MapTool geek-out update: Flexible monster creation

Update: The new campaign file now has a cool Edit Monster macro that lets you tweak things on the fly, including Solo/Elite/Minion status. Thank you to JonathanTheBlack over on the MapTool forums!

After I put my initial pass at new damage tables and MapTool monster templates out there for the world to see, I saw some niggling problems that I wanted to correct.

First, my original damage tables had a couple of flat spots where the damage expression stayed the same from one level to the next. Since average damage is supposed to increase by 1 per level, this bugged me and I wanted to fix it.

Second, I knew I should be able to make monsters tweakable more easily with some additional properties.

Third, I wanted to handle limited damage expressions more elegantly.

Updated damage tables

My damage table now increases at every level. It also has a slightly wider range than the official tables, even at low level, but I’m okay with that. My crits will hurt a little more and my lousy damage rolls will hurt a little less than with official monsters. At the lowest levels, my expressions still have less overall variance because I’m rolling two dice right from the start (the official expressions only roll one for level 1-3). And at the highest levels I have some more variance because I’m only rolling two dice instead of four; that’s a good feature in my opinion.

I also fleshed out the table to include damage expressions for multi-target attacks (about 25% less than standard attacks) as well as limited damage expressions (25% more and 50% more than standard attacks). These took some fiddling to get right, but I’m pretty happy with where they ended up.

Tweakable monsters

I added a property for the attack bonus versus non-AC defenses (NADs); it’s just the normal attack bonus minus 2, but it makes it easier to tweak attack macros en masse. If you want a particular monster to have an easier time hitting NADs (as Soldiers do), just tweak the one property rather than editing every attack macro.

The same goes for having the 125% and 150% damage expressions; it’s easier to do something like tweak the Brute by changing the normal damage to the 125% numbers and the 125% numbers to the 150% numbers in the monster’s properties rather than in each individual attack macro.

Limited damage expressions

High-damage attacks are not perfectly formulaic; the official guidelines say to increase the damage for encounter or recharge powers by 25 to 50 percent.

I decided to add a formula. My generic monsters’ recharge powers do 25% extra damage, while their encounter powers do 50% extra damage. If it’s a multi-target recharge attack I use the standard single-target damage expressions; a multi-target encounter attack gets the 125% damage expressions.

A word on artillery monsters

The official guidelines say that artillery monsters should have +1 or +2 to hit for ranged or area attacks. This is entirely too vague for me, and messy to implement. So, I just gave them +2 to hit versus both AC and NADs. Sure, maybe they’re a little more accurate than they “should” be; I can live with that.

Putting it all together

If you want to download a template campaign file with the sample monsters and properties, you can download it here. The file was created in version 1.3.b66 of MapTool. The properties themselves have been pasted below.

#---StatsToSetManually-----
#Level:1
#Role:Skirmisher
#HPModifier:8
#Spd:6
#NativeSize:Medium
#ActPts:0
#SaveBonus:0
#HeShe:It
#ArmorClassRoleMod:0
#InitiativeRoleMod:0
#Leader:0
#MinionHP:0
#SubType:Standard
#SubTypeHPMod:1
#----StatsThatCanBeDefaulted---------
#MaxHP:{((HPModifier + Constitution + (Level * HPModifier)) * SubTypeHPMod) + MinionHP}
#ArmorClass:{Level+14+ArmorClassRoleMod+ACAdj}
#Fortitude:{Level+12+FortAdj}
#Reflex:{Level+12+RefAdj}
#Will:{Level+12+WillAdj}
#Init:{HalfLevel+DexMod-ArmorPenalty+InitAdj}
#Strength:{10+HalfLevel+StrAdj}
#Constitution:{10+HalfLevel+ConAdj}
#Dexterity:{10+HalfLevel+DexAdj}
#Intelligence:{10+HalfLevel+IntAdj}
#Wisdom:{10+HalfLevel+WisAdj}
#Charisma:{10+HalfLevel+ChaAdj}
#DefaultAttackBonusVsAC:{Level+5}
#DefaultAttackBonusVsNAD:{Level+3}
#SingleTargetDamageBonus:{DamageBonus100}
#SingleTargetDamageDie:{DamageDie100}
#MultiTargetDamageDie:{DamageDie75}
#MultiTargetDamageBonus:{DamageBonus75}
#DamageBonus100:{1+CEILING(Level*2/3)}
#DamageDie100:{6+FLOOR(Level/3)}
#DamageDie75:{SingleTargetDamageDie-2-FLOOR((Level+3)/9)}
#DamageBonus75:{SingleTargetDamageBonus-1-FLOOR((Level+1)/9)}
#DamageDie125:{8+FLOOR(Level/3)}
#DamageBonus125:{1+CEILING(Level*2/3)+FLOOR((Level+1)/4)}
#DamageDie150:{9+FLOOR(Level/3)+FLOOR((Level+3)/6)}
#DamageBonus150:{2+CEILING(Level*2/3)+FLOOR((Level+1)/3)}
#MinionDamage:{4+FLOOR(Level/2)}
#-----CalculatedOrStaticStats-----
#HitPoints:{MaxHP}
#TempHP:0
#BloodiedHP:{FLOOR(MaxHP/2)}
#DeathFails:0
*#HP:{Hitpoints}/{MaxHP} + {TempHP}
*#AC/Fort/Ref/Will:{ArmorClass} / {Fortitude} / {Reflex} / {Will}
*#Type:Level {Level} {Role}
*#Speed:{Spd}
*#Initiative:{Init}
*#ActionPoints:{ActPts}
*#Str/Con/Dex:{Strength} / {Constitution} / {Dexterity}
*#Int/Wis/Cha:{Intelligence} / {Wisdom} / {Charisma}
#E1:1
#E2:1
#E3:1
#E4:1
#E5:1
#R1:1
#R2:1
#R3:1
#R4:1
#R5:1
#PowerCharged:1
---------------------------Skills-------------------------------------
#ArmorPenalty:0
#Acrobatics:{HalfLevel+DexMod-ArmorPenalty+5*AcrTrained}
#Arcana:{HalfLevel+IntMod+5*ArcTrained}
#Athletics:{HalfLevel+StrMod-ArmorPenalty+5*AthTrained}
#Bluff:{HalfLevel+ChaMod+5*BlfTrained}
#Diplomacy:{HalfLevel+ChaMod+5*DipTrained}
#Dungeoneering:{HalfLevel+WisMod+5*DunTrained}
#Endurance:{HalfLevel+ConMod-ArmorPenalty+5*EndTrained}
#Heal:{HalfLevel+WisMod+5*HeaTrained}
#History:{HalfLevel+IntMod+5*HisTrained}
#Insight:{HalfLevel+WisMod+5*InsTrained}
#Intimidate:{HalfLevel+ChaMod+5*IntTrained}
#Nature:{HalfLevel+WisMod+5*NatTrained}
#Perception:{HalfLevel+WisMod+5*PerTrained}
#Religion:{HalfLevel+IntMod+5*RelTrained}
#Stealth:{HalfLevel+DexMod-ArmorPenalty+5*StlTrained}
#Streetwise:{HalfLevel+ChaMod+5*StrTrained}
#Thievery:{HalfLevel+DexMod-ArmorPenalty+5*ThvTrained}
#AcrTrained:0
#ArcTrained:0
#AthTrained:0
#BlfTrained:0
#DipTrained:0
#DunTrained:0
#EndTrained:0
#HeaTrained:0
#HisTrained:0
#InsTrained:0
#IntTrained:0
#NatTrained:0
#PerTrained:0
#RelTrained:0
#StlTrained:0
#StrTrained:0
#ThvTrained:0
------------------AbilityMods-------------------------------
#StrMod:{FLOOR((Strength-10)/2)}
#ConMod:{FLOOR((Constitution-10)/2)}
#DexMod:{FLOOR((Dexterity-10)/2)}
#IntMod:{FLOOR((Intelligence-10)/2)}
#WisMod:{FLOOR((Wisdom-10)/2)}
#ChaMod:{FLOOR((Charisma-10)/2)}
#HalfLevel:{FLOOR(Level/2)}
-----------------Adjustments-------------------
#StrAdj:0
#ConAdj:0
#DexAdj:0
#IntAdj:0
#WisAdj:0
#ChaAdj:0
#ACAdj:0
#FortAdj:0
#RefAdj:0
#WillAdj:0
#InitAdj:0
---------------Other-----------------------------------------
Elevation:0
AttackState:0
DefenseState:0

MapTool geek-out: Creating flexible monsters FAST

Edit 7/15/2011: I put up a revised version of this post with a better set of damage tables and everything a day after the original went live. I’ve left the original below for posterity.

I run all of my D&D games using MapTool, whether online in the traditional MapTool way or in-person using my projector rig. I don’t use a pre-made campaign framework for my games, since I enjoy learning new things and I enjoy computer programming (as a hobbyist, not a professional). More of my posts about my learnings with MapTool can be found in my MapTool Education Central.

Today I spent a fair part of the afternoon creating flexible monster templates. This came about because I’m working on finishing up the third adventure in my Staff of Suha trilogy (part 1 is here, and part 2 is here), and I want to use custom monsters and to make it as easy as possible to run the adventure at multiple levels (adventure level 2, 4, 6, 8 and 10). I’m already updating older monsters to use the most current monster math, so I thought, why not create flexible templates for each monster role?

My goal was to make it so that I could create a new monster in very little time. All I wanted to have to do was pick a role, pick a level, and then write down any special abilities. All of the math should be baked in based on the level and role. This meant that I needed to change around my monster properties.

I’ll paste the full properties at the end of the post, but what follows is a discussion of the math you’ll see there.

The math

HP modifier is either 6, 8 or 10. Artillery and Lurkers get 6 hit points per level; Skirmishers, Soldiers and Controllers get 8; Brutes get 10. MaxHP follows the formula laid out by Wizards of the Coast post-MM3 (HP modifier times Level+1, plus Constitution).

Defenses are tied to level and role. By default, Armor Class is Level+14 and the non-AC defenses (NADs) are Level+12. Soldiers have AC of Level+16; Brutes and Artillery have AC of Level+12.

The AttackBonus is Level+5. Versus NADs it’s Level+3, but I handle that in the attack macros instead of here in the properties (maybe I should do the latter).

Ability scores default to 10+Half Level each. I tweak these based on monster flavor, of course. I haven’t seen this explicitly spelled out anywhere, but glancing through recent monsters, it appears to be about right.

Initiative is basically a Dexterity check – Dex mod plus half level. Brutes reduce this by 2, Skirmishers increase it by 2 and Soldiers increase it by 4.

The most interesting part comes with damage. The table laid out by Wizards of the Coast is nice in that it scales pretty steadily in terms of average damage (Level+8 on average for a single target attack). It’s a bit tricky, though, in that it uses varying numbers of d6s and d8s at different levels. I wanted an easy-to-program solution to this problem that would give me similar average damage and a similar-shaped damage distribution to the official numbers.

What I ultimately came up with was to always roll two damage dice and add a bonus. The size of the die varies with level. It starts as a d6 and increases by 1 every fourth level. No, that doesn’t mean it goes to a d8 at level 5 – it goes to a d7! I’m leveraging the power of MapTool here; it’s happy to roll a d7 or d17 or whatever you like, just as easily as a d6 or d8.

Thus, every attack rolls a pair of damage dice, ranging from d6s at 1st-4th level to d13s at 29th-20th level.

The static damage bonus goes up every level or every other level, starting at 2 and ending at 23. Thus, a first-level monster deals 2d6+2 damage on a normal attack and a 30th-level monster deals 2d13+23.

The distribution of results is going to be a bit different from the official results, especially at higher levels, but I like it. My damage expressions have a slightly narrower range (at 30th level, WotC’s minimum damage is 24 and maximum 52 while mine ranges from 25 to 49). However, my distributions have more variability within that range (if you roll four dice instead of two, it’s much less likely that you’ll get extreme results). Honestly, I think the shape of my damage distribution curve at higher levels is more fun; higher variance in a slightly narrower range.

Also, due to rounding I have a couple of spots on my table where the damage from one level to the next is actually the same; I’m not overly concerned, honestly.

Multi-target attacks deal a bit less damage; I won’t go into the details.

Recharge and encounter powers (and Brute attacks) also deal extra damage, which I handle in either the token properties for the Brute (altering the static damage) or in the individual attack macros for recharge and encounter powers.

The templates in action

Once I had finished putting these new properties together and creating token templates for each role, I started putting an encounter together.

Wow, was it fast! I knew I wanted a level 7 skirmisher, a level 8 soldier and a level 8 artillery. I copied the appropriate token templates, set the levels, tweaked a few stats (a bit more Reflex and a bit less Fortitude on the artillery; low Intelligence on the beast skirmisher, etc.) and then got to the meat of monster building – abilities.

I was able to focus all of my attention on what would be a cool ability for a monster to have. For instance, my Skirmisher is a beast called a Digger. It can grab an enemy with its Pincers. It can use a special move action to drag the enemy up to half its speed without requiring a check. It has a recharge power that lets it burrow under an enemy, trying to make the enemy fall into the newly created channel.

It literally took about five minutes. I gave no thought to math. I just thought about flavor and abilities.

I built this Digger with an eye on the level 8 version of the adventure, but when it comes time to run it at Adventure Level 2, all I need to do is change the level. One stat; that’s all.

The download

I figure that the best way to share this is in a campaign file that has all of the necessary properties and a set of the tokens. You can download that template file here. Note that this file was created in MapTool version 1.33.b66.

The properties

#---StatsToSetManually-----
#Level:1
#Role:Skirmisher
#HPModifier:8
#Spd:6
#NativeSize:Medium
#ActPts:0
#SaveBonus:0
#HeShe:It
#----StatsThatCanBeDefaulted---------
#MaxHP:{HPModifier+Constitution+(Level*HPModifier)}
#ArmorClass:{Level+14}
#Fortitude:{Level+12}
#Reflex:{Level+12}
#Will:{Level+12}
#AttackBonus:{Level+5}
#DamageBonus:{1+Level-FLOOR((Level+2)/4)}
#DamageDie:{5+FLOOR((Level+3)/4)}
#MultiTargetDamageBonus:{1+Level-FLOOR((Level+2)/4)-(1+FLOOR(Level/4))}
#MultiTargetDamageDie:{4+FLOOR((Level+3)/4)}
#Init:{HalfLevel+DexMod-ArmorPenalty+0}
#Strength:{10+HalfLevel}
#Constitution:{10+HalfLevel}
#Dexterity:{10+HalfLevel}
#Intelligence:{10+HalfLevel}
#Wisdom:{10+HalfLevel}
#Charisma:{10+HalfLevel}
#-----CalculatedOrStaticStats-----
#HitPoints:{MaxHP}
#TempHP:0
#BloodiedHP:{FLOOR(MaxHP/2)}
#DeathFails:0
*#HP:{Hitpoints}/{MaxHP} + {TempHP}
*#AC/Fort/Ref/Will:{ArmorClass} / {Fortitude} / {Reflex} / {Will}
*#Type:Level {Level} {Role}
*#Speed:{Spd}
*#Initiative:{Init}
*#ActionPoints:{ActPts}
*#Str/Con/Dex:{Strength} / {Constitution} / {Dexterity}
*#Int/Wis/Cha:{Intelligence} / {Wisdom} / {Charisma}
#E1:1
#E2:1
#E3:1
#E4:1
#E5:1
#R1:1
#R2:1
#R3:1
#R4:1
#R5:1
#PowerCharged:1
---------------------------Skills-------------------------------------
#ArmorPenalty:0
#Acrobatics:{HalfLevel+DexMod-ArmorPenalty+0}
#Arcana:{HalfLevel+IntMod+0}
#Athletics:{HalfLevel+StrMod-ArmorPenalty+0}
#Bluff:{HalfLevel+ChaMod+0}
#Diplomacy:{HalfLevel+ChaMod+0}
#Dungeoneering:{HalfLevel+WisMod+0}
#Endurance:{HalfLevel+ConMod-ArmorPenalty+0}
#Heal:{HalfLevel+WisMod+0}
#History:{HalfLevel+IntMod+0}
#Insight:{HalfLevel+WisMod+0}
#Intimidate:{HalfLevel+ChaMod+0}
#Nature:{HalfLevel+WisMod+0}
#Perception:{HalfLevel+WisMod+0}
#Religion:{HalfLevel+IntMod+0}
#Stealth:{HalfLevel+DexMod-ArmorPenalty+0}
#Streetwise:{HalfLevel+ChaMod+0}
#Thievery:{HalfLevel+DexMod-ArmorPenalty+0}
------------------AbilityMods-------------------------------
#StrMod:{FLOOR((Strength-10)/2)}
#ConMod:{FLOOR((Constitution-10)/2)}
#DexMod:{FLOOR((Dexterity-10)/2)}
#IntMod:{FLOOR((Intelligence-10)/2)}
#WisMod:{FLOOR((Wisdom-10)/2)}
#ChaMod:{FLOOR((Charisma-10)/2)}
#HalfLevel:{FLOOR(Level/2)}
---------------Other-----------------------------------------
Elevation:0

D&D Encounters – Dark Legacy of Evard Week 10

The third and final chapter of this season of Encounters began tonight. I was running my usual 5:00 table, but I’d also been asked to run a second table at 7:00 (I guess there’s been some kind of DM shortage).

For the 5:00 table I had lots of my regulars – the first timer from week 1 along with the friend he’s been bringing, the father and son new players from last week, another father and son pair, and two other guys who’ve been coming pretty regularly.

Yes, if you’re counting, that’s eight players. We’d normally split up into two groups of four each, but we didn’t have another dungeon master, so I bit the bullet and ran with eight.

No one was at third level yet – I believe there were three people at level 2 and five at level 1. The encounter as written assumes a party of five characters of level 2-3, so scaling was interesting.

The party had the chance to take an extended rest back at the Old Owl Inn after dawn. In the afternoon, Grimbold (the captain of the Duponde town guard) came to the players to ask them to investigate a monastery a few hours’ walk to the west of town. The skeletons that had menaced the town the previous night were dressed in cassocks consistent with the long-abandoned Saint Avarthil Monastery. It seemed that someone had been reanimating the dead monks’ bones and turning them into monsters. Sure sounds like the evil wizard who’s on the loose!

Off they went to Saint Avarthil’s. The door to the crypt was open, and the adventurers trooped on in. The inside was well-lit by magical braziers, and lots of niches in the walls that once held buried monks had been broken open and stood empty. Soon enough, a couple of cassocked skeletons were found, and the battle began.

Saint Avarthil Crypt Map - Gridded

Saint Avarthil Crypt Map - No Grid

The 5:00 table of eight players ended up facing off against about 12 skeleton minions, a blazing skeleton (hello old friend from last week!) and a trio of dark ones – little shadowy guys with hooves and nasty short swords. We had a bit of a bottleneck at the top of the stairs until the minions were finished off, and then the dark ones started wrecking PCs with their double sword attacks. One of them kept getting knocked into the crevasse, though, which made for fun times. The player characters took a pretty good beating (a first-level thief foolishly rushed into the middle of melee and paid for it) but prevailed.

The 7:00 table had four players (one of whom was a fellow player from my Monday night Pathfinder game), and they were all third level (now that’s dedication!). Since they were a little higher level than expected for the encounter and there were only four of them instead of five, I decided to run it as written with eight skeletal minions, one blazing skeleton and two dark ones. This table rocked the encounter with little difficulty, despite a long series of failed saving throws against ongoing fire damage from the party’s vampire.

I had fun running this encounter, especially getting to do it a second time when I was a little better at making it interesting. I had one of the dark ones sneak around behind the party as they went into the main crypt, which was fun for me at least. I also really like the map. It was fun to re-create in MapTool, and I think it turned out quite nicely.

I’m also happy to report that I’m done putting the adventure together in MapTool. I’ve been trying to work a week or two ahead throughout the season, and I’m finally finished with all thirteen encounters. The map for week 12 is also awesome and I’m looking forward to showing off my version of it here on the blog.

I’ll be running next week twice, and possibly week 12 (Andy will be back to run a table that week, but it seems clear that we might need a second DM). Week 13 I won’t be here – I’ll be at GenCon! I’m a little sad that I won’t be able to finish the adventure with my awesome players, but let’s face it – I’m not going to be too broken up about the fact that I’ll be stuck at the greatest four days in gaming for the first time ever. I’m excited!

Previous weeks:

No week 6 – I was out of town

My first Pathfinder game

Well, it’s official – I’m a Pathfinder player!

No, I haven’t abandoned Dungeons and Dragons 4th Edition; that’s still my main game. But I was invited to join an ongoing Pathfinder campaign run by a guy who I know to be a fantastic game master, so I took it as an opportunity to learn a new game.

I’m playing Beren, a human cleric of Desna, the goddess of luck and travel. The way the character came together was sort of funny. I was invited to join a game in a campaign world I knew nothing about. I read through the Pathfinder Core Rulebook and thought that cleric would be a good class for me to play. In looking at the various domains, I liked the luck and travel features of Desna and thought one of her clerics would provide some fun role playing opportunities (she’s very free spirited), so I rolled one up.

Then the GM provided the campaign guide (Rise of the Runelords) and it turns out that there’s a race of humans called the Varisians who are basically gypsies and who commonly worship Desna. Well, that’s an easy fit! So, Beren is a gypsy (although he’s somewhat adrift from his people and has been assimilating into non-Varisian society for several years).

It also turned out that the first session started with a dedication of a new temple of Desna in the town of Sandpoint, so my cleric was very well received. Hey, go with the flow.

The game itself was fun. We fought off a bunch of goblins attacking the town, became known as heroes, went on a boar hunt, got appointed as temporary town guards, and are currently investigating a glassworks that’s been invaded by goblins.

The role playing has been great. We’re all still getting to know our own characters, let alone one another’s, so it’s a slow process, but coming along nicely. The GM continues to be awesome, really bringing the NPCs to life. We made a lot of progress in the adventure itself, with four separate combat encounters already down and the plot beginning to unfold.

Combat is similar in a lot of ways to D&D4e, though there are certainly differences I need to keep in mind. I’ve accidentally cheated at least a couple of times by forgetting that every other diagonal square that you move in Pathfinder costs an extra square of movement. I’ve had to get used to the fact that the cleric’s most useful activities typically replace an attack (doing some healing, making someone’s next attack better) whereas in 4th Edition those things tend to be in addition to making an attack. I’ve gotten the feeling that I’ve probably screwed something up in making the character (he only has 8 hit points at first level, and the other characters seem to have a lot more), but I’m still having fun with him.

So far, I think I’d say I enjoy 4e as a game a bit better, but playing with a great GM is worth it for any system. Pathfinder is kind of fiddly compared to 4e, but it’s more “realistic”. I’ll definitely give it a nice, long try and I’ll have fun doing it. But so far if I had to pick just one game to play, I’d lean toward 4e. We’ll see how my opinion evolves as I get a better understanding of the Pathfinder system and more games under my belt.

Free adventure: Tallinn’s Tower (updated)

Edit 9/8/2011: This adventure has been further updated; more about the updates can be found here.

I ran my Tallinn’s Tower adventure at my friendly local game store this past Thursday, and I thought it went pretty well. As I ran it, I made a few notes about things to improve. So, I made those improvements and have published an updated version.

Download the updated adventure here.

The updates I made include:

  • New layout; each encounter now has the description of the encounter followed by the map and the monsters (instead of having all of the maps and monsters at the end).
  • Inclusion of monster stat blocks (built using Power2ool)
  • Tweaked the rune trap to no longer knock PCs prone
  • Changed the rune puzzle no longer require a variable number of runes depending on the party size
  • Allowed the use of Arcana or Thievery to help locate the control panel in the metal maze
  • Clarified that the medusa’s statues are carvings she made from petrified adventurers before later releasing them
  • Clarified that the wizardess can be persuaded to restore PCs who’ve been petrified

As always, I appreciate feedback. I’m quite happy with this adventure so far and will certainly continue to refine it based on my experience and your suggestions.

Original post about the adventure, including downloadable maps.

MapTool file for the adventure.

Becoming “in-demand” as a DM

Three independent incidents in the past few weeks have made me realize that, at least in my local D&D community, I’m becoming somewhat “in-demand” as a Dungeon Master.

First, the person who coordinates Living Forgotten Realms games at my local store asked me if I would be willing to DM a paragon-tier game for a charity event on July 30. Not the biggest deal in the world, I suppose, but I was flattered to be requested. After figuring out that I should have enough time to prep everything I need to prep, I agreed to run the game.

Second, the person who is coordinating D&D games for the Tacticon convention over Labor Day weekend asked if I would be willing to run an epic tier game (an all-day event) at the con. He did a good job of flattery on this one, making it clear that he was specifically approaching a small number of DMs who he thought could run a challenging adventure and make it fun for the players at a convention. Since I’m planning to iron man the convention anyway (running games for every slot), I agreed.

Third, the owner of the local store approached me yesterday about D&D Encounters. I’ve been running a table every other week at 5:00 PM (alternating with the excellent Andy), and the store owner wanted to know if I’d be willing to run a second table at 7:00 for the next few weeks, as there’s been a DM shortage. Sure, I can handle that.

In addition, the owner also asked if I’d be interested in running the next season of Encounters, seeking my input on how he should try to arrange things with dungeon masters. I really like running Encounters since I love introducing new players to the game and Encounters is an ideal way to do this. Unfortunately, Wednesday night is bowling night in the fall. My wife and I don’t have a lot of organized activities we do together, but bowling is one of them, and we have some good friends who bowl on Wednesdays, so I’ll probably have to decline.

However, I did offer my opinion that the best way to schedule DMs for Encounters is to have one DM assigned to each slot (5:00 PM table 1, 5:00 PM table 2, 7:00 PM table 1, 7:00 PM table 2) and then an alternate for each DM that the primary person can call on if they’re going to be out of town or too busy or whatever. While I couldn’t serve as a primary DM, I could probably be a 5:00 PM alternate (missing a week of bowling every now and then, or just showing up a little late). I appreciated being asked for my input.

I feel like I’m at a pretty good place right now with my dungeon mastering. My Friday night online game is going strong. Running D&D Encounters has been a lot of fun. I ran my Tallinn’s Tower adventure for LFR on Thursday (more to come on that later – I’m making some revisions based on feedback from the recent game) and will  be running the final adventure in my trilogy after GenCon.  And I’m really looking forward to three and a half days of non-stop dungeon mastering at TactiCon in a couple of months.

Going from being a total newbie as a dungeon master a year ago to the point where people are actually asking me to run events is a pretty good feeling!

D&D Encounters – Dark Legacy of Evard Week 9

For the second week in a row we had very few players at start time, but plenty showed up a few minutes later. And so we delved deeper into the Dark Legacy of Evard in D&D Encounters.

This week we had two of our long-time players, playing a half-orc knight and a dwarf weaponmaster. We had a player who’s very new to D&D bring his half-elf sentinel. And we had a father and son who were brand-new to the game and who decided to play the pre-generated eladrin warpriest and drow hunter. Huzzah for new players!

I took a little time to explain the basic workings of the game to the new players, as well as a few minutes to bring everyone up to speed on the plot so far, so we got started a bit late. I wasn’t worried, since we only had five players and my use of MapTool for running the game tends to make things go quickly in general.

Well, we got into some trouble and ran late! The evening began with a skill challenge. The party was patrolling Duponde at night and realized that the despair effect of the Shadowfell was getting to them and to the rest of the townsfolk, especially the guards. Everyone tried their best to cheer people up, but without much luck. The warpriest’s rousing speech fell flat (though the sentinel followed up with a stronger rendition). The weaponmaster’s acrobatic tricks ended up with the man on his face (though the drow showed him how it was done). Insight wasn’t helpful in figuring out how to reach the people, either.

This meant that the party failed the skill challenge, which meant that despair overcame the guards and they fled rather than fought when combat broke out. Each player also drew a card from the despair deck, some of which were quite problematic (the knight ended up vulnerable 2 to all damage for the battle).

Town with canal and bridges - no grid

Town with canal and bridges - gridded

Combat began with the party spotting some decrepit skeletons and one blazing skeleton on the far bridge (I scaled the battle down to include only one blazing skeleton, since we had mostly first-level characters and several new players). The PCs rolled initiative and started taking care of the minions. The vulnerable knight went after the blazing skeleton on his own and paid dearly, burning himself badly and ending up unconscious and without healing surges, far from his allies. The sentinel made his way over (after losing his bear companion once) and gave the knight a Healing Word, but it only restored 2 hit points (the value of the d6 roll) since the poor knight was surgeless. This meant that his ongoing fire damage knocked him unconscious at the beginning of his next turn, and he failed death save number 2.

The drow and warpriest stayed on the west side of the armory to fight a couple of skeletons and a shadow that appeared (thankfully for them, the shadow kept missing). The warpriest had the bright idea (pun intended) of using Sun’s Glow on the shadow, lighting him up. I liked the creative use of the spell and ruled that it turned off the shadow’s normal insubstantiality.

The weaponmaster, for some reason, decided to start the battle by chucking his grappling hook up to the roof of the library and spent the first two rounds climbing the side of the building, walking across the roof, and then jumping off near the canal – hurting himself in the process since he wasn’t trained in acrobatics. This didn’t help the party’s chances. He eventually made his way over to the fallen weaponmaster, with the sentinel also closing in to help.

All three of those PCs were unconscious by the time the warpriest and hunter had finished off the shadow and their minions.  The warpriest was out of Healing Words, but he could made heal checks – one to stabilize the dying knight and one to let the sentinel use his second wind (whereupon the sentinel used his last Healing World to bring the weaponmaster back into the fight).

The weaponmaster pushed the blazing skeleton into the canal, which I ruled was quite bad for the skeleton (fire in water, you know) and treated it as falling damage. The skeleton survived and came after the hunter, but the weaponmaster circled around and shoved him back into the canal, finishing him off at last.

This was a brutal battle, though I know this was in part because we had some new players and in part because the weaponmaster basically sat out two rounds. I ended up being pretty generous as the battle wore on. The weaponmaster claimed he had a power that would push the target on a hit or a miss; I was dubious, but the PCs needed all the help they could get.

Still, we had a lot of fun and a lot of tension. The father/son pair definitely had a blast, and I stayed afterward to talk to them about the game. The son bought a mini for his drow hunter, and the father picked up a copy of the Rules Compendium. The store was sold out of Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms, but I wrote down the titles for him and suggested he also check out D&D Insider if he decides they’re going to keep playing. The father said they would probably be back next week – the son said they DEFINITELY would.

I love bringing new players into the game!

Previous sessions:

No week 6 – I was out of town

Free encounters: The Battle of Otharil Vale

I’ve been running my Friday night online campaign through EN World’s War of the Burning Sky campaign, and we’ve been having a lot of fun. We’re currently in the fourth adventure of the campaign.

For our most recent session, the party was involved in a war – defending a nobleman from his out-of-control king. The published adventure presents the battles as skill challenges but provides some very rough sketches for parties who want to run their part of the battle as tactical combat.

I decided that actually running the combat would be more fun, so I took those vague suggestions and ran with them. The result is the Battle of Otharil Vale PDF. This is a series of three encounters in a war, with two waves of enemies trying to break through the heroes’ line and then the heroes’ being asked to retake a tower that has fallen to the invading army.

Maps and monster stat blocks (created using the awesome Power2ool) are presented inside the PDF. The gridded and gridless maps are below. As with all of my maps lately, these are pre-formatted to a 50-pixel grid size for use in programs like MapTool or Fantasy Grounds.

Download the encounters here.

Snowy battlefield map with grid

Snowy battlefield map - no grid

Snowy tower map - gridded

Snowy tower map - no grid

D&D Encounters – Dark Legacy of Evard Week 8

This week I had the pleasure of enjoying D&D Encounters as a player at Andy’s table. As the start time of 5:00 rolled around there were only three players present, but we ended up with seven (so we ran one extra-large table).

The party had just finished exploring the basement of the Vontarin estate last week, taking on a gang of tieflings and discovering the the wizard Nathaire, possessed by Vontarin’s ghost, had apparently come to the estate, looked for something, not found it, and left in frustration. So, we returned to Duponde.

As night fell, Grimbold (captain of the town watch) asked the party to either defend some townsfolk who had taken refuge in the armory, or investigate reports of a small humanoid in the black hood near the south gate. The humanoid sounded like it might be Nathaire’s halfling assistant, so we took that route.

We spotted the humanoid through the window of a house, but before we could approach we were set upon by plant creatures. I was playing a Mage and had a good time blasting a bunch of twig minions. The party seemed to work pretty well together, and we really didn’t have too much trouble taking down the plants and then the humanoid, who turned out to be a shadow creature.

  

We took the shadow man alive and questioned him about what he was doing. He confessed that Nathaire hired him, and the wizard was working on building an army of skeletons at a nearby monastery. Ooh – creepy!

No maps this week, as just like week 5 we used a map that’s available on the Wizards of the Coast web site for DDI subscribers. But hey, at least I included the tokens I created for the plant monsters!

Previous sessions:

No week 6 – I was out of town

I wish opportunity attacks would continue to matter

Opportunity attacks can be hard for new players to understand. If you drop your guard by either walking away from a monster (rather than cautiously shifting a small distance) or doing certain things that take your attention elsewhere (making a ranged or area attack), the monster will get a free shot at you (a melee basic attack).

I like this rule. I can’t quite put my finger on why I like it, but I do. Maybe just force of habit, I suppose, but it feels “sensible” within the D&D world.

Thus, I’m a little bit annoyed by easy-to-access features of the game that shut off opportunity attacks. The biggest transgressors I’ve seen are Shadowdance and Shimmering Armor and the relatively new Staff Expertise feat.

Shadowdance Armor

Shadowdance Armor is available in cloth or leather, and it’s available as low as a 5th-level item. Now, it’s an uncommon, which means that the players only have access to it if the DM says so (thus, the DM can say, “Sorry, there’s no Shadowdance Armor in my game.”). It has a troublesome property in my mind:

“Your area and ranged attacks don’t provoke opportunity attacks.”

This is obviously a fantastic item for anyone who likes to make area or ranged attacks and doesn’t mind wearing cloth or leather armor. I think that would apply to lots of rangers, wizards, warlocks, sorcerers, etc.

The item annoys the heck out of me. If a PC uses a ranged or area power while standing next to a bad guy, unless they have something really cool about the power that makes it extra-defensive, the bad guy is going to get a free shot at them. Thus, they’ll need to figure out a way to get away from the baddie first, or maybe a way to make the free shot hurt (such as if the monster is marked by a defender) – or else just suffer the consequences. It’s part of the game, and I think it makes things more interesting.

Compare it in power level to the Razordark Bracers from Adventurer’s Vault 2 – a level 11 arms slot item for warlocks that says, “Your warlock at-will ranged attack powers don’t provoke opportunity attacks from adjacent enemies.” It only applies to warlock powers, it only applies to ranged powers (not area), it only applies to at-will powers (not encounter or daily) and it only applies to adjacent enemies (not farther-away foes with threatening reach). And that’s a level-11 item! I didn’t even mention that Shadowdance Armor also comes with a daily power (which, granted, I’ve not yet seen anyone use).

Shadowdance Armor is apparently from Seekers of the Ashen Crown, which is an Eberron adventure published in July 2009. I’ve never seen or played the adventure, and I don’t know how “integrated” it’s intended to be with the rest of the D&D world, but I’m comfortable saying that its armor just doesn’t exist in my universe in the future.

And for the character of Alayne in my Friday night campaign, don’t worry – she can keep her armor. Although I think it’s illustrative to note that when I theoretically bribed the warlock in my Friday night game with different leather armor that’s +4 instead of her current +2, she preferred to keep the Shadowdance. Yeah, it’s pretty optimal.

Shimmering Armor

Shimmering Armor is pretty much the same as Shadowdance, except that it’s only available in cloth and it doesn’t have the extra daily power. It’s available at 3rd level, and it’s from Adventurer’s Vault. I don’t like this one, either, though I’ll admit it’s a bit harder to justify it not existing in my world since it’s from a more core book like Adventurer’s Vault rather than a single adventure. Still, I can live with myself if I rule that it doesn’t exist.

Staff Expertise

Staff Expertise is the one that really bugs me now. This is one of the new expertise feats from Heroes of the Fallen Lands / Forgotten Kingdoms, and I generally love those feats. They add some flavor to a simple math bonus of a +1 to hit, and I’m a fan of that. Staff Expertise seems absurd to me, though. First of all, it gives +1 to the reach of your melee attacks. This isn’t going to come up all that often, but it will be nice every now and then.

Second, it gives you much the same benefit as Shadowdance or Shimmering Armor: your implement attacks made with a staff don’t provoke opportunity attacks.

Now, when I played a wizard as my first D&D 4th edition character (before the existence of Staff Expertise), he used a staff as an implement. I liked the idea that he could smack something if need be, and I liked the extra defense. But I know that lots of other wizards would use orbs or tomes or whatever.

Today, is there a reason for a spellcaster who CAN use the staff as an implement to use anything else? I think that making sure you never provoke an opportunity attack from casting a spell is a pretty huge incentive to be a staff wizard (unless you already have Shimmering Armor, I guess!).

Given that this one is a feat, it’s much more of a dick move for a DM to say, “Sorry, you can’t use this feat.” I’ll do it if I think it’s the right thing to do, but I feel guiltier about it. It’s right in the core Essentials books, after all.

Your thoughts

What do you think? Am I out of line for being annoyed with easy ways to prevent opportunity attacks? Am I wrong in thinking that these are no-brainer default choices for the appropriate character classes (if the DM allows them)? Are they TOO good?