corner. On the other side of the door was a long ladder heading down into darkness (note that I was making all of this up on the fly, but I faked it well).

Elminster jumped in to the svirfneblin’s head again, complaining about how Lady Ulphor wouldn’t listen to him when he told her not to keep the Pendant in the tower. Ziti used the reply function of the Sending ritual to tell Elminster that the party was ignoring him and instead going into the Underdark beneath the Old Skull Inn.

Well, that got the old wizard’s attention! With the goblins at the bottom of the ladder and starting to explore the long tunnel down there and Ziti halfway down the ladder, Elminster whipped up a Mass Sending to yell at everybody and tell them how important it was that they help at the tower.

Heavy-handed of me? Maybe. I was actually expecting them to still ignore Elminster, in which case I would be making up D&D Encounters as I went along! Hey, I like improv. Fortunately, the party did decide to go check out the tower after all.

Note that they didn’t ask any questions about the tower – let’s roll!

The direct approach

Now, the adventure gives the party lots of options for approaching the tower carefully. A few PCs can scout ahead and enter the front door. The whole group can be stealthy. They can try a water approach, coming to the dock on the back of the tower.

Not my group! “Hey look – there’s the front door. I go knock on it.”

Okay then. The door was damaged and off its hinges, so the party walked right in.

Tower of Ashaba - Gridded

Tower of Ashaba - No Grid

In the middle of this large area, they saw Lady Addee Ulphor. She was backed against a sepulcher and looking nervous. She told the party to leave, “… or else they’ll kill me.” With this, she glanced nervously to the left and right.

A little back and forth with Lady Ulphor followed, until eventually Zin the drow decided to make an Insight check. Ferrin and Ziti did likewise. Ferrin got the feeling that something wasn’t quite right here, but it was Ziti who rolled a critical success on her Insight check and saw that Lady Addee was in fact not Lady Addee at all, but some kind of shapeshifter disguised to look like the Lady.

Attack!

This combat was against the shapeshifter, three drow templars (soldiers) and two drow informants (sneaky guys who can become invisible). Since we had six PCs instead of the five that the adventure assumes, I was planning to throw in an extra informant.

The sneaky, invisible informants won initiative, and I just had them hang back and hide in round 1, maintaining their invisibility. Poor Snarl went next; as a slayer, he was the closest thing the party had to a defender tonight. He charged in and attacked the lady/shapeshifter.

Then came the templars. Snarl was soon in deep doo-doo.

The ranged characters hung back while the cleric and scout started mixing it up, but they soon discovered that the spear-wielding templars had defender auras and could beat the crap out of them if they shifted.

In round three, the shapeshifter was bloodied, so she started retreating. Meanwhile, the informants finally got close enough to start attacking. Squintch was soon unconscious, and Ziti had a moment of awesome by letting Squintch make a saving throw that ended up getting him a 20 and back in the action.

I had decided by the end of round two not to bring in the extra informant; the party already had their hands full. Lots of bloody PCs were limping around the battlefield by the time the drow were wiped out, and the shapeshifter had gotten away, swimming across the river.

I fear that if I had used the extra informant, I might have some dead PCs on my hands. As it stands, Snarl and Squintch are down to two or three healing surges each already. Eek!

Aftermath

So, it was a much tougher fight for the party this week. They explored the tower and saw that the real Lady Ulphor had apparently escaped, but that the Pendant of Ashaba was nowhere to be found. Furthermore, they found drow tracks not only coming UP from the cellar, but also going back DOWN. It seems that the party’s path lies below…

-Michael the OnlineDM

OnlineDM1 on Twitter

May of the Dead: Spooks Under Silverymoon

May 29, 2012 in 4e D&D, Adventures, Maps

My contribution to the May of the Dead blog carnival is an adventure for low-level D&D 4th Edition adventurers: Spooks Under Silverymoon. You can download the PDF here, and maps for use in MapTool (scaled to 50 pixels per square) are below.

I originally created this adventure for my wife, my wife’s brother, and his wife. My brother in law and his family were visiting us for the week of Christmas 2010, and I introduced them to D&D. We first played the Castle Ravenloft board game, then created characters for a real D&D game.

The first adventure I ran for them was a Living Forgotten Realms adventure – LURU 2-3 Forgotten Crypts, Hidden Dangers (which you can download here). They enjoyed it very much, and they wanted to know what happens next. So, I spent most of the next day creating what happens next, and Spooks Under Silverymoon is the result.

The basic plot is that the Lady’s College of Silverymoon has started to become infested with ghosts, and the party is hired to go into the catacombs beneath the college to figure out why. It’s a fairly straightforward adventure, with the potential for clever players to bypass combat in a few places.

I’m considering this as a first draft for publication, since I have only run the adventure with a party of 3 PCs before but have written it here for five. Feedback is welcome!

Zombie Chamber - Gridded

Zombie Chamber - No Grid

Fetid Pool - Gridded

Fetid Pool - No Grid

Square Chamber - Gridded

Square Chamber - No Grid

Ghost Prince Chamber - Gridded

Ghost Prince Chamber - No Grid

-Michael the OnlineDM

OnlineDM1 on Twitter

D&D Encounters Web of the Spider Queen – Week 1

May 23, 2012 in 4e D&D, Adventures, In-Person D&D, Maps

Previous week: Week zero / Following week: Week two

And so the adventure begins!

We had a total of twelve players for two tables of D&D Encounters at 5:00 PM at Enchanted Grounds today. I had four of the same five players from last week (father, son, daughter, another boy) plus two more players (adults). Our party consisted of:

  • Two goblin hunters (that is, hunters who happened to be of the goblin race, not people who hunt goblins) named Ferrin and Pointy
  • A goblin scout named Squintch
  • A goblin slayer named Snarl (who doesn’t speak but just, well, snarls)
  • A svirfneblin warpriest named Ziti
  • A drow mage named Zin

They decided that the four goblins were traveling together, and the drow and svirfneblin were another pair of travelers. The drow saw himself as a spy for the underdark. Hm. This could be interesting.

Six adventurers walk into a bar; specifically, the Old Skull Inn of Shadowdale. After some suspicious glances at the rather monstrous party before her, Ghessla Silvermane welcomed the group to her inn (extracting a promise that they weren’t in Shadowdale to cause trouble – especially the drow). She waved her burly employee Thrad over to start taking some meal orders. The Shadowdale Special was popular with the goblins (especially after the drow mage used Prestidigitation to make their meals wiggle).

The goblin hunters explored upstairs, finding that half of the second and third floors were under construction for some renovations. Downstairs, the goblin scout made friends with a smelly old man called Old Dogsbreath. He started raving about seeing drow in the woods, which Zin was quite curious about.

An attractive woman with long, dark hair told Zin that she was known as Khara Sulwood, and she had recently moved to Shadowdale. She mentioned that Doust Sulwood was her great-grandfather; Zin recognized the name as belonging to a lord of Shadowdale long ago.

A pair of dwarves welcomed Pointy into their merry drinking games.

After a while, folks started heading for bed. Ghessla pulled some of the party members aside and mentioned that allowing people into the Underdark was strictly forbidden under the laws of Shadowdale, laws that just aren’t worth breaking for less than, say, 100 gold pieces. She’s a fun one, that Ghessla.

When down in the inn there arose such a clatter…

Wouldn’t you know it, the quiet of the night was broken by a commotion downstairs. Everyone rushed down to find that the inn was under attack by drow! One invader attacked Ghessla, who crumpled to the ground, her light going out (I was using lighting features in MapTool for the first time, so this was cool). Old Dogsbreath was menacing a drow using his rusty dagger, and the two dwarves were in the process of surrendering when the heroes charged down the stairs.

  

Sounds and sights of more fighting were noticed outside the inn, so it was going to be up to this ragtag group to save the Old Skull Inn themselves.

Fortunately, they were up to the task! Noticing that I had used a female drow picture for the archer, Zin (our party’s drow) told the gang to try to get after her, since female drow tended to be nasty. Clouds of darkness started popping up left and right, especially once more drow came up from the cellar in round two, but a couple of PCs used their amulets from the character creation week to make the darkness go away.

Poor Snarl couldn’t land a hit on the drow he went after, even burning his action point. He soon found himself bloodied and poisoned, with Ziti having to heal him twice.

As the battle wore into the third and fourth rounds, the adventurers got the upper hand and turned the tide once the strikers started rolling well. The goblins and svirfneblin discovered that I would let them move freely under the tables of the inn, which was great fun. Before long, the inn was littered with the corpses of vanquished enemies, and Ghessla was popping up off the floor, having only played dead.

As the inn patrons were thanking the party and everyone was assessing the damage, Ziti the svirfneblin suddenly heard a voice begin speaking in her mind: “This is Elminster…”

And on that note, we wrapped up week one. Pretty cool stuff!

-Michael the OnlineDM

New maps from Tobold – Iron Keep from Reavers of Harkenwold

May 14, 2012 in 4e D&D, Adventures, Guest posts, Maps

A few months ago, Tobold from Tobold’s Blog reached out to me for maps from Reavers of Harkenwold. I ran the adventure last year (review here) and had put up my own recreated maps for the adventure on my blog. (I later discovered that the official maps were available from the Wizards of the Coast web site for D&D Insider subscribers.)

Tobold made use of some of my maps, but he also took the time to create his own versions of the Iron Keep main tower maps using Campaign Cartographer. He was gracious enough to allow me to share his versions here as well. These maps, along with all of my other maps, can be found on my Map Library page. As you can see, his versions are a significant upgrade over what I had originally made!

Grand Tower 1st floor by Tobold

Grand Tower First Floor - My version

Grand Tower 2nd floor by Tobold

Grand Tower Second Floor - my version

Grand Tower 3rd floor by Tobold

Grand Tower Third Floor - my version

Thank you to Tobold for sharing these maps! And if anyone else wants me to share their maps on my site, please reach out to me at onlinedungeonmaster@gmail.com.

Five new maps from Josh Cayer

May 7, 2012 in Adventures, Guest posts, Maps

Online Dungeon Master is usually a one-man operation (that’s me), but I welcome guest posts and contributions. Today, I’m pleased to share some maps and MapTool files created by one of my readers, Josh Cayer. These maps have also been added to my Map Library.

Wizard Tower

The MapTool file can be downloaded here. Josh explains:

It is a combo puzzle/encounter….I have left the solution in place.  Just remove the Orbs from the map.
Upon entry, the illusionary wizard at the bottom of the map appears and tells the players they must place 8 orbs on the map.  The orbs cannot “see” each other horizontally or vertically.
Like I said, there are no orbs on the map at the start.  A new one can be obtained from any of the three bowls.  Only one orb can be in play at a time.  Once an orb is placed, it grows to fill the square, making it impassable.
Once an orb is placed, moving next to it results in a small amount of lightening damage.
A misplaced orb can be moved but there is lightening damage.
The beholders, if killed, continue to come back until all the orbs are placed.

Wizard Tower by Josh Cayer - Gridded

Wizard Tower by Josh Cayer - no grid

Valley map

I particularly like this one. The MapTool file is here.

Valley by Josh Cayer - Gridded

Valley by Josh Cayer - no grid

Cave complex

This is a gigantic map! I’ve done what I can to reproduce it from the MapTool file with good resolution, which means that it’s a big file.

Cave Complex (very large) by Josh Cayer - Gridded

Cave Complex (very large) by Josh Cayer - no grid

Ruined temple

The MapTool file for this one is here.

Ruined Temple by Josh Cayer - Gridded

Ruined Temple by Josh Cayer - no grid

Small ship with dock

The MapTool file is here.

Small ship and dock by Josh Cayer - gridded

Small ship and dock by Josh Cayer - no grid

Thank you so much to Josh Cayer for submitting these maps! I’ve already received some more maps from another cartographer, which I’ll be posting about soon. If you have maps you’d like to see hosted by the Online Dungeon Master, please send me an email at onlinedungeonmaster@gmail.com.

- 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

Madness at Gardmore Abbey – MapTool campaign file

March 21, 2012 in 4e D&D, Adventures, Macros, Maps, Minis, Online games, Play

At long last, I have finished putting together my complete MapTool campaign file for the Madness at Gardmore Abbey adventure. Huzzah! You can download it right here.

I’m pretty sure this is the largest MapTool campaign file I’ve built to date (around 33 MB), and I’m quite happy with it. It has all of the maps, all of the monsters, all of the Deck of Many Things tokens, all of the traps. I’ve got a template token for PCs and a template token for monsters.

The campaign file consists of eight maps with encounters from the adventure, plus a ninth map that’s a holding pen for NPCs, the Deck tokens and some background stuff for the campaign (library token, templates). The maps are labeled according to the encounter numbers that are included on the map. For instance, the map named 01-04 Village has the encounter maps that take place in the outer part of Gardmore Village (Encounter 1: Main Gate; Encounter 3: Double Talk; Encounter 4: Ruined Garrison; plus the overland map of the abbey and the map of Winterhaven).

Because of the number of maps that are in this adventure, I’ve included Wolph42′s Bag of Tricks macros – specifically the Teleport Pads. To use these, you’ll need to click the “Back of Tricks Macros” button in the Campaign pane and then the Initialize Pads button. Once you’ve done that, you can drag tokens around the various maps by dragging them to the teleport pad corresponding to the map where you want them to go. The 01-04 Village map has the portals to every other map.

I hope that folks find this campaign file to be useful. I know that I’ve had a lot of fun with Madness at Gardmore Abbey so far, and I’m looking forward to running the rest of the adventure!

- Michael the OnlineDM

D&D Encounters – Neverwinter week 13

November 3, 2011 in 4e D&D, Adventures, Maps

I loved DMing D&D Encounters over the summer, but once the fall came and my Wednesday night bowling league started up again, I had to bow out. However, I still agreed to be the backup DM when needed. I ran a table in week 8 with several weeks’ notice, and tonight I ran another table with about 24 hours’ notice.

Being out of the loop and then jumping in to run a session of Encounters in a hurry is a little bit tricky. I had read the synopsis of the whole adventure when it first came out, but I certainly hadn’t read every session. I did my best to glance over what had happened in weeks 11 and 12, and then dug into prep for week 13.

SPOILERS AHEAD

Since I run my games using MapTool on my laptop and a projector to put the map on the table, my first order of business was to create the map for this session. It would be lovely if WotC would make the D&D Encounters maps available to DMs in high-resolution JPG format rather than just as physical posters in the Encounter packet, but I’m up for the challenge of creating the maps on my own as needed. Here is my version of the Week 13 map:

The session begins with the party having chased the Lost Heir of Neverwinter through the streets of town, following the blue flames the Heir has left behind. They discovered last session that the Heir is evidently female, and in this session came the big reveal:

The Lost Heir is actually Seldra.

And moreover, Seldra was causing trouble. She had put up a magical dome of blue fire in the middle of the town square, surrounding herself and the dragon-turned-statue. She seemed to be doing something to mess with that dragon, and the PCs couldn’t do anything about it until they got the dome of flames out of the way.

I had one brand-new D&D player at the table tonight, along with one person in his second-ever session, plus four regulars. The new guy was playing a Binder Warlock, and he jumped right in by using his arcane knowledge to start disrupting the dome of fire. The rest of the party joined the effort as well, some of them physically hacking at the dome, one warpriest praying to his god for assistance, and so on.

Ultimately, the dome was brought down, and the party attacked right away. Seldra summoned some fire elementals and the fight began.

The fire elementals were a little bit strange in that their attacks simply gave the PCs ongoing damage. Being hit by three elementals was no different than being hit by one (since multiple instances of the same ongoing damage don’t stack). The one exception I made was for a critical hit, which I ruled would deal 5 damage right away and ongoing 5 damage (save ends).

Pretty soon, most of the party was on fire. The new guy playing the Binder asked if jumping into the fountain in the square would put out the flames – you betcha! Great idea; I love it when players think creatively.

The Bladesinger in the party was surrounded by elementals and Seldra, and soon found himself in deep trouble. Fortunately, the party has two healers, who kept the Bladesinger up. Unfortunately, the Bladesinger ended the battle without any healing surges left.

Seldra made for a fun foe. I waited until round 3, when she was bloodied, for her to both use her action point and to start sucking the life force out of the elementals – a truly fun mechanic. The dwarf warpriest in the party prevented a ton of damage in one round by using a power that gave everyone Resist 5 All, nicely negating both the ongoing damage from the elementals and Seldra’s fiery aura.

After six rounds of fighting the Bladesinger dropped Seldra with a Magic Missile, and the PCs decided to spare her, since it was clear she wasn’t in her right mind.

Best of all, the session wrapped up in about an hour and a half, which let me get to my bowling league on time. I had no time to warm up, but I guess that’s good for me since I bowled a 227, a 218 and a 200. For a guy whose average was 182 coming into this week, that’s a heck of a series!

So, victory for the party and victory (at bowling) for the DM. Huzzah for everyone!

-Michael, the OnlineDM (OnlineDM1 on Twitter)

Stormy Weather – 4e Encounter with map and monsters

November 1, 2011 in 4e D&D, Adventures, Maps

While I’ve mainly been running published adventures lately, every now and then I throw in some encounters that I create myself.

I’m currently running my Friday night online MapTool group through the War of the Burning Sky adventure path. We’re in adventure number five right now, and one part of the adventure called for the party to venture into the Valley of Storms. Despite the name, this valley had no storm-themed creatures in it at all, which felt like a crying shame.

As I was thinking about this encounter, I happened to be joining Mark Meredith as co-host of an episode of Dice Monkey Radio, his new podcast. The episode hasn’t gone live yet, but (spoiler alert!) I used the segment at the end of the podcast where Mark offers campaign advice to get his suggestions for some storm-themed encounters I could throw at my party. His ideas were excellent, and the result is Stormy Weather.

Download the encounter PDF

This encounter is for a party of five PCs of 15th level. You could use it in any campaign where the party is likely to meet hostile storm-themed creatures. The basic setup is that the PCs have intruded on the territory of a thunder titan and his genasi friends, and they intend to destroy the interlopers. While you could certainly handle this type of interaction via diplomacy (assuming someone speaks primordial), I wrote it as a fight.

Taking advantage of the ever-awesome Power2ool, I created monster stat blocks. I drew a map in MapTool. And the result is right here for download!

Since I’m proud of the monsters I created, I’ve reproduced their stat blocks below (click the images to enlarge them). I particularly like the thunder titan who spews lightning motes.

I ran this encounter for my group last Friday night, and they absolutely loved it. Now, that may be in part because they went after the genasi with a tornado of carnivorous hell-frogs, but it was a cool battle. Fair warning, though – they ended up using a LOT of map! Getting out of range of those genasi is a tricky business.

        

Map - scaled to a 50 pixel grid for use in MapTool and similar programs

Valley of Storms map - gridded

Valley of Storms map - no grid