Giving dungeon mastering advice

As my regular readers know, I’m pretty new as a dungeon master.  I only started playing Dungeons & Dragons in early 2010 and my first attempt at DMing was about six months ago.  I regularly make notes in my blog about the lessons I learn from other DMs that I play under.

It was, therefore, a little surprising when I was asked for MY advice from another DM.  This past Saturday I played a Living Forgotten Realms game at my friendly local game store, Enchanted Grounds.  It was a game for level 1-4 characters and I had planned to play a new cleric I had put together using Heroes of the Fallen Lands.  There were already two other healers at the table, though, so I instead played my trusty half-elf paladin, Rhogar, in his last 1-4 adventure (at the end of this session he had reached level 5).

The DM for this adventure was Andy, who had played in the first game I had run with my new projector setup about a month ago (I believe you can see Andy’s elbow on the left side of the picture on that post).  Andy is the one person I’ve met who has told me that he reads my blog, which was a very cool moment for me (Hi Andy!).

The adventure itself was a lot of fun.  Our party got off a ship in a genasi city and was beckoned by an elderly dragonborn to come over and talk to him and his elven companion.  The elf lady was the dragonborn’s ward, and she was very ill.  He was trying to take her to the realm of some elves who lived in some woods far to the south in the hope that they could cure her.  We agreed to help.

Andy ran this whole section really well – the roleplaying was great, and he got everyone around the table involved.  Rhogar decided that, being a noble paladin he couldn’t bear to make the poor elf woman walk all that way, so he rented a horse for her to ride.  Andy was great at improvising the existence of a stable, stablemaster and horse on the spot, even giving the stablemaster and horse some names. None of this made a lick of difference from a mechanics perspective, but it made the adventure come alive.

After about an hour of roleplaying, the party got into three combats.  The first two were tense, interesting affairs while the third was, frankly, a boring solo encounter (no fault of the DM).

At the end, Andy asked for feedback.  I’ve never been asked to give my thoughts on another DM before!  I told him the things I laid out above, and also suggested that he should feel free to modify combat if it makes sense to do so.  For instance, he could have had the solo monster have two initiative rolls if it wasn’t turning out to be much of a challenge, or have some more bad guys come in after a couple of rounds (a few more of those insects that grabbed and immobilized in an earlier encounter would have been vicious!).  But that’s subtle stuff, and a published adventure is supposed to take care of that sort of thing.

Most interesting to me, I realized that I actually felt fine giving dungeon mastering advice.  I didn’t feel like a fraud.  I certainly don’t have all the answers, and I will ALWAYS be looking for more advice on my own DMing, but I’m now a legitimate part of the dungeon mastering community and I have useful things to say.  That’s a good feeling!

TactiCon Days 3 and 4 (Saturday and Sunday)

The big weekend days of TactiCon were so big and busy that it took me until Monday to be able to write about them!  Thank goodness for the Labor Day holiday.

Here’s the “Too Long, Didn’t Read” summary:

  • Both of the games I ran on Saturday went great – the projector was a big hit.
  • I played in a very cool custom adventure Saturday night with a novice DM – another good experience.
  • I played in one game on Sunday, which was marred by the most annoying player in the world.
  • I got great reviews from my players and walked away with a free D&D book for my time.
  • I’m looking forward to running and playing more games at the next convention in February.

Saturday: Running the first game

Saturday was the day that I was signed up to actually run two games, though I had run an impromptu one the previous night when the need arose.  I got to the venue right at the scheduled 9:00 AM start time, which meant that I was later than a DM should be.  I arrived at the room where I would be running the game, and my players were already there.  I felt a little bit bad for running late, but no one seemed to mind.

The morning session was a repeat of the game I had already run the previous evening at TactiCon and earlier in the week at my friendly local game store: CORM 1-1 The Black Knight of Arabel.  My party of six players was actually a little underpowered compared to most of the parties I’ve played Living Forgotten Realms with, and it was kind of refreshing!  There was one brand-new D&D player (I love that so much!) and several characters that weren’t optimized to the hilt.  It was still a balanced party, though, so there wasn’t a problem.

This party was the first one I’ve seen that decided to go into Arabel after the initial shadow attack, rather than going after the dark rider on a distant hill.  This meant that I got to run the in-town skill challenge for once, and I had fun with it.  The party took on the optional combat challenge in the brewer’s basement to recover the broken obelisk – a better battle than I was expecting.  The final battle was run pretty much as scripted – I didn’t ramp up the difficulty at all, and it was still a good challenge for the party.  They, like the last party to go through that encounter, played “Grab the Baby from the Evil Cultist”, with the party bard eventually putting the baby in a balcony to keep it out of harm’s way.  Interestingly, this party never met the titular Black Knight of Arabel and finished the whole adventure having learned nothing about him.  Weird, but it worked out okay.

I had an hour between games, so I dashed to the hotel restaurant to get a burger to go.  The service was slow, and I was a little bit nervous leaving my laptop and projector set up in the hotel room with no one around, but when I got back everything was just as I had left it.

Saturday: Running the second game

My afternoon game was with a more experienced party, and we were playing the adventure that I was less sure about from a fun perspective: TYMA 2-1 Old Enemies Arise.  The first battle is the hardest one of the adventure, and I basically told the party as much during the battle so that they wouldn’t be too afraid to use daily powers as needed.  This party lacked a true defender, so the warlord played that role and found himself the target of a savage beating, ending the battle with only two healing surges remaining.  The group decided to take an extended rest in town, and since that made sense within the story I decided to allow it.

I ignored most of the scripted skill challenge because it just didn’t make any sense.  The party is supposed to talk to two different farmers outside of the skill challenge to get information about the kobold attacks.  Then they’re supposed to go BACK to town to start the skill challenge of gathering clues about where the attack is coming from, even though they already know at this point.  And this is supposed to require four successful checks.  Stupid.

So, once they knew that the attacks were coming from the west, I moved into a simpler tracking challenge, followed by some checks to narrow down which cave the kobolds were in.

The first cave combat is one that I ran for my online group a week before, and it was only so-so that first time.  I changed it.

  • As written, there are five trapped squares, and whenever any square is triggered, spears pop up from all five squares. This is boring – once the trap has gone off once, the players will just walk around all of the trapped squares, making the trap mostly irrelevant.
  • I upped the number of trapped squares to ten.
  • I also made it so that each square triggers independently, leading to an awesome minefield experience as the PCs tiptoe across the cave.
  • Finally, I gave the trap savant something to do – his crossbow bolt now pushes the target one square on a hit.

This encounter ended up being a lot of fun.  One character charges in and is hit by a trap.  The rest of the players tiptoe carefully, hoping to avoid the traps.  The decoys jeer at the players, trying to pull them onto traps and to hit them with their swords.  The savant shoots bolts from afar, trying to push players onto traps.  The final encounter after that one wasn’t super-interesting, in part because the dailies all came out, but everyone seemed to have a good time overall.

Saturday evening: Playing in the special event

In the evening, the LFR game was a special one written for the Con called In the Blink of an Eye.  All of the tables of all levels were playing in the same setting, but in different parts of it.  Our group scouted for a way to sneak into a castle and ended up going in the royal family’s emergency escape tunnel.  We were attacked by iron snakes that came out of the walls, retreated when bloodied, and reappeared later.  It made for a surprisingly cool fight.

We then dealt with a trapped corridor using skills, at which point we were at the stopping point for the adventure with time to spare.  The DM decided to make climbing some stairs into an athletics check, at which my heavily-armored paladin failed again and again, taking a little damage each time before finally succeeding.  He is now known as Rohgar Stairslayer.

It was fun to play at the table of a new DM.  She knew the rules well enough but was lacking a little in confidence.  I could see a lot of myself from a few months ago in her – a very interesting process.

After the stopping point, a 16th level rogue from another table was sent to join our party (I’m still not sure why) and we fought a hydra.  It was a 6th level solo, but with unloading of dailies we finished it in two rounds (without the high-level rogue having to do anything significant).  I’ve heard complaints about solos, and I understand them now.

Sunday

On Sunday I decided to sleep in, so I only made it in time for one LFR game.  The DM was one I had played under before at Enchanted Grounds, and he had lots of 3D props for the table (trees, bushes, rocks, etc.) which were pretty cool.  I liked the module, too – AGLA 1-1 Lost Temple of the Fey Gods.  The experience, however, was heavily marred by the presence of one player who was totally mechanics-focused and asked endless questions trying to push the envelope (Can I hide here? Can I see around this corner? Will I get anything useful if I use Arcana now? Could we put away our torch, blinding the rest of the party, so I can use low-light vision?).  He was horribly irritating to play with, and I pitied the DM for having to deal with him.  Had I been running the game, I think I would have paused the game, pulled him aside, and explained that he needed to just play rather than trying to squeeze every non-existent advantage out of the game and sucking the fun out of the table.  If he couldn’t do that, I would have removed him from the game.

Wrap-up

At the end of the convention, there was a little ceremony to thank the DMs.  Everyone was given a choice of various RPG products (I picked up the Forgotten Realms Campaign Guide – I figure I should probably take a look at it) and was recognized for their work.  There’s another somewhat bigger convention in February, Genghis Con, which I’m now looking forward to!

Overall, I had a great time at TactiCon.

  • I did get minis for Rohgar and Kern (though nothing for Zaaria) as well as a couple of miscellaneous minis for players to use at my table.
  • I ran three games and got fantastic evaluations – seventeen perfect scores and one score of 9 out of 10.  I’ll take that!
  • The projector setup worked beautifully and the players loved it.
  • I played a bunch of LFR and got Rohgar to level 4 – woo hoo, I can play in H2 adventures now!
  • I discovered a cool board game, Fresco, which I think I might pick up for myself.

I did not get to play any non-LFR RPGs, but I think I’ll remedy that at Genghis Con in February by just signing up for a slot in advance and diving in, most likely into Savage Worlds.  I’d also like to run a few more sessions if possible – maybe 4 or 5 next time.  It should be awesome!

TactiCon Day 2 (Friday)

My blogging of the TactiCon experience continues with day 2: Friday.  This was the first full day of the convention, and I learned that it doesn’t really hit its complete stride until Saturday.

I was up late last night, so I didn’t make it to the convention site until a little after 10:00 this morning.  That ended up working out just fine.  The vendor hall still wasn’t open yet (it turns out that it was opening at 3:00 PM on FRIDAY, not Thursday), so I went down to the RPG area to watch for a bit.  I watched a little bit of a Savage Worlds game, which looked like fun.  I also watched some D&D players whom I knew, playing an LFR game for 7th-11th level characters on a cool pirate ship battlemap with a full model of a ship for them to run around on.

I then went to the registration desk to sign up for an LFR game in the afternoon.  They had one open for the 2:00 PM session, which fit perfectly.  Since it was pretty quiet at registration at the time, I chatted with the lady there, explaining that this was my first convention and that I was looking for suggestions and advice.  She advised me to pick up a couple of generic tickets for future games (either board games or RPGs).

When I asked about miniature painting (I had seen a sign for this), she told me to try the free (!) paint and take activity.  You just sign up for a slot, and they’ll give you a free metal mini, use of their paints, and some tips on how to do it.  The next slot was right away, at 11:00, so I signed up and went right over to miniature painting.

The guy who helped me was a very cool gentleman named Chris.  He gave me a choice of three different metal minis (apparently they’re 95% lead and 5% tin, so it’s too much lead to call them pewter).  I picked the one with armor and a sword, as he seemed like a perfect fit to be Rohgar, my half-elf paladin for LFR games.

The basics of miniature painting, as Chris explained to me, are:

  • Shake your paint pots thoroughly
  • Take some paint out of the pot and onto your styrofoam plate palette using a brush
  • Add a little water and mix to thin the paint
  • Start by painting the interior layers (face, underarmor) and work your way out
  • Have fun!

I ended up with the following mini:

Rohgar is completely and totally awesome-looking now! No, he’s not perfect – you can see where I missed some spots.  But he looks really, really good.  It took me about 90 minutes for the whole process, and I’m surprised to say that I had a good time.  I could definitely see myself painting minis for any character I plan on playing regularly.  I wouldn’t do it for armies of monsters, of course, but for a few PCs, yes, I think I would.

After mini painting, I grabbed a burger in the hotel restaurant. I still had an hour to kill before my 2:00 LFR game, so I dropped into the board game area.  A couple of guys were looking for more players for a game called Fresco, which I had never tried before.  Always being up for a new game, I sat down and learned to play.

I haven’t talked about this much on my blog, but I love board games, especially “Euro games” or “German-style board games” or whatever you want to call them.  Fresco is apparently pretty new, and I like it a lot.  The niftiest part is the mechanic to begin each “day” in the game, where each player decides what time they want to wake up.  If you wake up early (5:00 or 6:00), you get the best selection at the market and first choice of the available parts of the fresco to restore in the cathedral, but you make your apprentices unhappy and one might refuse to work.  If you sleep in, you have fewer market choices and you go last, but it makes your apprentices happy and you may attract another apprentice to work for you.  I also love the mixing of paints to make more valuable works.  It’s a cool game, and I think I might try to pick up a copy for myself at some point.

At 2:00, my afternoon LFR game began.  This one was a lot of fun.  The DM let me play Rohgar as a third-level character even though he was technically 10 points shy of level 3.  This meant that I got to use his +2 Vicious Longsword and his Cloak of Resistance +2 that he’d been carrying around since his first and second sessions, unable to use them until he hit level 3.  Woo hoo! The session was CORE 1-3 Sense of Wonder, which involved being transported into the middle of a bar fight by a gnome who thought he was summoning a living construct called a Gondling.  We then helped the gnome locate a temple of Gond that had been lost beneath the sea and fought our way through the temple, past some vicious guard robots, eventually ending at a very cool little puzzle.  The puzzle involved each player having a vision (written on paper), then comparing visions to figure out the right order to do things in order to open a vault of treasure.  Way fun, and the DM was awesome and enthusiastic.

Also, Timothy and Sheryl, the couple from last night, were at this game as well.  Sheryl was still just watching, but we chatted again.

I then stopped by the exhibitor hall to get some minis. I picked up a few cheap, generic minis that I can use in case a player needs one, but I also got one just for my wife Barbara:

I don’t know exactly what this is supposed to be, but it’s a dual-sword wielding cat creature.  Barbara loves cats – whenever she plays in the Daggerfall/Morrowind/Oblivion universe of video games, she loves to play a Khajiit, and her first D&D 4th Edition character was a Shifter.  She doesn’t have a character like that at the moment, but I’ve already told her that if I run an in-person campaign that she plays in, we can house-rule a Khajiit type of race for her to play.

I popped out to grab some dinner, then came back in time for the 7:00 PM LFR sessions.  I was planning to use my generic ticket to jump into whatever was open, but it became clear that things were getting messy for the organizer, Linda.  I had anticipated that this might happen, so I had brought my projector rig and left it in the car.  I volunteered to run a session of CORM 1-1 The Black Knight of Arabel (the same one I had just run on Tuesday), and Linda gratefully accepted my offer.

A couple of my players helped me get the stuff from my car to the hotel room where we were playing, which was kind of them.  We ended up starting the game around 7:30, and because of the late start I decided to run the battles as written, without making them more difficult.  That ended up being a little bit of a mistake, as the party mowed down everything in their path.  They seemed to have a good time doing it, though, and the role playing was fun, so I’m not complaining.

The best part for me was that Timothy and Sheryl were there again – and Sheryl played in this game! She mostly asked Timothy to drive, but she rolled her own dice.  By the last encounter, where the party came upon the cult leader getting ready to sacrifice a baby on the altar, she made her own decision: Rather than fight or talk, she wanted to move up there and grab the baby.  She ended up needing some help from the wizard, who used Mage Hand to get the baby to her (technically the baby was probably too heavy, but the Rule of Cool applied here), and then they passed the poor kid back and forth like a football, but the good guys won the day.

I’m continuing to have a blast at TactiCon, and I’m looking forward to running two games tomorrow.  I’m hoping I can get Barbara to come at some point, as I’m sure she would love some of the stuff in the vendor hall.  We need to get her a dragonborn mini to paint for Zaaria, her Runepriest.

Blogging TactiCon

August is GenCon month in the RPG world.  I’m jealous, of course – I live in Colorado and was not able to make it to Indianapolis for the convention. (Side note: The company I work for does have a big presence in Indy, and I’m thinking about seeing if I can get them to send me out there for a business trip just before GenCon next year – free plane ticket for gaming!)

That doesn’t mean I have to be out of luck entirely – Labor Day weekend in Denver means TactiCon!  Now, I’ll admit that I don’t really know exactly what TactiCon is all about yet (the brochure is here).  I’ve never been to a gaming convention of any sort before.  But hey, it’s a 20 minute drive from my house so I might as well make the most of it.

I’m signed up to run two Living Forgotten Realms games for D&D 4th Edition on Saturday using my fancy-schmancy new projector setup.  Now that I know it works, I’m really excited to use it at the convention.

I’m also planning to do some shopping at the Con.  I don’t currently own any minis, and while the projector setup means that I don’t ever plan to own any monster minis, I would like to have minis for my own player characters, my wife’s player character and some generic player characters to keep on hand in case I run a game where they players lack minis of their own.  I’m assuming that a convention is a good place to get minis, right?  I don’t mind paying a little bit of a premium to get high quality – preferably metal instead of plastic.  My shopping list includes:

  • A cloaked figure with a comically oversized sword to represent Kern, my Githzerai avenger
  • An armored character with a normal sword to represent Rhogar, the character I play in LFR games
  • A dragonborn mace-wielder in chain mail to represent my wife’s runepriest, Zaaria (or really any dragonborn character – Barbara loves dragonborn)
  • A few other minis to fill out a random party – something wizard-like, something archer-like, something cleric-like

Naturally, I want to play some games, too.  I haven’t played LFR in a while, so if I could get into a couple of games to get Rhogar up to third level, that would be cool.  I love board gaming, too, and it looks like there are a ton of games scheduled.  Honestly, aside from D&D, I mostly want to explore games that I’ve never played before.  I want to check out new board games and play at least one session of an unfamiliar RPG.  I’ve heard good things about Savage Worlds, so I might try that.

What recommendations do you have for me, a con virgin?  It’s not GenCon, so it won’t be totally overwhelming, but what should I try to see and do?  I’ve taken two days off work, so I’m going to make the most of it!

The projector setup is a success!

It’s late.  I have to go to work in the morning.  I don’t care, though – I’m excited, and I need to write about it!

This evening I put my projector setup into action for the first time.  I ran a Living Forgotten Realms session at the local store, Enchanted Grounds.  I had seven players turn up for a session of CORM 1-1 The Black Knight of Arabel.  I had played this module in the first LFR game I had ever experienced as a player, so I was pretty comfortable running it as a DM.

I arrived at the store about 40 minutes before the game’s scheduled start time so that I would have plenty of time to find a good table, set up the rig, adjust the projector’s focus and so on.  All of that went totally smoothly.  By the time 6:00 rolled around, I was ready to go.

This would be the first time that I was using MapTool for the monsters and the map but not for the player tokens – the players brought their own minis for that.  I had realized when putting the adventure together that, if I wanted to keep track of initiative within MapTool, I would need to have something to at least represent each player for that purpose.  So, I created a set of seven generic PC tokens with their own set of properties.  The image for each token was a number (1 through 7) which I assigned based on the players’ seating arrangement around the table.  The name of each token is the character name.  Their properties include the player’s name, their race and class, their defenses, their initiative modifier (for tiebreaking) and their passive Insight and Perception scores.  It was great for helping me remember everyone’s name, character name, and character type.  The defenses didn’t come up much, nor did the passive insight or perception, but it was nice to have in case I needed it.

The adventure began with a little back story of how the party came to be traveling to the town of Arabel – charged by the king in the capital city to investigate rumored Netherese activity involving shadow creatures and reports of a black knight.  They began by helping a man repair his wagon, when they were set upon by shadow creatures.

The first battle was quite easy for the party, even though I made the minions into two-hit minions.  They dispatched the shadow creatures with little fanfare, helped the wagon driver repair his vehicle, and set off after the dark rider they had spotten on a distant ridge.

At this point I turned off the projector as the party entered a skill challenge to track down the rider.  This was a well-written skill challenge, and the players role-played it well, too.  They ultimately came upon the rider in his camp and started disagreeing about whether to attack or talk.  I allowed a little talk from those who wanted to do so, but the “attack” camp grew restless, so I called for initiative.

The not-so-bright fighter in the party (good role-playing, not a dumb player) decided to charge Dark Skull, narrowly avoiding some traps.  Other players tried to convince Dark Skull to drop his weapon, and he said that he didn’t want to hurt anyone, but he wasn’t willing to drop his guard with the fighter standing next to him.  So, the parlaying character decided to bull rush the fighter out of the way.  Great plan – except that in her quest to get to the fighter, she ran over a pit trap!  Oops.

Dark Skull teleported into the shadows, and the cooler heads in the party were eventually able to start a dialogue that led to an alliance with the falsely-accused knight (the skull was just a mask). They decided to go back to Arabel to find out who was really behind the dark goings-on. Since we were going into role-playing, I turned the projector back off.

Since we were doing fine on time, I decided to  run a little bit of the Arabel skill challenge.  The party repaired a broken obelisk in the town square, then went to the tavern where the innocent “black knight’s” father worked.  The father had cursed his son, leading to his shadow powers, and so the party questioned the father.  They asked about his family, and the father didn’t mention any adult son but told them that his wife and infant son were at his house some distance away (I made this up on the spot).  The PCs decided to go to that house to question the wife.  They found the house to be dark and broke in – no one was home, but the door to the basement was locked.  They picked the lock – and found an empty basement.  Clearly the father had lied.

The group returned to the tavern to confront the father about the lie, and found that he had left, heading toward the town square.  Some streetwise checks confirmed that people had seen him go that way, with some young lovers (also made up on the spot) in the square pointing toward the theater as being the father’s destination.

Upon entering the theater, the party saw a bunch of cultists of Shar looking at the stage, where the father was making a speech and getting ready to sacrifice a baby.  Again, some of the party wanted to talk, but others charged into action – the battle was on!

This is an interestingly-designed encounter, with the players having the option of either convincing the crowd to disperse, in which case they fight the leader and some shadow creatures, or not convincing the crowd to disperse, in which case they fight the leader and the crowd.  Since the party had mowed down everything in their path, I decided to have them fight BOTH the crowd and the shadow creatures!  Happily, the shadow creatures rolled low for initiative, so their entrance from behind the party made for a nice little surprise.

Even with the two-front battle, the players were able to win the day.  They mowed down cultists with no trouble, and the shadow creatures simply didn’t deal enough damage to be a threat.  The most interesting part of the battle was in round four, where I had the leader give up on fighting off the party and start trying to sacrifice the baby.  He picked up the baby and got ready to slaughter it, so the players tried hard to stop him.  One of the physically weaker characters in the party leapt down from the balcony and bull rushed the leader to make him drop the baby.  Unfortunately, this left the baby next to the party wizard’s flaming sphere!

One of the fighters, who was prone at the base of the stage, made a DC 20 athletics check to pull herself up onto the stage from prone and charge over to bull rush the baby out of harm’s way, diving to the ground again to do so.  The cult leader naturally picked the baby back up again, getting ready for the slaughter, so the party wizard hit him with an attack that caused him to lose the ability to take opportunity actions.  There’s a little-known rule that says if you can’t take opportunity actions, you lose any grabs you were making.  The baby gets dropped again (fortunately, I ruled that it was wearing a tiny little Amulet of Feather Fall as part of the ritual), and ultimately the cult leader was wiped out.

The session was loads of fun, and the technology ran without a hitch.  The only minor issue is that even the 2,500 lumens aren’t quite bright enough in some cases – the altar on the stage was tough to see (black on brown).  The solution there is probably for me to think a little more about contrast when I put the maps together.

I’ll tweak a couple of things for the convention on Saturday, but for the most part I am ecstatic about this rig.  It’s loads of fun to run, and it makes the game go very smoothly.  Thank you to my players for coming out to give this a whirl – especially to Andy, who told me that he reads my blog.  That’s the first time I’ve ever met one of my readers without having known them in person first.  It was a pleasure gaming with you, Andy, and with everyone else, too!

P.S. If anyone wants the MapTool campaign file that I used for this game (with my updated tweaks added), it can be downloaded here.

Online campaign session 6: Meet Gary Sidequest

My online party gathered Friday evening for out sixth session as a group.  One of the players was unable to attend, and since the party was about to finish the first adventure of the War of the Burning Sky campaign and move into the second, I thought it was important to have everyone there.  I called an audible and ran a side quest.

The party had finished the previous session by battling a gnoll and some hyenas in a tough battle outside some ruins.  They began this session by looking for an extended rest (it was night time at this point) and decided to delve into the ruins to get out of the snow.  I had decided that the published adventure missed an opportunity here by not fleshing out the ruins at all, so I created a two-room dungeon down there.

The first small room was the gnoll’s hideout with a pallet and some rotting meat.  The door between this room and the rest of the ruins was barricaded with broken wood and stones, and a warning was scratched into the door: “Grave robbers beware: It’s not worth it!”  The party bedded down there for the night, then woke up and robbed a grave.

On the far side of the door, they found lots of dead bodies and a suspicious looking pit.  All was well until one of the party members got too close to the edge of the pit and it attacked.  Yes, this was a trap, and when it went off the dead bodies got up (zombies, naturally) and started fighting.

I’ve attached the PDF of this homebrew encounter here, but the general idea is that we have three big zombies and six two-hit minion zombies, all of which had some push and/or slide abilities to try to get the players back to the stairs or into the pit.  The pit attacks anyone who lands in it or ends their turn adjacent to it, damaging them, grabbing them and pulling them deeper into the pit.  The zombies and pit are animated by a dark tome that is in the coffin in the northern chamber – reading it is dangerous, destroying it is safer.  The encounter was fun (for me at least) and led to some cool role playing upon discovering the tome.

After this encounter, I had the party be greeted by Gary Sidequest, a dragonborn who invited them to solve the mystery of the organized kobolds.  This is one of the Living Forgotten Realms adventures that I’ll be running at TactiCon – specifically TYMA2-1 Old Enemies Unite.  I skipped the skill challenge and went straight for combat.  The first combat with organized kobolds was pretty threatening – who knew that kobolds could be scary when they fight smart?  The second combat, in a chamber of traps, was just boring in my opinion.  I’m not sure how I’m going to jazz it up for the convention, but I’ll come up with something.

There’s still one more encounter in the LFR module, and I figure that we might as well run through it when we regroup, but after that we’ll be heading into the Fire Forest of Innenotdar – the second adventure in the War of the Burning Sky.  We’re taking this weekend off, since I’ll be at TactiCon using my new projector setup.  I’ve also signed up to run an LFR game tomorrow evening at my local store, just so I can try out the projector before I go to the convention.  Wish me luck!

Two-hit minions (and another gaming hiatus)

One-Week Hiatus (from gaming, not blogging)

After three Fridays in a row of running my online D&D game, it looks like we’re finally going to have to take a week off.  My wife and I have a date Friday (yes, I have a life outside of D&D!) and two of the five players have scheduling conflicts or potential scheduling conflicts, so we’re going to take the week off.  This is probably a good thing since I’ll be on a business trip to New York next Monday through Wednesday and probably won’t have a ton of time to get ready during the trip (although I’ll admit that several hours on a plane with the laptop does make for a lot of D&D planning time if I wish).  I’m pretty much set for the next session already, so getting a little ahead would be a good thing.

TactiCon Prep

Dark Skull - The Black Knight of Arabel

I’m also going to start getting ready for the Living Forgotten Realms game that I’ll be running at TactiCon over Labor Day weekend.  I’ve been through the adventure once as a player, and I’ve just finished reading through the published version this evening.  The DM who ran it was pretty creative with rearranging things on the fly; I might take some of his modifications into the game when I run it.

One thing that the DM who ran this adventure did that I liked was making minions a little tougher.  Minions in D&D 4e are enemies that only take one hit to kill, no matter how little damage they take.  That’s fine – it gives the wizard in the party a gang to blow up.  But honestly, minions end up feeling a little bit pointless.  I’ve been making a lot of my minions two-hit minions instead, and I think it makes them more fun.  The rules I use are as follows:

Two-hit minions

  • Minions begin with two hit points
  • Whenever a minion takes damage, that damage is reduced to 1 hit point
  • This first hit bloodies the minion (so any PC abilities that kick in on bloodying an enemy kick in)
  • Damaging a bloodied minion drops it
  • Dealing a critical hit to an unbloodied minion drops it
  • Dealing damage to an unbloodied minion of a type that the minion is vulnerable to drops it
  • Rule of cool – anything that should wipe out a typical enemy drops a minion even if it’s not bloodied (massive damage, etc.)
  • And if the PC does something that would wipe out an unbloodied minion but the minion is already bloodied, feel free to have the attack drop the bloodied minion and then bloody an adjacent unbloodied minion (or drop another adjacent bloodied minion)

These aren’t hard and fast rules, but I think they make minions more interesting.  Now that Magic Missile is an auto-hit (my players have already started calling it “Magic Hittle”), regular minions just seem boring.  Sure, the wizard has to use his standard action to drop one rather than doing something awesome someplace else, but it still feels boring.  I am against boring!

MapTool Macro Updates

I’ve continued to tweak my MapTool macros on the Downlaods page.  First, I’ve discovered that WordPress supports a fixed-width font that lets me show you the proper indenting for the macros.  This makes IF blocks and WHILE loops much easier to follow.  Second, I’ve added new Basic properties and new code to PC macros to handle Brutal weapons.

A weapon with Brutal X means that you re-roll any dice that are X or lower.  So, a Brutal 1 weapon means you re-roll any 1s for damage, Brutal 2 means you re-roll 1s and 2s, and so on.  I first programmed this very manually for the dwarven fighter in my campaign who was using a Brutal 2 Craghammer.  Then I realized from searching online that a d10 weapon with Brutal 2 is exactly the same as a d8+2 weapon.  With d10 Brutal 2, you have an equal chance of getting a 3, 4, 5, 6, 7, 8, 9 or 10.  And with a d8 + 2, you have exactly the same chance of getting exactly the same numbers.  Sweet!

My code now contains the following lines:

[h: DamageDie=Wpn1Dmg-Wpn1Brutal]
[h: NumDice=1]
[h: DamageRoll=roll(NumDice,DamageDie)+NumDice*Wpn1Brutal]

So, if your weapon doesn’t have the Brutal property, Wpn1Brutal will be zero, and the damage roll will be one weapon die plus zero.  However, if it’s Brutal 1, the damage roll will be a roll of a die that’s one number smaller than the regular damage die, and then one point will be added to the roll.  Note that for Brutal 1 this means that you’ll be rolling a d9 or a d7 or something like that.  This is obviously impossible in real life, but MapTool doesn’t care!  Feel free to roll a d23 in MapTool if you like.

Summing up

I’ll be okay without my online game for a week, but I’m really hoping that the in-person game that I play in will start up again soon (the DM has not been feeling well for a while).  I’ll throw myself into future prep work, which, I must admit, has led me to keep on dreaming about the projector setup that I talked about last time.  What’s wrong with me?  🙂

I’m curious: Do any of you out there use house rules for minions, or are they all one hit all the time?

Signing up to run a convention game

Since I had such a good time running a Living Forgotten Realms game at my local store this past weekend, I decided to answer the call when the organizer of LFR games for a local convention, TactiCon, asked the group of LFR players and DMs from my store if anyone was interested in running an LFR game or two (or ten) at the convention over Labor Day weekend.I’ve never been to a gaming convention before, and information about TactiCon is surprisingly difficult to find online.  However, I was lucky to find a hard-copy brochure for the convention at my friendly local game store.  It looks like a fun way to spend a weekend, frankly.  There will be tons of D&D games, as well as other RPGs like Pathfinder.  There are also lots of board games, which I happen to love, too.  I’m guessing this might be a place where I could get some minis – even though I’ll be using my homemade tokens for bad guys when I run games, I’d like to have my own minis for use when I’m a player rather than a DM.

The particular LFR game I signed up to run is CORM 1-1.  I picked it because of the time it’s scheduled (Saturday morning) and the fact that it’s a low-level adventure (I’m not sure I want to dive into higher-level stuff at a convention).  As it turns out, CORM 1-1 is “The Black Knight of Arabel,” which is the first LFR game I had ever played!  I’ve only played in three LFR games, and now I will have run two of those same games.  What are the odds?

In any case, I’m looking for advice from my blog audience.  How does a convention game compare to a game in your local store?  Are there particular things I should look out for?  And as a first-time convention-goer (even though it’s a small convention), what things should I especially be looking to do when I’m there?

Running my first in-person Living Forgotten Realms game

Today I officially became not only an online dungeon master but also an in-person dungeon master.  I finally ran a Living Forgotten Realms game at my friendly local game store, Enchanted Grounds (spoiler alert: I ended up killing one of the PCs).  I started preparing for this game (and talking about it on the blog) almost a month ago, and I already ran this same adventure for my online group last week, so it’s fair to say that I was well-prepared!

The module was WATE1-1: Heirloom, a Living Forgotten Realms adventure for a party of four to six players of levels one to four.  There will be some spoilers for this particular adventure ahead, just so you know.

The game was scheduled to start at 9:00 AM.  I got to the store around 8:45 to get ready – and then realized at 8:50 that I had forgotten the handouts for the players (they explain the laws of Waterdeep, show a map of Waterdeep, and show a list of stolen items that was provided to the City Watch in the story).  Fortunately, I live within walking distance of home, so it took me only two minutes to drive back, two minutes two print the handouts and two minutes to get back to the store.

We were fortunate to be allowed to play on Enchanted Grounds’ fancy new gaming table, which has an inset in the middle for the battle map and a special pull-out tray with a built-in screen for the game master.  There were four players at game time, and two more were on their way but running late.  We waited about 25 minutes before starting – and naturally the two latecomers showed up just as we got going.  No harm done!

Since this blog is meant to be educational, I think it’s worth talking about what I did to prepare for running this adventure:

  • Read the adventure at least twice, paying special attention to the point of the story and, on later read-throughs, the details of combat tactics from the enemies
  • Create the maps in MapTool, convert them to posters with PosteRazor, print them out in color and tape them together
  • Get monster minis together – I used self-made tokens.  I wish I had also brought some generic non-combatant NPC tokens, but that was a minor oversight.Tokens
  • Get some way of keeping track of conditions such as bloodied, slowed, marked, etc.  I went with little rubber bands from Target that are intended to be hair bands for girls.  I believe my wife Barbara found a big container of them for $3.  I sorted them by color and stored them on twist-ties.
  • Get dice.  Lots of dice.  No, a few more than that.  Yeah, that’s the ticket! (Note the awesome d12s that have Roman numerals for 1 to 4 printed three times – actually rollable d4s!  I got them from Dicepool.) 
  • Write the name of each type of monster on a half index card and roll initiative for it.  Write that number on the half index card.
  • Get blank half index cards for each player character.  Write the character’s name (along with race and class, maybe the player’s name and a description of the mini so you know who it is – all optional, but nice) at the top of the card.  As the players roll initiative for a battle, write the character’s initiative on the card, crossing out any old initiative number that’s on it.  You can then order the cards (PCs and bad guys) by initiative and use this to keep track of who’s up and who’s next – plus it’s easy if someone delays or readies an action to put them in a new position.
  • Get a blank piece of paper for each battle.  Write the name of each monster on a line, treating multiple monsters of the same type separately (so Guard Drake 1 has a line, as does Guard Drake 2).  Write in parentheses next to the monster its bloodied value, followed by a colon and the starting hit points.  As the monster takes damage, cross off the rightmost number and replace it with the new HP total.  Check it against the bloodied value to see if the monster is bloodied yet.
  • When you’re at the table, write down each player’s name, their character’s name, their race and class, their passive Insight and Perception scores and their initiative modifier

With that, we were off and running.  The adventure begins with a long skill challenge to find the thief who stole the title heirloom.  As with my online game, I never said that we were in a skill challenge.  Instead I said, “Okay, what do you want to do now?”  Someone decided to ask around the pub for information on where they might be able to find stolen goods – “Give me a Streetwise roll.”  That pointed them to another tavern, where they looked around to see if they could find anyone matching the description of the information broker they had been given – “All right, Perception.”  And so on.

In the middle of the long skill challenge, we had a quick-hit combat encounter with some drunken sailors.  There was some fun role playing, as one of the PCs tried to hit on the damsel in distress (she wasn’t interested, and I played her as such).  There was some great bluffing of the City Watch, too – “Honest, officers, these men just fell down drunk.  We didn’t attack them…”

Once the thief was located in his lair, the battle became more interesting.  I had ramped up the difficulty level of the battle a little bit, based on past experience, and I’m glad I did.  Lots of players ended up severely bloodied, but nobody dropped.  Our assassin got a little cocky after teleporting in behind a bandit and basically destroying him in one shot, so he ended up trying to take on a couple of halfling thieves by himself.  Bad idea – those guys love to get combat advantage and deal extra damage!

The players did defeat the thief and successfully interrogated him about the stolen heirloom.  He told them where to find the person who hired him to steal it.  I then asked the players what they wanted to do with the thief and his gang.  After a short discussion, they decided to execute them.  I had a bloodthirsty table!  But so it goes.  Had this been a home game, I would have made sure that there would be consequences from this in the future, but for a one-shot I decided to just move on.

The final battle against the gnome factor and his allies in an inn room was pretty cool.  Our assassin and our monk were stealthy about getting into position, seeing some gnomes in their room at the end of a hall and successfully hiding from the gnomes.  Our fighter tried to be stealthy but failed, making too much noise while coming up the steps.  The gnomes looked up, and our bard, thinking quickly, walked up the stairs and past the hallway, whistling merrily – so I had him make a Bluff check, which he totally rocked.  Thus, with surprise preserved, the party was able to charge down the hall in a surprise round before the battle began.

Our strikers jumped right into the thick of things, dealing tons of damage but leaving themselves exposed – especially the monk.  The gnomes spread the hurt around a little bit, but the two dumb guard drakes attacked the closest thing that was threatening their master, which was our monk.  The monk did get an opportunity attack on one drake as the drake moved into position between the monk and the gnomes, but then both drakes took big bites out of the monk.  Guard drakes, as it turns out, do tons of damage when they’re near allies, and the two big chomps put the monk at exactly his negative bloodied value.  He was dead – that is, dead dead, not just “I’m lying on the ground but I’ll be fine later” dead.  I felt a little bad, but that’s what happens when a relatively squishy striker charges into battle without waiting for defender support (a lesson I learned myself the first time I played an avenger).

Pretty soon the gnomes were all bloodied, facing our wizard’s Flaming Sphere, and several of them were invisible due to their fade away power.  When the gnome leader’s turn came up, with his invisibility in place, I had him open the window of the room, fey step down to the street below and start running.  Of course, all the player characters could see was a window opening.  They were left with a tough choice – attack the empty space where they had last seen the gnome leader, or try to go after him in case he ran.

The bard attacked the empty square and rolled well enough that I told him that he didn’t feel like there was anything there to hit.  So the wizard decided to run back down the stairs and into the alley leading to the front of the inn – where he spotted the gnome!  Meanwhile, back in the room, the fighter and psion took care of the guard drakes, the other gnomes jumped out the window (one killing himself) and the bard decided to take a flying leap after everyone.  He made his Acrobatics check, landed on his feet, saw the gnome leader and pegged him with two arrows (smart use of an action point).  Mission accomplished!

This was a fun way to spend a Saturday morning, and I know the players had fun, too.  Interestingly, the person whose player I killed, Jason, had played this adventure once before (in the same party as me when I had played it), and during the course of the adventure he said, “Wow, this is way cooler than the last time!”  That’s what I love to hear.  Even though his character died, he still role-played the things that his spirit was doing, cheering on the rest of the party.  The two players at the table who were new to fourth edition had a good time and learned a lot about how the game works.  Fun was had by all.

I’m learning that I really like being a dungeon master, whether in person or online.  I’ve also learned that I need to feel prepared in order to do well. (In my next post I’ll talk about my experience running my online group through the beginning of the War of the Burning Sky while not being as prepared as I’d like.) I think I’d like to do some more DMing for Living Forgotten Realms in the future.

Online campaign – What a rush!

It’s amazing that I have the energy to write tonight, given that I just spent four and a half hours running a D&D adventure online for EIGHT PLAYERS, but it was such a rush.  I can’t believe how well it all went!  Seven of the players were already logged in before the scheduled start time, and the eighth ran about 10-15 minutes late (no big deal).

Starting Screen

We started off with everyone being able to see their tokens on a small map (with an image of the map of Waterdeep on the page), and I explained how MapTool worked.  As a player, the only things they really needed to know were how to move their token (click and drag), how to move around the map (right click and drag; zoom with the mouse wheel) and how to deal with their macros (just click them).  That went pretty easily.

We also spent a little time talking about the future of the group.  We’re going to split in two – one with me as the DM playing at level 1 and one with another person from the group as the DM, playing at some higher level in order to get to paragon tier faster.  But since I had put everything together for this evening with the plan of having eight players, we would still play the adventure together.  (It was the Living Forgotten Realm module that I’ll be running in my local store next Saturday – WATE1-1 Heirloom.)

I should also point out that, in addition to having MapTool open with everyone impersonating their characters in order to talk in-character (way cool), we also had Skype open for voice chat.  Let me give a huge shout-out to Skype – this software is awesome.  We had excellent call quality with eight active lines (two of the players were together at one computer), no lag – it was just fantastic.

Anyway, I used audio to communicate with my players most of the time, and they used a mixture of audio and text.  The adventure started off with a lengthy skill challenge to track down a thief who had stolen a family heirloom (hence the title of the module, “Heirloom”).  Mixed in the middle was a quickie combat encounter with some drunken sailors, which ended in one action – the party’s invoker walking up and unleashing an encounter power that just about wiped them out (whereupon the sailors that were still up surrendered and staggered away).

At the end of the skill challenge, the party confronted the thief and his cronies in their underground lair.  This battle was much more interesting, with some good movement, creative use of marks, and SO many conditions to keep track of!  It’s easier in MapTool than in real life – I can’t imagine running this encounter with eight PCs around a real table.

We took a five-minute break before diving into the final encounter, where the party faced the person who had hired the thief to steal the heirloom.  The party did a good job of achieving surprise, and it became clear that I could either have the bad guys fight smart – keeping their guard drakes in front of the door to the room and making it hard for the party to do anything – or have them fight fun – letting the drakes shift back into the room so the melee fighters had something interesting to do.  I went with fun, and I’m glad I did.

The best part of the evening was the very end of this encounter.  I had some bad guys, who were hidden at the time, go out the window of the room they were in, trying to escape.  Hilarity ensued as the party tried to go after them.  Lots of falling out windows, landing on people who had already fallen (dealing improvised damage – why not?), and so on.

Looking back, it was clear that the encounters were not all that challenging for the party, since no one ever ended up making death saving throws.  But you know what?  For a party of eight, that’s okay.  The encounters were long enough already, and making them tougher would have made them take longer.

The most important thing was that everyone legitimately seemed to have a great time.  A couple of people who were planning to go play in the high-level game reached out to me to say that they were having so much fun that they were considering staying low-level.  That’s really gratifying to hear – “I’m having so much fun that I want to keep playing in your game.”  Is there a better feeling as a DM?  Not to mention the fact that one of the players is an Englishman playing in his first-ever tabletop RPG, and he played with us from 1:00 AM to 5:30 AM his time.  How’s that for dedication!

It will be a little sad to break up the group, but I honestly don’t have the energy for an eight-PC campaign.  I can handle four or five, but beyond that I think it’s just a little too much.  Still, just to run a game this big one time was worthwhile.  It was, quite frankly, an unqualified success, and I can’t imagine it having gone any better.  This is what I live for as an online dungeon master!