GenCon update: Mordenkainen on Amazon or not?

I realized with my follow-up post from GenCon that I still had some confusion about what Mike Mearls was saying during the D&D New Products Seminar about the availability of Mordenkainen’s Magnificent Emporium online. So, I went to The Tome Show’s recording of the seminar and decided to transcribe what Mike said during the relevant section. The section of the Tome Show recording starts at 1:29:10 and runs until 1:30:08 (just about a minute) based on my download of the episode from iTunes.

The added emphasis on the section about Amazon is mine.

Questioner: What about Mordenkainen’s….

Mike Mearls: Oh, so that’s something too where we are selling into hobby stores, but plenty of those stores, they have an online presence; there are stores that’ll have a presence in Amazon, so you will, if you shop online, still be able to get it. We want to make sure people just can’t get the book, but… and Amazon could order it. Like, they will have the ability to order from us, because we are just really changing how we’re handling the distribution of that book. So. But, it’s definitely something you can still buy online I’m sure, and there are plenty of game stores that have online presences that are discounting, or free shipping and such. So, but it’s really, it’s our, one of the things we really wanted to is really help game stores be a place where people are going to. ‘Cause that’s how we can ensure the game remains healthy. And the industry as a whole, it’s a pretty complex ecosystem. At the end of the day, we can’t just walk away from game stores. Without game stores, we just, probably can’t survive. And that’s a hard sale to make to the guy who’s like, “Well I can just take my graph paper, my pencils and my Player’s Handbook,” and never need US again, so we definitely are aware of that and try to balance that.

After re-listening to that passage and typing it up, I feel better about being confused; Mike Mearls presented it rather confusingly. I’m guessing that he’s saying they normally distribute books to Amazon through some other wholesaler, and Amazon gets fantastic pricing. For Mordenkainen’s Magnificent Emporium, however, they’re changing the way they distribute the book. It will still apparently be available for Amazon to order, but not via their normal channels – and, I think most importantly, not at their regular price.

Also, I’m assuming that Mike just misspoke when he said, “We want to make sure people just can’t get the book.” I’m sure he meant that they did NOT want a situation where people just can’t get the book if they don’t live hear a hobby store, so they want there to be some form of online distribution for those people.

I’m pretty sure the goal here is to make it hard for anyone to undercut your friendly local game store on price when it comes to MME. I don’t understand exactly how WotC will be doing that, but then I’m not a book retailer or distributor.

Post Script: By the way, my count has Mike’s answer at 229 words, spoken in approximately 56 seconds. That’s a rate of 245 words per minute. According to Wikipedia, audio books tend to be recorded at around 150-160 words per minute, which is the comfortable hearing and processing range for most people. 250 words per minute is auctioneer pace. The man can speak at a rapid clip!

GenCon 2011: Afterword

GenCon is now over, for real. And I’m okay with that. I had a ton of fun, and if I were living GenCon every day it wouldn’t be as special.

I’m writing this particular post from my room at the Marriott – my wife and I decided to stay Sunday night and go home to Colorado on Monday. This was a good way to do it, since we were able to enjoy all of Sunday without having to worry about checking out of our hotel or scrambling to catch a flight or anything like that.

It also meant that I was able to do some gaming Sunday night. I put out a call on Twitter to see if anyone was around the Marriott post-Con and wanted to play some games, and I ended up playing a fun game of Smallworld Underground and having a nice dinner with four new Canadian friends. Cool people, cool game, and good food.

Quick-hit thoughts from GenCon

  • The RPG blog reading community loves GenCon. I got a lot of traffic on my blog during the Con. I’m glad you liked reading what I had to say!
  • The RPG blog reading community especially loved reading my detailed notes about the Wizards of the Coast New Products Seminar on Saturday. I’m not surprised, really, but my normal daily traffic is 200-400 hits per day; Saturday and Sunday had nearly 1,500.
  • True Dungeon is a must-experience part of GenCon. It costs $38 per person, but it’s worth it. And the token-trading community around it is amazing!
  • Watching all of the costumed attendees is a ton of fun. They’re clearly proud of the work they put into the outfits, and they all seemed happy to pose for pictures (though I personally wasn’t in picture-taking mode).
  • I think the way to try out RPGs you’ve never played before at GenCon is to sign up for a session in advance, which is a little disappointing. I was hoping to stumble into someone looking for another player for old-school D&D, Traveller, Dresden Files, Fiasco, etc., but it never happened.
  • Staying at a hotel connected to the convention center isn’t cheap, but if you can afford it, it’s money well spent. I loved not having to drag a heavy bag with me at all times, since it was easy to drop stuff off and pick stuff up back at the room.
  • Getting food at the convention was not the problem I feared it would be. The sit-down restaurants even a couple of blocks from the Con were able to seat us quickly every time, and if we went, say, 5 or 6 blocks away we pretty much had the place to ourselves. There’s no real place to buy groceries, though (I was glad I took care of this on Tuesday when I was staying on the north side of town for work).
  • The temptation to game late into the night was easy for me to resist, as I really enjoy a good night’s sleep. Had I given in to that temptation I probably would have had miserable days of exhaustion. Heading back to the hotel around midnight worked well for me.
  • Twitter is beautifully suited to GenCon. Being able to send out a quick blast to find people for a pick-up game is great. It’s also a good way to find out the location of people you want to meet.
  • I really enjoyed getting to meet so many members of the RPG blogging and podcasting community, and I wish I had met more. I at least said brief hellos to NewbieDM, Jeff Greiner, Mike Shea, Tracy Hurley, Thaddeous Cooper, Randall Walker, Ameron from Dungeon’s Master, BrainClouds, and Matt James. I also met Morrus and PirateCat from EN World and some other EN Worlders. I missed out on meeting Ryan “RangerWickett” Nock, which I horribly regret, but I never knew where he was.
  • Meeting folks like Mike Mearls, James Wyatt, Rob Thompson and Mike Robles from WotC was pretty cool, too.
  • Running into a friend from California who I hadn’t realized would be there was awesome, and he had two other awesome friends with him. Good stuff.

Clarifications

I also wanted to post some follow up comments about the D&D New Products Seminar from Friday. First, I did do a little light editing before I sent it live (a quick read-through to correct a few typos or unclear sentences, plus adding a little bold facing to the various new announcements); I wasn’t planning to do that when I wrote the intro, but decided I really ought to do a basic amount.

Second, I wanted to add some clarifications after a post on Greyhawkery to which I responded in the post’s comments. Mordenkainen’s Magnificent Emporium is intended to only be available to game stores, though those stores themselves are allowed to sell it online. However, Mike Mearls did say something about Amazon being able to buy it, but this part was really unclear. I think the intention is to make it so that Amazon et al are not able to offer the book at a massive discount relative to what hobby stores charge, but it wasn’t clear how they were going to do that.

Also, Greyhawkery offered speculation that next year’s setting will be Council of Wyrms. I wasn’t familiar with that setting, but he linked to a post from NewbieDM in which the original was unboxed. From having sat in the room at the WotC seminar, I agree that Council of Wyrms would fit their description of next year’s setting.

Thank you – come again!

So, thank you everyone for reading my GenCon posts. If you have questions about any of it, please let me know. And I’m always happy to have more readers for my usual talk about running games online, creating maps, using a projector setup with MapTool and so on. Comment, email, etc. – I appreciate the feedback!

GenCon 2011 Day 3 wrap-up

Sorry for not having an evening post for Saturday; I was gaming late into the night.

After the D&D New Products Seminar, I spent about an hour in the vendor hall. I bought myself a nice mini to represent my beloved bard, Factotum, from Dark Sword Miniatures. I don’t think I’d heard of that brand before, but they had some great options. I love the way miniatures sellers at GenCon display their wares by having glass cases filled with beautifully painted versions of their minis, so you can imagine what they could look like. You find one you like in its finished form, and they’ll sell you the unpainted version. It makes a ton of sense.

From there, I went to a late lunch at Shapiro’s with a couple of friends. This is a huge deli / cafeteria about a half mile walk from the convention center, and I had a delicious reuben sandwich. A nice thing about this place is that it was all Indy locals; I don’t think I saw any other GenCon folks there. If you’re eating where the locals eat, you’re probably getting a good meal. Amusingly, I put up a tweet mentioning this lunch, and then later in the day saw that @ShapirosDeli was following me. I guess they pay attention to social media! I wouldn’t have guessed based on the place itself, but okay.

After lunch was a little more time in the exhibitor hall, then to the 4:00 taping of the Dungeon Master Roundtable podcast. Being the D&D blog and podcast fan that I am, this was something I’d really been looking forward to all weekend, and it was great. Aaron from 4Geeks4e wasn’t on the panel, but they had Tracy Hurley (Ennie-award nominated Sarah Darkmagic – wild cheering, much to her embarrassment), Randall Walker (the “old man” of the group), Thaddeous Cooper (the frequent-talker – and yes, I actually saw him sip from a flask during the taping after his water cup went dry) and special guest Mike Shea of slyflourish dot com slash book. They spent a little time talking about the future of their podcasts (apparently some changes to the lineup of 4Geeks4e – Aaron won’t be in it?) and then basically took questions from the audience for an hour. I had a ton of fun.

Tip for seminars at GenCon (or anywhere, really): Sit in the front row. There have always been seats available in my experience, and dude, you’re there to get close to people you want to listen to! You can even interact (very briefly) during the talk itself if you’re right up there with the panelists. For both seminars I attended (D&D New Products and the DM Roundtable), I sat right in the front and really enjoyed it.

By this point my wife was in the exhibitor hall, so I joined her for some massive dice shopping for herself and for our gaming friends back home (my wife is so thoughtful – I felt like an ass for not having already gotten anything for our gamer friends). When the dealer hall closed at 6:00, we went to dinner at Palomino, which is only a block away. I read some blogs before the convention saying that you’re going to have long waits to get food; we really haven’t found that to be the case. We’ve often gone during slightly off hours, but right when the dealer hall closes on Saturday night is NOT off, and we were seated right away. I’m guessing that maybe cheap eats have longer waits (like Steak n Shake or Noodles and Company right down the street from GenCon), but sit-down restaurants (Palomino, Weber Grill) have been no problem so far.

After dinner, the wife and I checked in to the board games library. For the evening, you pay $6 in generic tickets and then can come and go as much as you like, checking out any of the massive number of board games they have available for no additional cost. The window lasts from 6:00 PM to 3:00 AM. It’s awesome.

My wife and friends got started on the board games while I made my way to the “media meet and greet” event. This was a get-together in a bar that’s below Union Station (it’s called The House, and Google Maps on my phone couldn’t find it). I’m terrible at mingling, but I gave it a go. I talked with Mike Shea for a few minutes, since we had interacted a little bit at the DM Roundtable. I had submitted a question asking about ideas for traps or hazards for the adventure I’m running on Thursday (Descent Into Darkness), and Mike gave me some good inspiration. Thanks, Sly Flourish!

I spent some time chatting with NewbieDM and BrainClouds, and then ended up getting into a conversation about D&D4e and Pathfinder with a friend of Mr. and Mrs. Sarah Darkmagic (Tracy and Frank). I didn’t catch his name, but it was useful to see his perspective on the issue. I imagine he’s a pretty typical Pathfinder gamer, and he didn’t seem especially rabidly anti-4e, but it was clear that he’s definitely the type of person WotC wishes they could regain trust with, and they’re nowhere close right now. They’ve got some work to do, and it’s going to take more than words. I hope they succeed – I’d love to see a more united gaming community, or at least one with less distrust.

At this point, a woman from a local Indianapolis paper came over to the table to chat (she liked my bright-blue Hawaiian shirt). I guess this WAS a media event, but I was still surprised to see anyone from the actual print media there! She said she and her husband mainly came in the (alas, vain) hopes of free beer. Anyway, we mainly talked about Indianapolis restaurant, their Fringe Festival for theater, etc. Nice lady… but wow, did she love to talk! Still, she gave me some good restaurant recommendations.

I left the media meet and greet after about 90 minutes (I wish I’d have stayed – apparently some Fiasco games broke out later) and rejoined my wife and friends in the board game library. We saw a game called Trailer Park Wars and simply had to play it once. Once is the correct number of times to play a game like this. It was really, really funny to us at this point, but I’m sure it would have gotten old. I was tied for second place with 23 flamingos at the end, falling to Ryan’s 24.

After the game I was getting tired, so we decided to play one more quick game. We went with Quo Vadis. I’ll come right out and say that I personally ruined the game right at the start, and I’m sorry! It was described as a political game, which I thought meant that politics was just the underlying flavor. It turns out that this can be seen as a perfectly fine trading game without the political flavor, but I didn’t get that for the first few turns. See, I can’t stand politics. And when Ryan asked if I would vote for one of his pawns to advance early on, for which he would give me nothing directly but the game would give me one point, I couldn’t see how this would be good for me at all, and I basically said, screw it, I’m not voting for people. This totally wrecked the game, and I backed off on that position two turns later once I understood that this was just at trading game, but my early actions had definitely screwed up the play of the game (Ted thought that I’d never work with him, so he never asked, for instance). I finished in last place, which didn’t bother me in the slightest. I just felt like a jerk for having ruined the last game I’d get to play with Ryan and Ted and GenCon. Sorry, everybody!

Now it’s the morning of the last day of GenCon, and it’s already feeling bittersweet even though I haven’t left my hotel room yet. We’re staying Sunday night as well, and I’m sure that Monday will feel surreal. But for now, there are hours of gaming ahead of me, and I’m going to make the most of them!

SPEC 3-2 Roots of Corruption – Dark Seeds – MapTool file

I felt like I had to share this MapTool file simply because of the sheer insane amount of work I had to put into it.

I agreed to run a “special” Living Forgotten Realms game at my local store today for a charity benefit event. The adventure is SPEC 3-2 Roots of Corruption – Dark Seeds. A normal LFR game runs in four hours; this one was scheduled for six, plus an hour break for dinner (4:00 PM to 11:00 PM).

When I first saw the adventure I almost backed out due to the huge amount of prep work I would have to do in MapTool before I could run it with my projector setup. The adventure is cool in that it lets the players have a meaningful choice. Early in the adventure they can choose between two totally different paths. The encounters for each path are completely unrelated to one another, and you could get a legitimately different play experience if you were to repeat the adventure and go in the other direction.

Unfortunately, this means that, as the DM, I needed to prepare a whopping TEN different encounters that the PCs could go through. And half of that effort is going to be wasted on any given play-through, since the party can only take one path.

I decided to use the map images provided in the adventure PDF this time. I had to do the work to erase the markings for monster starting positions and PC starting positions, but I’m getting fairly adept at that. Then I had to create tokens for each monster.

Making matters more complicated is the fact that this is a season 3 adventure for LFR, which means it can be run at any of five different adventure levels – 12, 14, 16, 18, 20. In most cases the adventure uses the same monsters throughout (just leveling them up or down), but there are a few battles where the monsters for level 12-14 are different from the monsters for levels 16-20, for instance. And there’s almost no instances where a monster is used in more than one fight, so I had to create a crapload of unique tokens.

The work is done and the adventure is now over. If anyone out there ever runs this adventure in MapTool, you’re welcome. I’ve done the work for you.

Note that this campaign file was created in version 1.3.b66 of MapTool.

Download the PDF of the adventure here.

Download the MapTool file here.

D&D Encounters – Dark Legacy of Evard Week 12

A bittersweet night, as this was the last session of Dark Legacy of Evard that I’ll be running. Of course, that’s because I’ll be in Indianapolis next week for Gen Con, so I guess I’ll survive!

At our 5:00 table we had a bit of a problem; only three players showed up. We’ve had as many as 14 in the past, and the last two weeks had 8 and 7. I waited until 5:10, and when no more players showed up I decided to run with just the three players. We had a defender and two strikers.

Scaling is a little tricky when you have so few characters and their levels are a bit uneven (one at level 1, one at 2 and one at 3). The encounter originally called for an evil wizard, a shadow bolter and four dusk beasts. I decided to take it down to 2 dusk beasts and go from there.

The encounter began with the party trying to figure out how to get into the spooky library where the wizard Nathaire (possessed by the spirit of the evil wizard Vontarin) was apparently holed up. They decided to try to sneak close to the front door and then quietly pick the lock. They failed. They made noise. And eventually they got the door open, whereupon I granted a surprise round to the two-headed shadowy dusk beast that had been sent to the door to investigate. Chomp.

Evard Session 12 Library Map - Gridded

Evard Session 12 Library Map - No Grid

The knight charged bravely into the library and started handling the dusk beast. The vampire and the assassin tiptoed in as well. Nathaire taunted them from upstairs, telling them that he had no desire to destroy them, but when they kept fighting his minions the evil wizard started blasting them with shadowy tendrils.

Eventually the shadow bolter made his presence known. The vampire and assassin stayed downstairs to deal with him while the knight climbed the stairs to go after the wizard… only to find that the wizard had another dusk beast standing guard upstairs.

The vampire was knocked unconscious by the bolter, but luckily got a 20 on his second death save. The knight, meanwhile, was in deep trouble with the wizard after taking out the second dusk beast. He started dying, taking ongoing enervation damage.

At this point it seemed quite likely that I would kill off the party, so I took the knight’s player up on his earlier suggestion of letting him run a second PC – a healer. The reinforcements arrived, and the party got back on its feet and finished off the dark mage, trapping his soul in a purple orb.

At 7:00 I had a table of four. Two were regulars from the 7:00 group from the past couple of weeks (including a fellow player in my Pathfinder group). One was my lovely wife (yay!). And the fourth was a brand-new D&D player who I’d met via EN World when he reached out to ask some general questions about the game and mentioned in his post that he lived near a store called Enchanted Grounds. I exchanged some messages with him, and he showed up to play!

This group had two defenders and two controllers – once again, no healer. They were a pair of 3rd level characters and a pair of 1st level characters. I decided to use the same scaling as I had for the earlier game (two dusk beasts instead of four).

The encounter began when the vryloka paladin walked up to the library and knocked on the door. When the voice on the other side (a shadow bolter) asked who was there, the paladin lied and said he was one of the people Vontarin had commanded to create undead in the crypts and he needed to talk to the wizard. With a great Bluff check, the shadow bolter opened the door and I allowed the paladin a free surprise round attack.

My wife’s binder opened the combat by dropping a zone of difficult terrain right inside the door – a mixed blessing that worked out okay. The paladins led the way into the library, and the new player’s paladin was knocked to the ground by a readied bite from a dusk beast. Nathaire/Vontarin exchanged taunts with the binder and the mage, which was a ton of fun; I loved role-playing the evil wizard.

The party took care of the dusk beast and shadow bolter downstairs without getting beat up too badly, and the binder and mage started zapping Vontarin from afar. The paladins started fighting through the upstairs dusk beast on the way to the dark mage. When the party’s eladrin mage teleported into the balcony behind Vontarin, the evil wizard closed to melee with the paladins.

The new player’s paladin was low on hit points when the bloodied dark wizard reached out to touch him with despair. He hit. The attack brought the paladin to dangerously negative hit points… and the slide effect took him off the balcony, whereupon the falling damage finished him off. In the very next round, the surviving PCs killed off the evil mage.

The new player’s character died heroically and rather cinematically (tossed off a balcony by a big bad guy), and he had an absolute blast with the experience. I stayed afterward to talk to him about D&D4e and how to get into the game. He ended up buying a copy of Heroes of the Forgotten Kingdoms (he loved the idea of the dual-weapon wielding Scout ranger) and I suggested D&D Insider if he decides he’s going to stick with the game. He’s a really great guy, and I hope to see him again at future games.

Thus ends my experience with Dark Legacy of Evard. I’m bummed that I won’t get to run the final session, but that’s okay. I’ll be jumping into the next season of Encounters for a few weeks before my Wednesday night bowling league begins at the end of August, and I’m looking forward to it. I love the way Encounters lets me bring new players into the game. It’s been a lot of fun.

MapTool campaign file: Cairn of the Winter King

Since I’m running my family campaign through the Cairn of the Winter King adventure from the Monster Vault, I prepared everything in MapTool (my wife and I are in Colorado; her brother and his wife are in Texas, so we play online). I figured I might as well put the adventure out there to share.

This campaign file was created in version 1.3.b66 of MapTool. If you’re looking for the maps independently of the campaign file, you can find them here. Enjoy!

Download the campaign file here.

Pathfinder session #2: Fun but fiddly

Last night was the second session in the ongoing Pathfinder campaign I was fortunate enough to be invited to join. As a player who knows D&D 4th Edition well but who’s still learning Pathfinder, it continues to be an enlightening experience.

The GM for the game is awesome, and he’s the reason I jumped at the chance to play (it’s not like I have an overabundance of free time – I’m running a lot of games right now!). We’re playing the Rise of the Runelords campaign path, which everyone tells me is a great adventure (and I agree so far). My character is definitely a real character – Father Beren, a gypsy cleric of Desna (goddess of luck and travel). Kind of a grim hippie. He’s developed in part because of my thinking and writing about a back story and in part because of awesome work by the GM to mention how various things in the game affect him (seeing horrible creatures and places devoted to the god opposed to Desna is repulsive to Beren).

The other players are fun, too – two of them in particular. One is a pensive traveler from afar (a druid with a cat companion) and another is a dwarf with terrible luck who decided to toss his crossbow in the fire at the inn because he was so frustrated with it. Our awesome GM played out a scene the next day where the dwarf went to a weapon merchant to buy a new crossbow. He first swapped a magic dagger for a magical repeating crossbow, but he does not yet have the right feat to use such a crossbow. So, the dwarf asked if the merchant had any regular crossbows for sale. Sure enough, the merchant had just gotten one in the night before… and he pulls out this fire-blackened crossbow that the innkeeper had apparently rescued from the fire after some crazed dwarf had tried to burn it. Classic.

I’m obviously having lots of fun, but it’s due to the other people around the table. What about the system itself so far?

Well, Pathfinder is way more fiddly than 4th Edition. It’s more simulationist while 4e is more gamist. And so far, I think I like my games to be more gamist. The crossbow-wielding dwarf has had such a hard time hitting monsters in part because he’s always shooting into melee, which imposes a steep penalty on the attack until he can take a feat to get around that problem.

Another PC grappled an enemy at one point, which led to a lot of rule lookups. Making and sustaining the grapple wasn’t too complicated (the PC made an attack using her Combat Maneuver Bonus – CMB – against the target’s Combat Maneuver Defense – CMD), but once the monster was grappled we had to do a bunch of searching for the changes to the monster’s attacks and defenses, and oh yeah, there’s a dexterity penalty, so that’s an extra penalty to defenses… or wait, was that already included? Sigh.

I also miss power cards from 4e. I’m not used to using books at the table, but in Pathfinder you have to constantly refer to various books to look up your spells. I suppose you could print them all out on a few pages, but you have a lot more spell choices in Pathfinder. It’s a good thing and a bad thing.

I’ll admit that I’m kind of digging Vancian magic in certain ways. My cleric currently gets:

  • Three first-level spells per day
  • A domain spell
  • Four different orisons (minor at-will spells in 4e parlance)
  • The ability to channel positive energy seven times a day (minor healing or undead fighting)
  • The ability to call on the luck of Desna five times a day (a great ability)

It’s kind of cool to be able to choose those three spells and the domain spell each day, plus occasionally tweaking my orisons. For instance, we encountered a temple to an evil god in which was a small basin of horribly unholy water. Beren wanted to destroy it, but he didn’t have Make Holy Water prepared. So, the next day he prayed to Desna for that spell and came back to start destroying the water. That’s some nice flexibility to have.

I’m also getting used to the fact that I don’t have at-will powers like a 4e cleric exactly. On his turn Beren will either attack something with my starknife or he’ll cast a spell to make his team more effective; not both. I don’t mind playing a support class, because Beren is a pretty great supporter.

I do think that the change to Fortitude, Reflex and Will as defenses in 4e rather than saving throws makes things easier to follow (it’s fiddly to figure out the DC of a saving throw against various abilities), though it leads to interesting situation where ongoing poison, for instance, requires a Fortitude saving throw each turn until you fight it off. Honestly, the 4e saving throw (get a 10 or better on a d20) is a lot simpler and easier to use, though less simulationist. I’m okay with that.

I’m looking forward to continuing to learn Pathfinder and playing with my awesome fellow players and GM. I’m having fun, and I’m reserving judgment on the game until I’ve been playing it for many months and feel like I have some measure of system mastery as I do with 4e. But so far, I think I’m learning that I’m fine with more abstract game mechanics if they make the game go smoothly, and I think 4e does a pretty good job with that.

Maps: Cairn of the Winter King

I’m excited that my brother-in-law is done with a multi-month training course he had to finish for work and we can now get back to our online D&D game starting this afternoon. The players in the game are my wife, her brother, and his wife. We play via MapTool and Skype. This is the group that I originally ran through Reavers of Harkenwold.

So, next up is Cairn of the Winter King, the adventure from the Monster Vault. I had prepared part of the adventure a few months ago before my brother-in-law had to leave for training, and I spent time yesterday putting the rest of the maps together. I’m still finishing up the monsters, but I thought I’d go ahead and share the maps since they’re ready to go.

As always, I’ve provided versions both with and without the grid, all sized to a 50-pixel per square scale. For the Cairn itself I’ve provided an overview map (not appropriately scaled – just for reference) and then one map for the southern half of the Cairn and a second map for the northern half (they can be stuck together in MapTool).

Frozen Riverside map - Gridded

Frozen Riverside map - No Grid

Cairn of the Winter King - Overview Map

Cairn of the Winter King - Southern half map - Gridded

Cairn of the Winter King - Southern half map - No Grid

Cairn of the Winter King - Northern half map - Gridded

Cairn of the Winter King - Northern half map - No Grid

 

My players are awesome

I don’t spend enough time writing about my Friday night game. I’m OnlineDM after all, and this is my long-running online game. We’ve just passed our one-year anniversary of playing together. How cool is that?

Anyway, we weren’t able to play for the past two weeks (it felt like forever) because I had other plans on a Friday night and then I had to work late the next week. So this week we got the band back together – six of the seven players were able to make it (though one had to drop out about 40 minutes before the end of the session).

I had done a fair amount of prep work for this session over the past couple of weeks, and then realized in the 30 minutes before we started that there was a whole aspect of tonight’s session that I hadn’t prepared for. I threw that stuff together partly in the few minutes before game time and partly on the fly during the game, and it worked out just fine.

We’re running the War of the Burning Sky campaign saga from EN World. We’re currently in the fourth adventure (spoilers follow). The party had recently helped a noble win a war against his own king who was trying to destroy him. Tonight, the party traveled with the noble to the king’s capitol to talk about peace. They were wary but went along to protect the noble against any funny business.

The peace accords were celebrated with festivities – jousting, food, games, spelldueling, fireworks, etc. These would ultimately be followed by some treachery and combat. I had prepared the treachery and combat. I hadn’t prepared the jousting and spelldueling, so I threw those together quickly.

For the jousting, I drew a quick jousting ring (wood for the border, dirt for the center of an ellipse) and used an existing knight monster with a lance as the opponent. For the spelldueling, I took advantage of my new quick monster creation tool (what a lifesaver!) and whipped up an opponent. While the party talked amongst themselves later, I whipped up a second opponent, based on the first. It worked out great.

The party began with the fighter entering the joust. I ran the first round as an event that started on horseback and finished on foot. That was a mistake – the on-foot part was boring and dragged way too long. When I ran a second round later, I changed the rules so that becoming unhorsed would end the joust (which I ruled would happen when someone took a total of 25 or more damage). That worked much better (even though the fighter lost that round). I think the adventure is supposed to include detailed rules for jousting, but I couldn’t find them.

After the first round of the joust, the party explored the festival. They ran into a halfling cook arguing with a man who clearly didn’t appreciate how special the halfling’s food was. They calmed the halfling down, and he revealed that he was Randas, head cook in the king’s castle, and he was royally pissed at being told to clear out of the castle and cook outside at the festival. Rylos the cleric calmed him down and enjoyed an absolutely amazing bowl of soup. Randas became a favorite, at least of Rylos.

A shell game in an alley followed, in which our sharp-eyed elf seeker was able to follow the coin quite easily. Then we moved on to spelldueling in which the wizard/swordmage and the warlock in the party both vanquished their first-round foes. The other PCs cheered them on.

The good-natured thief in the party joined a game of horseshoes and taught the old man running the game how it was done, earning a round of beers for his skill.

Coming back by the halfling cook’s stall, the party found it empty with some guards clearing it out. The guards didn’t know where the cook was, so the party went on a mission to find him. They tried to talk their way into the castle to talk to the guard captain about the missing halfling, but utterly failed, insulting the head gate guard (Merrick) in the process. They tried again later, with the plan being that the thief would sneak in if necessary, and a better bribe got them the access they wanted. The guard captain told them that the cook had been disturbing the peace and had been locked up for the night to make sure he didn’t cause trouble. The PCs were satisfied with this and left.

Back at the spelldueling area, the warlock and wizard/swordmage had faced off against one another with the hybrid coming out on top. She then faced another spellduelist for the championship and lost in awesome fashion. The hybrid opened up an Arcane Gate leading out of the arena and tried to push the spellduelist through it with Thunderwave. She missed, spent an action point, cast another Thunderwave… and missed again. Whereupon the spellduelist walked around her (opportunity attack missed) and cast a spell that pushed the hybrid through her own Arcane Gate and out of the arena, thus costing her the duel. I felt a little bad that she lost in that way, but it was actually a really cool finish to a cool battle.

Some fireworks soon distracted the PCs; the alchemist who was setting them off asked for help in getting more supplies, as his normal alchemy supply houses had been shut down for a special project for the king for the past three days.

A “test your strength” hammer game proved irresistable for the dwarf fighter, who completely missed the target with his first swing (a natural 1) but shoved the cleric out of the way to take another turn, winning a stuffed polar bear toy that he soon gave to a small child (too sweet!).

While the party watched the action at the hammer event, a dwarf emerged from the crowd to surreptitiously pass on information about some fishy goings-on at the castle. They shared the information with their noble patron, who asked them to investigate. He was on his way to a royal banquet.

Here’s where things went off the rails. Rather than investigating by following the suspicious trail into the castle via the sewers, the party decided to go investigate the closed-up alchemist shops. Improvising completely, I had them go to the alchemy district where the shops were all closed up. They broke into a shop and ultimately found some ledgers that documented big deliveries to the king… for ingredients that could be combined to make a poison that would cause insane, murderous rage.

Uh oh. Time to run back to the castle, where the banquet was in progress. They debated whether to fight through the front gate guards or sneak in through the sewers before finally realizing that they were invited guests and just needed to talk their way in. Easy enough.

The dwarf fighter had grabbed some powder back at the alchemy shop that he believed was flash-bang powder, but knowing nothing about Arcana he wasn’t really sure. He was so excited to burst into the banquet hall and throw down the powder that I just ignored any possible resistance from the guards in the hallway and had him toss down the powder…

Which turned out to be stink powder, enveloping the group in a nasty stink bomb. Feeling that there was no way I could top this with a mere combat, I decided to call it a night at this point.

So, in the end, we had no real fights (just some jousts and spellduels) but all kinds of fun adventures and some advancement of the plot. My players were awesome and creative, getting into the role playing and character interaction and… well, I just can’t say enough good things about them. They clearly had a good time, and I had a blast. I’m really excited about next week’s game!

D&D Encounters – Dark Legacy of Evard Week 11

As with last week, I ran both a 5:00 and a 7:00 table for D&D Encounters this week.

The 5:00 table had seven players. Two of them were third level, one was second level, and four were first level. The first level players included the father and son pair who first showed up two weeks ago and who’ve been coming ever since (yay!) and the other two were brand new players (one of whom had played 1st Edition long ago and nothing since). Ah, I love teaching new players about the game!

The 7:00 table had five players – my quartet of third-level folks from last week, and a first-level binder played by my lovely wife!

Setup

The party had emptied the crypts beneath Saint Avarthil Abbey last week, destroying some skeletons and some shadowy hoofed humanoids. Now they came out into the late afternoon sun and headed up the hill to the monastery grounds.

A skill challenge ensued, with the adventurers trying to find traces of Nathaire and his foul denizens. The 5:00 table didn’t have much luck and stumbled into an ambush; the 7:00 table aced the challenge with no difficulty and got the jump on the bad guys.

Evard Session 11 Map - Gridded

Evard Session 11 Map - No Grid

The battle

I’ll admit that I wasn’t crazy about the presentation of this encounter. The monsters were fine – a pair of nasty tar devils, a pair of shadow bolters (dark ones) and a pair of leeching shadow minions. For both groups (seven lower-level PCs at 5:00 and five upper-level PCs at 7:00) I used a total of four minions but otherwise left the monsters as written.

The problem was the terrain. There’s a 20-foot wall that can be walked on, and there are windows in the wall, but it was unclear how that was supposed to work. The wall is 10 feet thick; can characters on the inside see all the way through? It sounded like characters were supposed to be IN the wall, but that didn’t make sense. Ultimately I think they meant for the windows to be arrow slits in the battlements along the top of the wall, but none of the bad guys were stationed up there. It was all quite confusing.

The 5:00 table got in trouble quickly as the tar devils started burning people up in the surprise round and the bolters added to the pain. The lone healer in the group kept folks patched up, though, and they ultimately prevailed.

The 7:00 group had no trouble. They got the surprise round instead of the bad guys, and three of the five PCs had necrotic resistance, which made the bolters’ combat advantage power almost irrelevant.

Only one PC had any trouble at 7:00, and I felt really bad about it… because it was my wife! She had played once all the way back in week 1 and hadn’t been back since. I was so happy that she came to play, and then felt like a jerk when a tar devil immobilized her with flaming pitch in the first full round and she never got to move again. She was still effective, intentionally provoking some opportunity attacks from monsters in the paladin’s aura (and getting them zapped by divine vengeance), but it was a little frustrating for her. Her saving throw dice just hated her.

Aftermath

My favorite part of the encounter was the aftermath. As the party is resting after the battle, the land shifts into the Shadowfell. A nearby building, in ruins during the daytime, is now fully intact in the Shadowfell… and a light is burning in an upper window.

Ooh! Can’t wait for next week. I think I’ll just be running the 7:00 table, but it’s going to be a fun one.

Previous weeks

No week 6 – I was out of town