The RPG podcasts I enjoy (and participate in)

I’m guessing that lots of folks who read RPG blogs like Online Dungeon Master probably also listen to some RPG podcasts, and I wanted to take some time to discuss the podcasts I listen to. I’ve also been lucky enough to be a guest on two podcasts recently, so the topic is on my mind for that reason, too. Go check out the latest episode of The Tome Show to hear my dulcet tones!

Dungeon Masters Roundtable / 4 Geeks 4e

These used to be two separate podcasts, but I understand that they’ve since merged into one. I believe this might have been the first D&D podcast I discovered. Basically, you get Thadeous Cooper, Tracy “Sarah Darkmagic” Hurley, Randall Walker and Samuel Dillon chatting about whatever D&D 4e stuff comes to mind, usually for an hour and a half to two hours.

Sometimes they grab other folks on Skype and bring them into the call (Mike Shea has been a regular recently). They run new podcasts irregularly, but I think a lot of podcasts are like that.

As of this writing, their last episode is over two months old, but they’ll have periods where a new podcast comes out every couple of weeks. It’s not a well-oiled machine or anything like that, but it’s entertaining. I like listening to the contributors. I even attended their live taping at GenCon. Clearly, something is wrong with me.

The Tome Show

Jeff “JEFF GREINER” Greiner has been running this podcast for 186 episodes (as of this writing in mid December 2011), focusing on “news, reviews and interviews” mainly about 4e. He brought on Tracy Hurley as co-host about a year ago when he found out his wife would be having a baby and he would have less time to devote to the details of the podcast.

Typically, episodes of The Tome revolve around a particular guest, new product, or hot topic (generally guests and products; The Tome tends to avoid rumors and drama). They’ve been doing a series of Book Club episodes recently, where the hosts and guests will all read the same RPG-related novel and then discuss it on the air. Since I don’t read RPG-related novels, I’ve been skipping those episodes, but I’m sure they’re well done.

Unlike 4 Geeks 4e, The Tome Show is a more well-oiled machine. They have nice production for their intro out and outro, and they have regular sponsors. They even have a script for certain parts of the show, and an actual agenda of topics with something of a timeline to them.

I’m rather giddy to say that I was a guest on a recent episode of The Tome Show in which we reviewed Heroes of the Feywild. It was a cool experience.

Haste

Haste is the official Obsidian Portal podcast. I enjoy it even though I don’t personally use Obsidian Portal (mainly because I tend to run published campaigns, not because there’s anything wrong with Obsidian Portal). It’s hosted by Jerry “DreadGazeebo” LeNeave and Micah Wedemeyer.

The name “Haste” is a reference to the fact that it aims to be a short podcast. I believe they were originally shooting for 20 minutes or so per episode, but they tend to be more like 30 most of the time. Doesn’t bother me!

Like The Tome Show, Haste usually has an agenda of topics. 4e issues are covered frequently, but not exclusively. Haste has also seen a recent trend of having guests on the show, whereas the earlier episodes were generally just Jerry and Micah. They don’t shy away from controversial RPG topics, either. They covered the kerfuffle that resulted from my posts about the online RPG community this summer, for instance.

Haste is a newer podcast and one of the most regularly updated as well. They aim for once a week, and they hit it more often than not.

Enchanted Grounds / Goblin Gurus

I’m guessing nobody but me in the RPG community listens to these, but they’re worth publicizing. These podcasts were started by the folks at my friendly local game store, Enchanted Grounds. Wes and Bill have been talking about comics and games on the Enchanted Grounds podcast for about two years, and they’ve recently spun off into an RPG-specific podcast called Goblin Gurus. I tend to skip the comics section of the main Enchanted Grounds podcast, but the non-RPG gaming parts of the show still interest me since I do like board games as well as RPGs. Give these guys a try!

Dice Monkey Radio

This is a newer podcast started by Mark Meredith of DiceMonkey.net. It’s hosted on The Tome Show’s feed, so if you subscribe to the Tome Show, you’ll get Dice Monkey Radio as well.

Only two episodes have been released so far, and I was the guest on episode two, so I’m biased! But I think it has a lot of promise. Mark is aiming for one podcast a month, and I understand that episode three has already been recorded and will soon be released.

Dungeon Master Guys

Hosted by Enrique “NewbieDM“, Dave “The Game” Chalker and Philippe “ChattyDM” Menard, the Dungeon Master Guys is an entertaining little podcast that ran pretty regularly in 2010 and not so much in 2011. I know that Enrique drifted away from 4e for a while and has recently drifted back, so perhaps we’ll get more episodes in the future.

The format of this podcast has been for each host to create a segment of their own, and they combine these segments with some group discussion as they lead into and out of the segments. They cover more than just 4e, and I find the podcast to be well done. It would be a shame if they shuttered the thing, but the archives are still worth listening to.

NewbieDM minicast

This was a relatively short-lived podcast (though I believe there was talk of reviving it) from Enrique “NewbieDM“. The format was pretty cool; less than 10 minutes, with a rotating cast of co-hosts, and a question from a caller. Bite-sized podcasting – yum!

RPG Circus

A  long-running, regularly-updated podcast hosted by Jeff “bonemaster” Uurtamo with a semi-regular cast of co-hosts, RPG Circus covers some recent RPG news but also has plenty of talk about older games. I keep listening to this podcast, although I’m not quite sure why. I can’t  say that I like it exactly, but I still find it worth listening to. Jeff is not a 4e player, so the 4e conversation on the podcast tends to be minimal and usually comes up in the news section, but still, I think it’s useful to hear from a podcaster who has experience with non-D&D games.

That’s How We Roll

I only recently discovered this podcast, hosted by Fred Hicks and Chris Hanrahan. Apparently Fred is one of the the main people behind Evil Hat Productions, producers of the Dresden Files RPG (which I’m looking forward to trying at Genghis Con in a couple of months). They talk about the RPG industry from an insider perspective (publishing and retail), which I find fascinating.

This Just In From GenCon

Exactly what it says on the tin. These guys talk about what’s going on at GenCon, with a pretty broad brush. Great for folks who aren’t able to make it to Indianapolis but wish they could. Obviously only relevant in the summer.

Critical Hits Podcast

I haven’t listened to all of the back episodes of this one, but recent episodes have featured Mike “SlyFlourish” Shea interviewing someone in the D&D world about their particular area of expertise. I think Mike is a particularly good podcast host and does a great job of putting together interesting talks.

Wrap-up

So, that’s my current RPG podcast list. Are there others I ought to be listening to? I’m always looking for more RPG talk radio, apparently!

-Michael the OnlineDM

OnlineDM1 on Twitter

Campaign session zero: Group character creation

I’ve mainly been a 4th Edition D&D Dungeon Master. I had a little experience with 3rd Edition, but nothing before that, and I hadn’t run any games regularly until mid 2010. Because my players have had access to the extremely useful Character Builder program, character creation has usually been a solitary activity. Everyone creates their own character at their own home, perhaps exchanging ideas via email to make sure that we end up with a relatively balanced party, and then there’s a little bit of trying to make the characters fit with one another story-wise at the first session.

This weekend, I tried something different. I’ve known for a while that I wanted to run the ZEITGEIST campaign from EN World, and my regular in-person group seemed like the right people to try it with. One of my players, Bree, has been in massive crunch time in art school for months and has been out of gaming, but that’s finally done now (congrats, Bree!) and she’s ready for some D&D.

Because ZEITGEIST is a more story-focused campaign than I’ve generally run, I knew it would work better if the characters in the party had a strong connection to the world and to one another. I first floated the idea of the campaign to the players after an earlier session of a different campaign a few weeks prior, just to gauge their reactions. They seemed intrigued, so I sent them the players guide for the campaign (which you can get here).

I scheduled session zero of the campaign this past Sunday. I told everyone to bring their existing characters for the campaign that we were wrapping up, but also to have a look at the ZEITGEIST campaign guide if they had time and to start thinking about character ideas. I sent a reminder email about this the day before the session.

When everyone arrived, they seemed excited about starting a new campaign together. One person suggested that we fully roll up characters right at the table – and to use dice to generate ability scores rather than point buy. This was fine with me, so we went with 4d6, drop the lowest, assign the six scores as you like.

Thus, my recommended steps for Session Zero of a new campaign:

Step 1: Tell the players about the campaign at least a week ahead of time. Since this was a published campaign, I sent them the players guide. Had it been a home brew, I would have described whatever made my idea special and unique, so that they could “get” the idea of the campaign and start thinking about character ideas.

Step 2: Schedule a session specifically for character creation. Since we also like to actually play D&D, too, I suggest still having a one-shot game with existing characters as a side show to the main event of character creation (ideally your players won’t be jumping right in with the new characters – see step 10).

Step 3: Sit down together and talk about the character hooks for the world. In the case of ZEITGEIST, this meant the eight campaign-specific character themes, which I explained were recommended but not required. In a different campaign, this could be talking about the different regions of the world that the PCs might hail from, or unique ways that particular races or classes are viewed in this world.

Step 4: Ask if anyone is particularly intrigued by any of the hooks, and if anyone already has strong feelings about what race and/or class they want to play. Let the people who already have ideas here be the first to speak up.

Step 5: As the rest of the players one by one what appeals to them or not about the options that are out there. If they’re non-committal at this point, that’s okay; ask if they have any feelings about something broad, like the combat role they want to play. If a player is willing to fill in whatever role is needed, no problem. You can come back to that player.

Step 6: Start going through specific class (and later, race) options. I used the Character Builder for this, but solely as a convenient all-inclusive list of the classes. If someone wants to be a controller, present them with the different controller classes and say a few words about what each class is like and the ways in which that class might fit into the world or the ways in which you would re-fluff it for this world. Jump around a bit from player to player in this process.

Step 7: As people start getting their classes chosen, start handing out books (if the players don’t have their own) and blank character sheets. I liked getting to use my physical books for a change, handing Heroes of the Feywild to the person rolling up a Witch and Players Handbook 2 to the player rolling up a Bard and so on.

Step 8: Generate ability scores. We used 4d6, drop the lowest, and we went one by one around the table so that everyone could watch. This was surprisingly fun to do! Point buy would have been fine, too, though. Start assigning those scores to the abilities, and adding in racial bonuses as the players make their race selections.

Step 9: Talk about the choices that everyone is making. There’s a lot of opportunity for give and take at this point. The players will want to get one another’s (and the DM’s) input on the different options available. Maybe someone will suggest a class or race change, either because of the way the character is shaping up, or in an effort to make characters fit with one another. Perhaps someone will suggest a name for someone else’s character. This a good thing!

Step 10: Set character creation aside until the next session. At this point, the players who have the Character Builder will probably want to get their characters set up in the program so they can browse feats and more powers and so on, and perhaps even reconsider their race or class choices. That’s okay. Let them do the fine-tuning between sessions before actually running the new character.

I have to say that I think this process went really, really well. The players seemed to have fun, and their characters definitely make more sense in the world of this campaign and relative to one another then they would have if everyone had created characters on their own.

Once this process was done, we had some food to eat and then played a one-shot game with characters that they already had from an existing campaign. We set a date for our first actual ZEITGEIST session sometime over Christmas weekend. I can’t wait to get it going!

-Michael the OnlineDM

OnlineDM1 on Twitter

Review of Heroes of the Feywild, part 3: Character options and backgrounds

Welcome to the final installment of my three-part review of Heroes of the Feywild! Part 1 talked about my impressions of the book’s overall aesthetic, while part 2 focused on the three races and four classes. Today, I finish by discussing themes, paragon paths, epic destinies, feats, gear, and the optional “Build Your Character” rules.

Themes

I’ve been of a mixed opinion on themes since they came out; it’s been hard not to see them as power creep. Nevertheless, they’re here to stay and they’re popular, so I might as well start trying them out.

The theme from Heroes of the Feywild that intrigues me the most is the Fey Beast Tamer. Frankly, it feels like WotC has said here that the Beastmaster Ranger never really worked all that well, so they’ve given the same basic flavor to any PC who wants this theme. You get a pet, which can attack if you command it or move whenever you move. It shares your defenses. It heals for free at the end of each combat. It regains hit points when you spend your second wind.

Your choices of companion are a blink dog, a displacer beast, a fey panther and an owlbear. They’re much less powerful than the corresponding monsters, of course, but they all have auras that are flavorful and that help your allies. At level 5, the companion’s aura makes all enemies grant combat advantage.

The theme is quite strong, but when you compare it to the beastmaster ranger it’s hard not to feel bad for the ranger. This theme does most of what that build does, and it’s free to anyone who wants it. Of course, nothing is preventing a beastmaster from taking the Fey Beast Tamer theme to have a second pet running around…

Yeah, it’s power creep. It’s also an acknowledgement that a lot of players want to have a functional pet in the game, and this is a strong way to do that.

The other three themes are more flavorful than powerful, I’d say. Sidhe Lord lets you summon a House Guard out of nowhere once per day to fight for you. The Tuathan is a fey-flavored human whose features are pretty forgettable to me. The Unseelie Agent is a fey spy who can summon a shadow weapon (which you’d think would be a dead giveaway that you’re a spy, but we’ll let that slide). I’m not very impressed by the mechanics of these themes, but I suppose that if the flavor is what you’re looking for, have at it.

Paragon Paths

There’s one for each of the four new class builds in the book. You can’t take them if you don’t have that build. Okie dokie. Moving on.

Epic Destinies

The Shiradi Champion lets you be the special friend of the Queen of Summer. My favorite part of this is the flavor of the level 26 utility power, Audience with the Queen, in which the Champion is magically whisked away to chat with the Queen in the middle of battle, getting benefits for each round the Champion spends away from the fight. It’s a good way to make your allies hate you, I guess (“Man, why did Sarthor disappear for a coffee break when that dragon showed up?”), but I think it’s an interesting flavor.

Wild Hunter is fun if you like the Wild Hunt mythology.

Witch Queen is interesting is that it doesn’t require that you be a witch, just a wizard, but the level 21 feature only works if you have a familiar, so keep that in mind. Still, I appreciate that they’ve erred on the side of making their choices more widely available.

Feats

There are a bunch of feats here, and I won’t go through each in detail. There are multiclass feats for each of the four new builds. There’s a feat to let the bard switch Majestic Word for Skald’s Aura. There are racial feats for eladrin, elf, gnome and wilden (yes, wilden), in addition to the races introduced in Heroes of the Feywild. There are feats that make you into a fey creature and a set of feats to pump up your familiar. There are also new expertise feats for totems and two-handed weapons.

“Mundane” Gear

I love the gear presented on page 133 of this book. The faerie puppet is a toy that walks on its own. False path stones let you lay down a gravel road for a day. The Hair of Fairy Hues lets you dye your hair. Snake oil lets you look younger. Sweetheart’s Confection lets lovers sense one another’s emotions from afar. Cool, flavorful stuff.

Magic Items

There are a few new totems in the book, but the bulk of the magic items are wondrous items, consumables and fey magic gifts (kind of like boons and grandmaster training, the gifts don’t take up an item slot). As with the “mundane” gear, these items tend to have lots of flavor. I love the idea of the wizard busting out her Faerie Field Catalog during battle to get a bonus on a monster knowledge check. The Starglass Eye lets the bearer look between planes. Ray of Feywild Sunshine has a “Galadriel’s vial” feel to it. Mount Growth lets you make a mouse or a squirrel into a rideable mount (giddyup squirrely!). I appreciate that these items are more out-of-combat focused and allow for player creativity. I’m sure some of them might have game-breaking applications in battle or something, but I see them as fun opportunities to do cool stuff.

Build Your Story

The last chapter of Heroes of the Feywild lets you build your character in an alternate manner, taking advantage of a lot of randomness if you like. You roll for upbringing, which influences your race. You then build a story of the places your character grew up and various tasks they attempted, with die rolls determining the results. Mechanically, this is giving you skill training and can influence where you put your ability scores, but it’s also building a character background.

I’d love to try using this chapter for a character creation session where the DM holds the book and asks the players to roll the dice and fill in the story. “Okay, you rolled that you were raised by peasants. What race were you? What did you do with your days? Now you ended up going to [roll dice] a Fey Crossing Hamlet where you either guarded the crossing or ran a trading post. Which of those is more like your character? Okay, let’s see how you did at that trading post. You learned Streetwise there; now let’s do a Charisma check. Ooh, that didn’t go well. You ended up ruined as a trader. You could either fall in with the wrong crowd or seek redemption – what’ll it be?”

At the end of this process, the player will have filled in the blanks on a bunch of background events that shaped the character’s life. I think this is a really cool way to build characters with actual character.

Conclusion

And with that, my review of Heroes of the Feywild draws to a close. I applaud anyone who made it through to the end! I promise that I’ll get back to more bite-sized blog posts in the future, but I wanted to go through this one in detail. I like the book overall. I wouldn’t say that I love it passionately, but I enjoyed all the flavor, and I appreciate the opportunities for creativity that the book inspires in me, at least.

I’ll be starting a mailbag column soon, so if you have questions you’d like me to answer in a future post, please send them to me at onlinedungeonmaster@gmail.com.

-Michael the OnlineDM

OnlineDM1 on Twitter

Review of Heroes of the Feywild, part 2: Races and Classes

Yesterday, I shared my overall impressions of Heroes of the Feywild. Today, I’m reviewing the races and classes. Tomorrow I’ll wrap up with character options and the alternative background rules.

Races

We get three new races here: Pixies, satyrs and hamadryads. All of them have optional racial utility powers that you can take instead of a class utility power at levels 2, 6, 10, 16 and 22 which I find to be very cool. WotC apparently started doing this with Heroes of Shadow, and I never really noticed. Oops.

The pixie

The pixie is polarizing, to be sure. Personally, I’m fine with it as a semi-comic-relief character. I’d have a hard time taking a pixie character seriously, but maybe one of my players will prove that a pixie can make you cry.

The fact that the pixie is Tiny and can shrink things down to its size gives it the most potential for weirdness. You know, like building a pixie berserker whose schtick is charging into enemies’ spaces. I’ve heard the idea of a pixie shrinking something like watermelons and feeding them to an enemy, only to have them expand after the pixie’s next extended rest. I’m sure there are lots of non-combat uses for the Shrink power, making an object easy to hide for a while, and I’m on board with that.

I’ll note that the origin story of the pixie makes it clear that the Summer Queen is evidently the most popular girl in the feywild. Four different guys thought they might be the pixie’s father? The Queen gets around.

Finally, I’ll note that if you’re looking for a less frou-frou take on the pixie, listen to episode 2 of Dice Monkey Radio, where Mark Meredith and I (mostly Mark) talk about using the pixie chassis to create a pseudo-dragon race. Pixie dust? Boring. Flame jet? Okay!

Satyr

The satyr isn’t especially exciting to me. The racial utility power of sliding an enemy 3 squares after hitting it seems a little dull. The more relevant ability may be Pleasant Recovery: every healing surge the satyr spends while resting gives him an extra 1d8 hit points. I also love the level 2 Satyr’s Leap utility power that lets the satyr jump all over the board – an at-will move action that gives the satyr a running jump with a +10 bonus to the athletics check. Boing! Difficult terrain should be no problem.

Hamadryad

The poor hamadryad is even less exciting to me than the satyr. A lady who can turn into a tree… nope, doesn’t do it for me. The Hamadryad Aspects racial utility is actually pretty good – you get your choice of a turn’s worth of combat advantage against everyone who can see you, or damage resistance. She also has a racial bonus to saving throws against daze, dominate and stun effects – the kind you really want to save against. But flavor-wise, I’m just not feeling it. I didn’t have any love for the Wilden, either; perhaps I’m just anti-plant when it comes to PCs.

Classes

Good stuff here. We get the berserker barbarian, the skald bard, the protector druid and the witch wizard. All of the classes follow the standard 4e at-will / encounter / daily / utility (AEDU) structure, though some are built to do well with basic attacks, too. They’re allowed to choose powers from the earlier builds of their respective classes, and the new powers introduced in Heroes of the Feywild are also available for the earlier builds to take (though in several cases the earlier builds can’t really make good use of the new powers).

Berserker

Yes, I’ve already written about Crazy Wings, the pixie berserker. Not every berserker has to be so gimmicky.

The berserker is the first role-switching class WotC has produced. It starts off combat as a defender, with the same Defender Aura that the knight and similar classes have gotten, plus a good punishment mechanic in Vengeful Guardian (shifting or attacking a non-defender brings a melee basic attack with a d8 of bonus damage from the berserker). The aura also gives the berserker a +2 AC bonus.

However, once the berserker uses a primal attack power (not just a daily rage – primal encounter powers and even primal at-will primal powers from other books count here), the aura goes away and the berserker becomes a striker. In this mode, the berserker deals an extra d8 of damage on melee basic attacks, and the at-will powers in this book get extra damage as well. The berserker also has the option of switching into striker mode as a minor action if the character is bloodied. The berserk effect lasts until the end of the encounter, so there’s no way to switch back to being a defender once the berserker goes into striker mode.

The berserker also gets to choose from three homelands, which provide different benefits. Desert berserkers get +3 AC and +2 Reflex if they wear cloth armor and carry no shield, plus some fire resistance at later levels. Frozen land berserkers get +1 to Fortitude and Will, plus some cold resistance at later levels. Temperate land berserkers get +2 to damage rolls if they use a one-handed weapon and a shield. Aww yeah! They also get a speed bonus while charging at 4th level. I like the temperate land, personally.

I’ll note that the Stalk and Strike at-will power seems very good in that it lets the berserker shift 2 squares before the attack. Good stuff.

I’ve never played a barbarian before, but I could definitely see myself wanting to roll up a berserker. The role-switching brings a cool new aspect to decision-making at the table. I worry that it might slow the game down a little as the berserker’s player agonizes over when to go berserk, but experienced players should be able to handle this.

Skald

First, I’ll mention that I’d never heard of a skald before. It’s apparently a reference to viking bards, basically, though they’re not flavored in a viking way in this book. These are the folks who recite saga poems.

Next, I’ll say that I LOVE the skald. Regular readers know of how much I love my bard Factotum for Living Forgotten Realms games, and I wish I could make him into a skald. More on that later.

Right off the bat, the skald gets some flavorful non-combat abilities – groupies, favor with the king, a sweet ride, etc. I love this stuff.

The skald gets the Deceptive Duelist class feature, which lets him use Charisma instead of Strength for melee basic attacks with one-handed weapons. Huzzah!

Instead of Majestic Word, the skald gets Skald’s Aura, which is a cool twist on healing. It costs a minor action to turn it on during the encounter, and once it’s on any ally within 5 squares (or the skald himself) can spend a minor action to spend a surge and gain bonus hit points (1d6, 2d6, 3d6, etc. as the skald levels up). These folks also have the option of using a minor action to use the healing power on an adjacent ally instead. How cool is that? The skald himself doesn’t have to bother using the healing; whoever needs it can help themselves. The twice-per-encounter (three times at level 16+) limit still exists, but I personally think it’s awesome. Getting the d6 instead of the bard’s Charisma bonus is going to be a loss for most bards, as is giving up the free square of sliding, but that’s okay. I like the aura.

The skald still gets Song of Rest and Words of Friendship, and he also gets a spellbook-like ability to choose two daily powers at first level and decide each day which one to have available. He doesn’t get to pick two powers at 5th level or anything like that, though. It’s a little odd.

The bard’s at-will attack powers are all minor actions that work like stances (they stay on until the end of the encounter). They all have the effect along the lines of, “Each time you hit an enemy with a basic attack, one of your allies in the aura gains…” some bonus (temporary hit points, extra damage on their next attack, a bonus to their next attack roll, a bonus to defenses). The daily powers are similar in that they apply some beneficial effect to all allies in the skald’s aura. The encounter powers are all No Actions that trigger when the skald hits an enemy with a basic attack – kind of like Power Strike.

So, the skald straddles the AEDU structure and the “martial Essentials character” structure a little bit, which is fine with me. I’d love to rebuild Factotum as a skald, but unfortunately there’s only a feat to let regular bards get the skald’s aura, not the Deceptive Duelist power that lets the skald rely on Charisma for basic attacks. My problem is that Factotum has to have the original bard’s unlimited multiclassing, and skalds don’t get that. I wish I could give up Master of Story and Song and even Skill Versatility or Words of Friendship in order to be allowed unlimited skald multiclassing, but alas that would have to be a house rule.

I’ll also note that the skald’s powers at higher levels are explicitly improved versions of his powers at lower levels, with tweaked names. Lesser Dimensional Step at level 1 can be replaced with Dimensional Step at level 13 and Greater Dimensional Step at 27. You don’t HAVE to make those choices, but you can. This goes for all of the skald’s encounter powers. Again, it’s somewhat straddling the AEDU and “martial Essentials” structures, which is fine with me.

Protector

The protector druid, like the original PHB2 druid, is a controller. Unlike the PHB2 druid, the protector doesn’t turn into an animal. Instead, it has an encounter power that lets it create a zone of difficult terrain, and other powers can interact with this zone. The protector’s main schtick is summoning monsters to fight for the druid, ranging from Giant Cobras and Grizzly Bears at level 1 to Bulettes and Hunting Tigers at level 15 and ultimately Blue Dragon Wyrmlings and Raptor Behemoths at level 29.

Summon Natural Ally is the protector’s daily power, and at higher level the protector gets to use it more often (rather than getting new dailies). If you like summoning monsters to fight for you, well, try out the protector.

I’ll also note that the protector gets three “Primal Attunement” powers, which are basically druid-flavored cantrips. I love minor magical effects, so I’m a fan of Primal Attunement.

Witch

The witch is a sub-class of the wizard (it seems like every new magic class is a sub-class of the wizard these days!). Comparing the witch to the arcanist (the original PHB1 wizard), the witch gives up Arcane Implement Mastery, Ritual Casting and the spellbook, and in exchange gets a familiar, a moon coven, and the Augury power.

The witch’s familiar works like a regular familiar (the rules for which are reprinted in this book – yay!), but with two extra benefits. First, the witch’s familiar has a spellbook-like ability to let the wizard switch a daily attack power or a utility power for a different one. Second, at level 24 the familiar lets the witch spend an action point to recover an expended encounter power, getting combat advantage for that power.

The witch gets three cantrips, but only one (Chameleon’s Mask) is actually listed in this book, so you HAVE to have another book (or, you know, a DDI subscription) if you want to build a witch. That doesn’t bother me, but I was still surprised to see it.

Augury is a power that will definitely depend on your DM. Some DMs might give you a lot of info from Augury while others will not.

The moon coven determines whether you’re a good witch or a bad witch (I’m not a witch at all). Dark Moon (aka New Moon) gives you Dread Presence (a necrotic-themed power) while Full Moon gives you Glorious Presence (a power with some healing). These are the witch’s level 1 encounter powers, but these powers are available for any wizard to use, which I appreciate.

The new wizard powers introduced in this book are often witchy-themed, which I find fun. The Beast Switch at-will has the flavor of the witch briefly turning the target into a frog. Witch Bolt is an at-will with a sustain standard – I don’t think I’ve seen that before! Simple Animation is a level 2 utility power that lets the witch go all Sorcerer’s Apprentice by animating an object (such as a bucket-carrying broom). Foe to Frog is a level 5 daily that actually does make the target into a frog (the return of Slimy Transmutation!).

I can’t really evaluate the power level of these options, but it does seem like there are some fun new spells here for the wizard, and none of them appear to rely on being a witch. More love for wizards from Wizards.

More to come

Tune in tomorrow for the exciting conclusion of my take on Heroes of the Feywild!

-Michael the OnlineDM

OnlineDM1 on Twitter

Review of Heroes of the Feywild, part 1: Overview

I’m not usually one for writing reviews, since I usually don’t get books until long after they come out and have been reviewed by everyone else. I happened to pick up Heroes of the Feywild on the day that it first became available to premier stores, though, and I really enjoyed reading the book, so I thought I’d share my thoughts.

This is part one of my review. Today I’m focusing on my overall thoughts of the book as a whole. In my second post, I’ll be talking more about the specific crunchy elements (races, classes). I’ll finish my review in the third post talking about themes, feats, gear and the rest.

Format

Heroes of the Feywild is in the traditional D&D hardcover format rather than the softcover digest-sized books we saw beginning with Heroes of the Fallen Lands. I love the digests, personally, but I’m okay with the solid-feeling hardbacks, too.

The book is laid out in five sections: Feywild fluff, races, classes, character options (feats, paragon paths, epic destinies and items) and a choose-your-own-adventure semi-random character generation chapter.

The last page of the book has a wonderfully useful character advancement tables for the classes that follow the Player’s Handbook structure; aka “AEDU” classes (at-will, encounter, daily, utility); aka non-“Essentials” classes. It’s nice to have the whole chart on a single page, with all three tiers presented together on an easy-to-find page. Which brings me to my next point…

Is this an “Essentials” book?

When Heroes of Shadow came out, I was annoyed by some talk on forums and blogs about whether it was an “Essentials” book or not. The reason people cared was because it would be banned at their tables if it was an “Essentials” book.

Argh! If you don’t like the book, ban it for your game. If you’re okay with the book, allow it in your game. What the heck kind of sense does it make to make the ban/allow decision based on marketing? That’s all that “Essentials” is, really.

Anyway, the “knock” on Heroes of Shadow from people who vilified it as a dirty “Essentials” book came in a few ways:

  • It only called out Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms as the player books to be used with Heroes of Shadow on the back cover; no mention of the Player’s Handbook
  • While there were some options in the book that AEDU classes could take (feats, some powers), many of the classes in Heroes of Shadow were more like Fallen Lands and Forgotten Kingdoms in their advancement (modified basic attacks, few power choices)
  • No support was mentioned for any classes or races that didn’t appear in Fallen Lands or Forgotten Kingdoms

Well, if you’re a person who cares about this sort of thing (in case it isn’t clear, I’m not one of those people), you’ll be happy to know that Heroes of the Feywild doesn’t have any of the “Essentials” stink that Heroes of Shadow apparently did. The back cover explicitly mentions that it’s for use with the “Player’s Handbook core rulebooks” as well as Fallen Lands and Forgotten Kingdoms. Multiple references are made throughout the book to either the PHBs themselves or options that only appear in those books (such as gnomes and wilden and the original druid and bard). The classes in this book generally follow the AEDU structure. Even the Dungeon Master’s Guide and Dungeon Master’s Guide 2 are specifically mentioned, as are Arcane Power and Primal Power.

So I’d say that for people who ban “Essentials” content at their tables, you can allow Heroes of the Feywild.

Bard’s Tales

Throughout the book there are sidebars (usually a quarter of a page; sometimes as much as half a page) with the header “Bard’s Tale” and then the name of a story. While not every tale is a big winner, the sprinkling of these tales throughout the book does a great job of giving the reader a feel for what the feywild is really like. Think of these as folk tales that people from lands that are in or near the feywild would have heard as children.

For instance, “The Unruly Girl” on page 32 is the kind of story that could have been pulled from Grimm’s fairy tales; a story of a naughty child and the comeuppance that she received because of her wild ways. The bit at the end of the tale about the happy cat is deliciously dark and, well, Grimm.

Flavor

Speaking of the Bard’s Tales, I appreciate that the writers of Heroes of the Feywild went to great lengths to focus on the flavor of the land – the “fluff” as it were. If you’re going to play a witch, you need to understand how one becomes a witch, the connection to the coven, etc. That’s all in here.

Lots of powers look like they were built flavor-first, too. The witch power Choking Shadow, for instance (page 98), seems to be a total flavor-first option. What would happen if your shadow separated from you to attack a creature? You’d get this power. The transformation powers from the witch, like Foe to Frog (also page 98), are similarly flavorful. Good stuff.

The gear is perhaps the most flavorful part of the entire book. I have no idea what I would do with a Faerie Puppet or a Sweetheart’s Confection, but the possibilities are out there. These items get me thinking. If my character were given one of these as a gift, how would he use them? The same goes for the wondrous items and fey magic gifts; these things come with story potential built in.

Art

I’m not an artist, nor do I know much about what makes good art. But I do know that there were a bunch of pieces in this book that I really liked.

The entire art pack is available for download for D&D Insider subscribers. But WotC did publish several pieces of art in freely-available online articles. A few good ones are below

My personal favorite is the Witch Queen illustration on page 125. Badass and beautiful at the same time – that’s good stuff. Well done, Ryan Barger!

Overall

I enjoyed reading Heroes of the Feywild, which isn’t something I can say about every game rulebook. While there’s plenty of interesting crunch in the book, I think WotC did an especially good job with the fluff.

Granted, it helps that, unlike with Heroes of Shadow, I personally enjoy playing characters like those that can be created with this book (I’m not very interested in building anti-hero “shadowy” characters, but that’s just me). Still, I think that the overall structure of the book and the flavor in the pages make it a fun read and will give players (and DMs) seeds of character and plot ideas.

Next up: The crunchy bits.

-Michael the OnlineDM

OnlineDM1 on Twitter

Skills in D&D 4e part 2: Player skill versus character skill

In part 1 of my skills series, I talked about passive skill use and rewarding players who choose to train skills. Now it’s time to share my views on player skill versus character skill.

It’s useful to note my D&D background here. I had a hint of exposure to D&D 2e when I was about 13 or 14 years old, but never even played a single session. I got the books and learned Third Edition in the early 2000s but only played a few one-on-one sessions with my wife and then one session with a couple of friends before things petered out. So, most of my real D&D experience has come with Fourth Edition since early 2010.

The old school approach

As I understand things, earlier editions of D&D (especially prior to 3e) tended to focus more on the skill of the player sitting at the table than the skill of the character in the game for things like social interaction, searching and puzzle solving.

If a player wanted her character to convince the town guard to let her through the gate after hours, the player would try her hand at making a moving speech, or telling a convincing lie, or scaring the guard into backing down, or whatever. The DM would then judge whether she had made a good enough play to get through the gate.

If a rogue was searching a room looking for hidden doors and secret treasure, the rogue’s player would describe going to each corner of the room, tapping on the floorboards, feeling around the window frame for catches, moving the rug out of the way to look for trap doors, and so on. If he searched in the right place and in the right way, he’d find the secret. If not, then not.

If the party were confronted with a puzzle, the players around the table would put their heads together and try to figure it out. They might beg the DM for hints, and he might or might not give them out.

The new school approach

In 4th Edition, things work a little differently. The player whose PC was trying to get by the town guard would likely be asked by the DM to make a Diplomacy, Bluff or Intimidate check, perhaps with a +2 bonus for good role-playing. A good roll of the die can overcome a lousy speech, a transparent lie or a meek threat.

The player whose rogue was  searching a room would be asked to make a Perception check. If he wanted to really take his time and search extra carefully, the player might tell the DM that he wanted to take 20 (more for 3.X than 4th Edition) and be sure to find every possible secret.

The party confronted with a puzzle might be told to make an Intelligence or Insight check to get a hint – or to possibly solve the puzzle outright.

My approach

Like most DMs, I tend to do things my own way, but I’m definitely more new school than old school when it comes to skill use at the table. I default to challenging the character rather than the player in most instances.

The logic of this approach is consistency. I don’t require the player to demonstrate the ability to pick a real-world lock in order to use Thievery or to lift a heavy object in order to use Athletics; why would I require the player to make a real-world speech in order to use Diplomacy? Why should they have to demonstrate that they (the player) know where things are likely to be hidden in order to use Perception?

That said, I certainly want immersion in my games, and I absolutely reward players with bonuses for being creative and entertaining in whatever they’re trying. If they actually do a good job of speaking in-character for their Diplomacy check, I’ll given them a +2 bonus to the check as well as a bonus point. If it’s a really fantastic speech or lie or whatever, I might just say “Success!” with no roll needed.

If they look at the map of the room and say, “You know, that bookcase looks a little out of place; can I check to see if pulling on any of the books triggers a secret door?” then I might just say “Success!” with no roll needed.

If they’re working on a puzzle, I’ll probably set things up so that they can solve it as players, perhaps using character skills to get a hint, but I’ll also give them an option to handle the whole thing with skills in case my particular group of players isn’t into doing puzzles. A good example of this is the Room of Runes puzzle in my Descent Into Darkness adventure (page 7-9 of the PDF). The players can solve it as a puzzle, but if that’s not their style, they can just use skill checks to get through the room without actually dealing with the puzzle’s solution.

Reward skilled players, but don’t penalize unskilled players

You might be complaining at this point: “Hey OnlineDM, you say that you focus on character skill more than player skill, but you just gave examples where skilled players can achieve automatic success without rolling the dice. What gives?”

Well, I admitted that my own approach was a mixture of old and new school, with a leaning toward new. What I don’t like about the pure “player skill” approach is that you can end up penalizing unskilled players, even if they’re running skilled characters.

A high-Charisma bard who’s trained in Diplomacy is going to be able to charm a barmaid into sharing some details about the last party to pass through the tavern, even if the bard’s player can barely string a coherent sentence together in real life. If that player says he wants his bard to charm the barmaid, he should be allowed to roll a Diplomacy check and succeed if the character’s skill is high enough.

In this situation, I’ll still ask the player, “What’s old silver-tongue saying to the barmaid?” in an effort to encourage some role-playing, of course. But if Tommy Tongue-Tied gets a great roll but can’t come up with something reasonable to say in-character, I don’t tell him, “Well, your bard stammers and then insults the barmaid’s mother. She tosses a mug of ale in your face and storms off.” I encourage the role-play, but if the player can’t manage it, we move on based on character skill.

Yes, this means that I’ll occasionally let a character with low Charisma and no social skill training succeed on a task that’s probably beyond their character’s abilities by role-playing the heck out of the situation, or I’ll let the low-Wisdom unperceptive character find the secret door because the player suggested looking in just the right spot. I won’t let this be abused at my table, though.

If a great role-player wants to be the face of the party but chooses to put all of her skill training in the non-social skills in a power-gamey way (“It will be just like having training in all of the social skills without having to waste my skill training slots!”) then I’m going to clamp down. A great role-player should also be able to role-play having low Charisma, for instance. If she comes up with a genius lie every now and then, despite a terrible Bluff score, I’ll go with it. But if it becomes an abuse of my approach, I’ll say, “That’s very creative, but let’s see what your character comes up with. Roll me a Bluff check.” I’d probably still hand her the bonus point for creativity, though.

This is mainly going to come up with skills tied to Charisma and Wisdom, and perhaps Intelligence to a lesser degree (recalling some piece of history from the setting’s background materials could test player skill, I suppose, instead of asking for a History check). But creative description and good role-playing can make any skill check easier at my table. If your fighter’s struggle to brace himself against the stone block that’s trying to close off the exit to the room is described in especially vivid, exciting terms, I’m going to give you a bonus to the Athletics check plus a bonus point, but a terrible roll can still result in failure.  On the flip side, if the player is absolutely convinced that the shaman is lying to him, regardless of the result of his Insight check, he still could proceed as if the shaman were lying (which, of course, the shaman might not have been after all, but the character wasn’t Insightful enough to tell).

Player skill matters, and if the players have got it, it will certainly help them at my table. But if they’re lacking in social skills or wisdom skills as actual individuals, that doesn’t mean that their characters must also be lacking when they play with me. Best of both worlds, that’s my goal!

-Michael the OnlineDM

OnlineDM1 on Twitter

Skills in D&D 4e part 1: Passive skill use and training

Skills in Dungeons and Dragons 4th Edition seem to have been a big topic of conversation online in recent weeks. I’ve finally gotten to the point that my own views are well-formed enough for me to chime in. I’m going to start with the way I handle passive skills and skill training.

Oftentimes, a published adventure will refer to PCs’ passive Insight or passive Perception skills to tell whether a character can detect a minor illusion, an NPC’s deception, a small detail, a hidden enemy, etc. Lots of virtual ink has been spilled debating the pros and cons of this approach, especially when the DM is crafting adventures for his or her own group. After all, the DM can know all of the PCs’ passive scores in advance. If the highest passive Perception in the group is a 19, then the DM can choose to assign the hidden thing a DC of 20, in which case no one will notice it, or a lower DC, in which case at least one PC will notice it. What’s the point of bothering with the number in that case?

I’ve started handling things a little bit differently. Whenever there’s a situation in which a PC might or might not passively know something, I ask the table, “Who’s trained in Perception / Insight?” Anyone who’s trained gets the bonus info.

  • “Ah, you notice a small humanoid crouching behind a tree over three.”
  • “You get the feeling that the fishwife is holding something back in her statement.”
  • “You notice that the texture of the stone wall here looks slightly unusual.”

Furthermore, I use this with other skills, too (mental skills more than physical skills for the most part):

  • Arcana: “You can tell that this construct is not very strongly tied to its creator.”
  • Diplomacy: “The duchess just committed a minor breach of protocol by continuing to stand until the baron was seated.”
  • Dungeoneering: “The rocks piled up in that corner are not there naturally, and furthermore they look a little unsteady.”
  • Heal: “The stab wound was definitely not self-inflicted.”
  • History: “You remember that the empire never conquered this particular town.”
  • Insight: “The innkeeper is sincere when he tells you that the road east hasn’t seen any bandit attacks lately.”
  • Nature: “You recognize that vine as being out of place in this type of forest.”
  • Perception: “The footsteps of at least three people can be heard in the common room downstairs.”
  • Religion: “This shrine is dedicated to Gruumsh.”
  • Streetwise: “This part of town is known to have the occasional illicit goods shop.”
  • Thievery: “You recognize the workmanship on this trap; it was built by gnomes.”

This is all very much in the spirit of “passive skill use” rather than anything active that a PC might try. I could see a case for Endurance perhaps, but usually Endurance comes up when a PC wants to try something active. Athletics, Acrobatics, Bluff, Intimidate and Stealth are all pretty hard to use passively, so I didn’t list any examples.

My general approach is pretty simple:

  • Find situations where someone who knows a lot about a particular thing might get a little extra information thanks to their expertise
  • Reward characters who are trained in the relevant skill with that bonus information

It’s very much like normal passive skill use, except that I use it for skills other than just Perception and Insight, and I don’t bother with checking the exact value – I just hand out the bonus info if the PC is trained.

I like this in part because it’s easier (no need to figure out what passive DC will be caught or missed by the PCs) and in part because it rewards players for their choice to train a particular skill.

Now, I know that this means that the 8 Int fighter who somehow has trained History might occasionally get to recall a fact that the 20 Int wizard with no history training doesn’t automatically know. I’m fine with that, because this particular skill use is about rewarding the choice to train the skill, not high stats. If the wizard wants to make an active roll to see what she recalls, she might well get a high score even without training, in which case there could be additional information. But the freebie comes from the choice to train the skill.

I’ll mention here that I do still use passive Perception, for instance, if a monster makes a Stealth check to hide. But when it comes to “PCs automatically know this information or not,” I check whether a PC is trained rather than whether their passive score is greater than or equal to a particular number.

I’m always looking for suggestions on how to make skills more interesting, how to reward player choices, etc. I’d love to hear the creative things that other DMs do with skills in their own games!

-Michael the OnlineDM

OnlineDM1 on Twitter

The pixie berserker is CHARGING INTO YOUR SPACE!

I picked up a copy of Heroes of the Feywild at my friendly local game store last Friday, which was apparently the day the book first came out at “premier stores”. I haven’t read through the whole thing yet, but a friend and I were talking about some of the content over the weekend.

The silly example that I tossed out there was building a pixie berserker wearing a Badge of the Berserker, with the goal of charging INTO the space of an enemy and making it really hard for that enemy to escape the berserker’s defender aura. The more we talked about it, the more it sounded like something we had to try!

We were thinking about the character specifically for something like Lair Assault (which neither of us has tried yet), so we were talking about a 5th-level character.

1. Race and ability scores: Pixie. Okay, so a lack of racial bonus to Strength is going to make it tough to build a good barbarian, but so it goes. With the racial bonuses to Charisma and Dexterity (seems more useful for a berserker than Intelligence), the stats will be 18 Strength, 11 Constitution, 16 Dexterity, 8 Intelligence, 10 Wisdom and 12 Charisma. If we were specifically going straight to level 5, we could take Strength down to 17 and then bump it up at level 4, giving us some more points to make the other stats better, but I won’t even worry about that right now. I will assume that the Con score gets to 12 somehow.

2. Class: Berserker version of the barbarian. We get the Defender Aura and Vengeful Guardian powers. We’ll take the Temperate Land heartland (since we’re a pixie), which will give us +2 to damage as long as we wield a weapon in one hand and a shield in the other. We’ll also have +1 speed while charging (which I’ll assume applies to the fly speed, though I’m not 100% certain of that). We get 15+Con hit points at level 1 (26) and 6 more per level (so 50 total at level 5; 51 if we bump up Con). 8 healing surges per day (+1 if we get Con to 12), and a +2 bonus to Fortitude. I won’t worry about skills here.

3. Equipment: Since we’re going for level 5, I’ll keep things pretty simple.

  • Badge of the Berserker +1 (obviously)
  • Magic Rapier +2
  • Whatever magic hide armor +1 you like (level 5 or lower) – Barkskin sounds pixieish to me
  • Small shield
  • Other cool stuff

4. Feats. I like Light Blade Expertise and Streak of Light (combat advantage when charging).

5. Powers, themes, backgrounds, etc. I’m sure there’s lots of cool, potentially abusive stuff we could do here. That’s not really what I’m interested in, though, so I’ll skip it.

6. The results:

  • Crazy Wings the Pixie Berserker (Level 5)
  • 51 hit points, 9 surges per day (assuming we bump up Con to 12 at some point)
  • AC 22 (10 base, 2 half-level, 4 magic hide armor, 3 dex modifier, 1 small shield, 2 from Poised Defender in defender mode)
  • Fortitude 19 (10 base, 2 half-level, 1 neck slot, 4 strength modifier, 2 class bonus)
  • Reflex 17 (10 base, 2 half-level, 1 neck slot, 3 dex modifier, 1 shield)
  • Will 14 (10 base, 2 half-level, 1 neck slot, 1 charisma modifier) – ugh
  • Charging attack bonus: +15 vs AC (2 half-level, 4 strength modifier, 3 proficiency, 2 enhancement, 1 light blade expertise, 2 combat advantage from feat, 1 for charging)
  • Charging damage: 1d8+9 (4 strength modifier, 2 enhancement, 2 from Temperate Heartland, 1 from light blade expertise since Streak of Light gives CA)
  • Normal melee attack bonus: +12 vs AC (same as charging, minus the charge bonus and the automatic combat advantage)
  • Normal melee damage: 1d8+8 (no automatic combat advantage, so no +1 from LBE)

Is this the most powerful character in the world? Probably not. But the idea of charging INTO an opponent’s square and basically locking them down with the defender aura just seems like too much fun NOT to try. You don’t provoke combat advantage for charging with the Badge of the Berserker, you have combat advantage from Streak of Light, and you get extra damage from Light Blade Expertise. CHAAAARGE!

Crazy Wings sounds ridiculous enough to play one of these days. What do you think?

Death of a PC after a year and a half

I’m not a killer DM, but I’ve offed a few PCs in my time. Off the top of my head, I can remember the following deaths:

  • In the first Living Forgotten Realms game I ran, a low-level striker rushed into a room full of bad guys and got chomped on by two Guard Drakes, taking him below his negative bloodied value.
  • In the first game I ever ran for my wife’s brother and his wife, my brother-in-law’s character died in the first combat. He got better.
  • One party in an LFR game let the bulk of the party become separated from their healer, resulting in a dead seeker
  • I destroyed a PC in memorable fashion when the foolish thief rode a beholder into a river of lava after hanging on a little too long for the ride.
  • I’m pretty sure I killed off another PC played by the same player whose PC I killed off with the guard drakes in the first example, but I don’t remember when that was.

Now, in my longest-running campaign, my Friday night War of the Burning Sky campaign via MapTool and Skype, I had never killed a PC through 15 levels of play. They had some very close calls, but the numbers always seemed to come up in their favor when the chips were down. The characters had reached 15th level with no PC deaths.

That all ended with our most recent game.

SPOILERS AHEAD FOR ADVENTURE SIX OF WAR OF THE BURNING SKY

After the session last week with the Storm Titan and friends, the party was ready to burst into a mysterious laboratory. The lone healer in the party (a pacifist cleric optimized for massive healing) wasn’t around for the night’s game, so we pressed on with a party of four PCs.

The first fight was against a flying minotaur and some freaky creatures from vats of goo, and the party was definitely up to the challenge. They blew through the bad guy without much trouble.

The second fight of the night (which was the fourth fight of the adventuring day) started when the PCs opened the doors to a fancy two-story library/office room with a glass-domed ceiling and an opulent rug inside the door. Thorfin the fighter marched into the room and just barely jumped out of the way in time as the rug itself tried to reach up and grab him. With that attack having missed, an invisible flying monk tossed him across the room and into a wall, beginning the combat.

The party was at level 15, and the monk was a level 19 solo. I updated her stats to be more in line with modern solos, but since there were only four PCs instead of five, I lowered her hit points from 718 to 450.

This was one bad-ass monk, and the party had a hard time with her. They tried throwing out various controlling effects, but she had the ability to shake off a condition once per round, which made a big difference. It didn’t help that the adventurers’ dice turned ice cold on them for long stretches. If it weren’t for the fact that Hammer Rhythm let the fighter deal 5 damage even on a miss, things would have been far worse.

Vena, our elf seeker, found herself knocked unconscious by the monk’s lightning hands. Faebs, the human wizard/swordmage hybrid, managed to deactivate the man-eating rug and knock Vena off the suspended sculpture where she had fallen unconscious so she could let Vena spend her second wind. Shortly after getting back on her feet, Vena was knocked down once more. She failed a couple of death saving throws and then rolled a 19 – which, using a bonus point, turned into a 20 and let her spend a healing surge! Boy, were they missing their cleric.

When the monk darted out of the room, the party decided to close the doors of the library and barricade themselves inside. They created a hole in the glass-dome ceiling so they could climb out. The monk huffed and puffed and blew a hole in the door, by which time two of the PCs were on the roof with the other two on the rope on their way up.

The monk’s teleport power failed to recharge, so she couldn’t pop into the room that way.

The monk’s power to summon a magical fist inside the room to attack the climbing PCs failed to recharge.

But the monk’s “turn into lightning and zap a bunch of PCs” power DID recharge. Up the rope she went, zapping the climbers and ending on the roof.

Vena the seeker tried to take care of the frightening monk, but her dice betrayed her once more. She found herself stuck next to the monk when the monk’s bonus turn to make a free basic attack came up – and the lightning hand dropped Vena to the ground.

Whereupon Vena promptly failed her third death saving throw, in round 14 of the fight.

Things were looking grim for the party, when all of a sudden the player of our pacifist cleric showed up! His character was on the opposite side of the battlefield and spent the first round and a half rushing over to the fray – in time to resurrect Thorfin, who had fallen unconscious, but too late for Vena.

With the battle teetering on the brink, the cleric made the monk vulnerable to damage, and the wizard finished the monk off with a super-powered magic missile. The party got away from the lab (with the body of their fallen comrade) just in time to watch a magical storm destroy the building.

Thus ends the tale of fair Vena the elf seeker. Her character’s paragon path was Twilight Guardian, which to her meant that she respected the natural cycle of life, and therefore would not want to be resurrected (despite the cleric’s attempts to make it happen). We’ll work on a new character for Vena’s player; we may very well end up with the first Pixie PC I’ve seen in action!

RIP Vena.

D&D Encounters – Neverwinter week 13

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)