Madness at Gardmore Abbey: Session Three

Past sessions: Session OneSession Two

As always, SPOILERS AHEAD!

The group left Winterhaven, escorting Sir Oakley to Gardmore Abbey on his quest to purify the main temple on top of the mountain. He explained that he knew of the existence of a secret stair to take the party up the back side of the mountain and straight to Dragon’s Roost (the  mountaintop). After an hour or two of searching, they uncovered the stair and made their way up the long climb.

At the top, they found four buildings still standing. The main temple was the grandest of these, and only partially ruined. The stair came up directly behind a squat, columned building. To the south was a long, ruined structure, and to the north was the relatively intact gate house that guarded the road down to the orc village.

Since they were right next to the squat building, they peeked inside and saw webs all over the ceiling. Recalling their earlier, unpleasant run-in with deathjump spiders, they moved elsewhere.

Our intrepid explorers decided to poke around the long, ruined building to the south next. Peering inside, they saw some broken bunks, a well, and a rubble-covered stairway. This building had evidently been a barracks. After debating for a few minutes whether they should go inside (the well was strangely tempting for our elf hunter, who had enjoyed drinking from the Font of Ioun earlier), I had them roll a stealth check… which they failed.

Suddenly, a big-ass bug popped out of the ground in the middle of their group, spraying rocks and debris all over them. It was a bulette! And so battle ensued.

This was Encounter 19: The Barracks. With a party of five, it would include the bulette and two carrion crawlers. I scaled it down for my three-PC party by removing a carrion crawler. Having Sir Oakley in the party made it a pretty easy encounter.

Running the bulette was fun; I was happy to let him get opportunity attacked if need be in order to dig back into the ground and burst out later, creating zones of difficult terrain all over the place. I had the carrion crawler make stealth checks for the first two rounds to get close to the doorway where the fight was taking place, and the warpriest who chased the bulette into the main barracks had to make a quick decision whether to fight on or retreat when she saw the tentacled monstrosity clinging to the wall inside the door. She fought on, and the day was soon won.

Our elf hunter was disappointed to discover that the well only had water 30 feet down, with no bucket to fetch it. Mature character that he is, he decided to poop down the well in frustration. Okay then. He also searched the ruins and found a skeleton with a small amount of gold and two potion vials. These turned out to be an Elixir of Flying and an Elixir of Accuracy (I’m so loving Mordenkainen’s Magnificent Emporium).

The group asked Sir Oakley about the stairs, which he explained led down to the ancient vaults far beneath Dragon’s Roost, in which there were chambers devoted to all of the gods worshiped at Gardmore Abbey. He said that, while he would one day love to cleanse the entirety of the abbey from evil influence, including the vaults, his main goal for now was to cleanse the temple.

Thus, the party headed for the grand building. Inside, they saw altars devoted to Kord, Pelor, Erathis, Ioun and Moradin, in addition to the grand altar to Bahamut himself. Bahamut’s human knight avatar was also represented in statue form in the middle of the temple.

The temple was not entirely uninhabited, however, as the group soon learned. A disgusting half-woman, half-vulture creature swooped down and invited the group to come and pray for Bahamut, but she wasn’t making a lot of sense. Her sister in the rafters was babbling incoherently. Our dragonborn swordmage recognized the creatures as harpies. Sir Oakley didn’t like this one bit, saying that harpies are not known for their worship of Bahamut, and this harpy’s preaching was nonsensical and sacrilegious. He drew his sword, as did the rest of the party, and the harpies began the fight. They were soon joined by a pair of angels of valor; creatures that normally would defend a temple, but that seemed intent on destroying the intruders, even though Sir Oakley was clearly a paladin of Bahamut. Thus began Encounter 21.

The lead harpy soon enthralled most of the party with her bizarre hymn to Bahamut, pulling them closer to her so that the angels could zap them with lightning. [Side note: I LOVE the descriptions of the harpies from a role-playing perspective on page 7 of book 4. Giving these monsters not only names but also personalities and descriptions of their songs was fantastic!]

Once our hunter had escaped the enthralling song, he decided to pull out the Elixir of Flying and take to the air. As he got close to the altar of Kord, his deity, he felt a pull in that direction and discovered that fighting while near the altar of his god made him more powerful. He took great pleasure in shooting the angels out of the air and sending them crashing to the floor.

Our swordmage, who is firmly unaligned and worships no deity, asked if she could do an on-the-spot conversion to worship Ioun, whose altar was the easiest for her to get to. I absolutely allowed this – and oh, there will be consequences!

Eventually, the swordmage’s ongoing lightning damage felled the final angel, and the group could rest for a moment in the temple. They discovered they harpies’ chamber, where the gaps between the bricks had been stuffed with gold coins. They also discovered a mace hidden under a harpy-dung-covered pile of fabric and furs, which had clearly belonged to an original defender of the temple. This was revealed to be a Mace of Disruption (yay Mordenkainen again!), which I thought was a perfect fit for the temple and a useful weapon for our half-elf warpriest.

Sir Oakley then attempted his ritual to purify the temple, while the PCs assisted (since they now each worshiped a deity represented here). Sadly, the ritual failed because three religious relics were missing from the main altar. Sir Oakley asked the party to find the relics and bring them back to him in the temple, confident that they must be somewhere in the area of Gardmore Abbey.

The group asked Sir Oakley if he would stand guard while they took an extended rest in the temple, and he agreed to do so.

Thus ended session three. I have not yet revealed the treasure hidden in the altar to Bahamut, but I think it will come up soon. I also have yet to remember the Key card from the Deck of Many Things that the party carries, but the players haven’t remembered it yet, either. I’m looking forward to session four next weekend!

Later sessions: Session four

Opening for a gamer: Friday night MapTool game

Spread the word all: You could be the lucky person chosen to join an actual OnlineDM-run campaign in MapTool! Calooh! Callay!

All right, so maybe this isn’t the most exciting news ever, but I do have an opening in my long-running Friday night game. It’s a D&D Fourth Edition game in EN World’s War of the Burning Sky campaign saga. The characters are 17th-18th level, so we’re at upper paragon, in spitting distance of epic tier.

The game runs on Friday nights, starting at 6:00 PM US Mountain Time (8:00 PM Eastern, etc.). We usually game for about four hours, and the game runs most weeks (typically three weeks a month or so).

Obviously, if you’re very new to D&D 4th Edition, this probably isn’t a great fit since the party is at high level. But if you or someone you know is interested in joining the game, drop me a line at onlinedungeonmaster@gmail.com. Start the new year in a new campaign!

FYI, the party is pretty well-balanced, so almost any class of character would be welcome. We have a dwarf fighter, a tiefling warlock, a genasi wizard (damage focused), a pixie bard and a human hybrid wizard/swordmage (more wizardy with a control focus).

Madness at Gardmore Abbey: Session Two

Earlier sessions: Session One

My party of three recovered from their run-in with giant spiders in the feygrove of Gardmore Abbey and continued making their way toward the orc village. Before long, they came upon a spring populated by a number of eladrin warriors. The leader of the eladrin ordered his soldiers to surround the party, which they did via teleportation. The leader demanded to know who they PCs were and what business they had here.

Homer the elf hunter (played by my brother-in-law) quickly explained that the PCs had been sent by Lord Padraig of Winterhaven to scout the orc threat, and they meant the eladrin no harm. Deciding that enemies of the orcs couldn’t be all bad, the eladrin leader introduced himself as Berrian Velfarren and invited the party to come to the spring to join him in a glass of high-quality feywine.

Berrian explained that he had come to the region of Gardmore Abbey in search of his father, but that the trail had gone cold. Making matters worse, his sister Analastra had gone off on her own and hadn’t reported back yet. Berrian said that he would appreciate help in locating her, which the party agreed to do. Berrian explained that he planned to stay by the spring, trying to understand more about its magical properties.

Stasi the half-elf warpriest (played by my sister-in-law) talked to Berrian and examined the fountain and determined that drinking from it could give visions of the history of the region. Only Homer the hunter was brave enough to take a sip, and he experienced a vision of a valorous knight of Bahamut defending himself against an onrushing horde of ten orcs, slaying them all in swift order and emerging victorious. This vision of heroism left Homer with the ability to get some extra minor actions in a future battle.

The party then left the Font of Ioun and moved toward the orc village, eventually coming upon the sounds of struggle in the woods ahead. An eladrin woman was fleeing from a pair of displacer beasts, and the beasts caught up to her and knocked her to the ground, unconscious, as the PCs entered the grove. A dire stirge emerged from a nearby ruined bell tower, and the party moved to attack. Thus began Encounter 11: Bell Tower.

Since there are only three PCs in my party, scaling the battles down is always a little bit tricky. I decided to let this one be a challenge, and I only removed one dire stirge instead of removing a displacer beast (or a displacer beast AND a dire stirge). All I can say is wow, displacer beasts sure are annoying to fight! Rolling a 17 or 19 on the attack die and finding out that you missed is a major bummer.

I scaled things a little bit on the fly. I had a stirge go after a bloodied displacer beast. I had a surge die when it was knocked down to about 10 hit points, and I did something similar with one of the displacer beasts. I was planning on having the other displacer beast flee when it was badly bloodied, but the PCs REALLY wanted to kill that thing (it did eventually escape with 9 hit points). The battle ended with Stasi unconscious (but stable) and Homer only on his feat because he got a 20 on a death save. Whew!

After the battle, the PCs were able to revive Analastra, the fallen eladrin. She thanked them, but was clearly embarrassed to have needed their help. She asked them to come with her to meet her brother, whom the PCs revealed they had already met.

Berrian was grateful to see his sister again, and thanked the party by asking what he could do for them. They mentioned that they wanted information about the orcs, and Berrian obliged by telling them what he knew. He also let the party rest in his grove while his soldiers stood guard and Analastra regained her strength (an extended rest – they needed it!).

In the morning, Analastra escorted the party to the garden hedge maze that marked the end of the feygrove, from which point the party could see much of the orc village for themselves. They also noted the wizard’s tower, and the fact that the keep seemed to be the headquarters for the orcs, based on the foot traffic in and out.

As the adventurers made their way back through the feygrove to head back to Winterhaven, Berrian gave Sora the dragonborn swordmage (played by my wife, and the only PC to have made it through the displacer beast encounter without falling unconscious) with a Giantslayer Broadsword +2. Yay for Mordenkainen’s Magnificent Emporium (the first time I’ve actually used the book).

Back in Winterhaven, the party settled in at Wrafton’s Inn and sent word to Lord Padraig that they were back and ready to report. Padraig came to see them in the inn, and they showed him the map of the orc village they had created with their notes about the strength of the orc troops. I asked the party if they were telling Padraig about the eladrin the feygrove, and they said no.

Padraig expressed dismay at the size of the orc force and said that he would need allies in order to chase off the orcs. Still no mention of the eladrin. He asked about the wooded area on the map. Still mention of the eladrin.

Shrug.

Padraig did at least note that the wizard’s tower the party had seen would probably be of interest to Valthrun the Prescient. He also paid the party some gold as a reward for their scouting report.

After Padraig left, the party was approached by a paladin in full-on shiny armor with the device of Bahamut prominently displayed. He introduced himself as Sir Oakley and said that he had heard that the party had been to Gardmore Abbey. He explained that he was a direct descendant of Gardrin the Hammer, founder of the Abbey, and that he wanted to cleanse the Abbey of evil and set it as a beacon of good in the world before he died.  Also, he knew of a secret stair that would lead straight to the top of Dragon’s Roost, bypassing the orcs. He asked the heroes to help him, and they readily agreed.

They stopped off to talk with Valthrun before leaving town the next day, and he was excited to hear about the tower. He’d been researching the Abbey in the week the party had been gone, and he asked them to be on the lookout for a book bound in white dragon scales, which his research indicated had been owned by the last wizard to use the tower before the fall of Gardmore Abbey.

Thus ends session two. I hadn’t put together the encounters on Dragon’s Roost in MapTool yet, so we had to cut things a little bit short. We should be able to play again before the end of 2012.

Next session: Session three

Madness at Gardmore Abbey: Session One

At Christmas 2010, my wife’s brother and his wife came to visit us for a couple of weeks. During that time, I introduced them to Dungeons and Dragons, and they were hooked right away.

We started off with a Living Forgotten Realms module I had run at my friendly local game store, and they wanted to know what came next. So, I spent the next day crafting an LFR-style adventure that was the sequel (I really should post about my LURU 2-3 sequel one of these days – Deeper Into the Crypts). I ran it that night, and they loved it. I ran them through two or three more adventures that week before they had to go home. Good times.

Once they were back in Texas, they wanted to keep playing. No problem – MapTool to the rescue! I had heard such good things about Reavers of Harkenwold that I decided to run them through it next, followed by Cairn of the Winter King.

Now that we’re on the standard post-Essentials adventure path, I figured I might as well go with the next adventure: Madness at Gardmore Abbey. I got the box months ago, read through the first two books, and started building monsters in MapTool. Once we figured out when we’d actually be able to play again, I re-read the books, formatted the maps from WotC to fit to a 50 pixel grid, and put a few more monsters together. I randomly determined the positions of the cards from the Deck of Many Things and all of the consequences of those positions. And now, off we go!

SPOILERS AHEAD

Session one began with the party in Fallcrest, relaxing after their voyage to the Cairn of the Winter King. A messenger from Winterhaven rode to town, seeking the adventurers whose reputation was growing as problem solvers. Her name was Elaine (though no one asked). She knew the party by name: Sora the dragonborn swordmage (played by my wife), Homer the drow hunter (played by my wife’s brother) and Stasi the half-elf warpriest (played by my sister-in-law). The messenger explained that Lord Padraig of Winterhaven had a bit of an orc problem that needed solving, and his regular troops weren’t up to the task. He’d heard good things about the adventurers, and decided to send the messenger to hire them.

Being the easygoing, “Where’s the next fight?” group that they are, they eagerly agreed to travel with Elaine to Winterhaven. Lord Padraig had arranged for the party to be put up at Wrafton’s Inn at no charge during their time helping the town. They tried to catch a whiff of rumor about the orcs from the patrons who were there in the early afternoon (Rond Kelfem, Valthrun the Prescient, a few peasants and of course Salvana Wrafton), but their Streetwise was lousy. So, they waited for Padraig to show up.

The Lord came to the Inn around dinner time, and waved for Salvana to bring him his regular mug of ale. He bowed slightly to the party with a few words of flattery and asked to sit with them. He explained the orc problem and what he wanted the group to do (the Scout the Abbey quest from page 8 of book 2). Again, they readily agreed.

After Padraig left, the group tried to pick up some more information, which they got from Valthrun and Eilian the Old at a corner table. They learned about the sacking of Gardmore Abbey 150 years prior and the orcs who lived there ever since. Eilian had seen the ruins as a boy, but never ventured too close. Valthrun expressed interest in the grounds – surely there must be some intriguing mysteries within. He asked the party to let him know if they found anything mysterious.

And with that, they set off to Gardmore Abbey. After three days’ travel, they arrived at the place where a path left the King’s Road to head up to the wall around the abbey’s hill. Their keen eyes spotted some orcs manning (well, orcing) the guard towers by the main gate, so they decided to head south, where trees could be seen on the opposite side of the wall. Finding a gap in the wall, they decided to head on through.

At this point, I decided they needed a fight, so I tossed them into encounter 9 against the spiders (even though they weren’t coming at the Feygrove via the village). The three of them fought off five deathjump spiders without trouble.

During a short rest after the battle, the adventurers noticed an armor-clad skeleton tangled up in some webs in the trees. Armor might mean treasure, so they climbed up and cut the body down. They were able to figure out that this was the body of a paladin of Bahamut, and in addition to a faint magic aura from the paladin’s sword, they also discovered a thin plate of ivory, about the size of the palm of a hand, blank on one side, and with an etched image of key on the other side (which I described as being similar to scrimshaw). Stasi, the Arcana-trained warpriest, was able to figure out that this was a card from the Deck of Many Things, a legendary artifact known as a force for chaos in the universe. She was also able to determine what effect the Key card would have in battle. Intrigued, she decided to hang onto the card.

And thus ends session one. I’m excited about how things have gone so far. It didn’t take much encouragement for my group to decide to check out the Abbey, and now they’ve found one of the cards of the Deck of Many Things. They’re in the Abbey to scout the orcs, but have taken a circuitous route to get there – and that’s okay! Madness at Gardmore Abbey allows for a lot of freedom, which I appreciate.

Now I need to put some more encounters together – I only have 1 through 14 done!

Next session: Session two

D&D Encounters – Neverwinter week 13

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

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

SPOILERS AHEAD

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

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

The Lost Heir is actually Seldra.

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

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

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

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

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

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

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

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

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

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

-Michael, the OnlineDM (OnlineDM1 on Twitter)

Stormy Weather – 4e Encounter with map and monsters

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

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

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

Download the encounter PDF

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

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

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

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

        

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

Valley of Storms map - gridded

Valley of Storms map - no grid

Descent Into Darkness: Free heroic tier D&D4e adventure

At last, my adventure trilogy is complete. The first two adventures, The Stolen Staff and Tallinn’s Tower, were released here on the blog over the past few months. The third adventure, as I mentioned here, is now available.

Descent Into Darkness is an adventure for 4-6 heroic tier characters. The adventure is presented at level 2, 4, 6, 8 and 10. I personally recommend it at level 6, 8, or 10, but it can work at lower-level (though the PCs might be surprised and scared by the final boss).

Synopsis

The powerful wizardess Tallinn seeks adventurers to be teleported into the Underdark bearing a powerful magical artifact, the Staff of Suha. The mission: Find three other artifacts that have been stolen by unknown creatures, likely in an effort to recreate a teleportation device once used by a long-dead drow sorcerer to bring his foul armies to the overworld in conquest. The other three artifacts (Orb of Oradia, Chalice of Chale and Shield of Shalimar) must be recovered or destroyed, and the forces behind their theft must be stopped.

The adventurers discover that the powerful beholder Ergoptis has enslaved drow, diggers (new insectoid monsters), halfling thieves and mindless duergar as soldiers and hunters of artifacts. The party must fight their way through treacherous traps and puzzles to ultimately face Ergoptis and its underlings in a room dominated by a ziggurat, with a magma river crossed by bridges and floating platforms. Can they recover the final artifact and escape or destroy Ergoptis before the one-hour time limit on their teleportation ritual runs out? Or will the beholder simply add the adventurers to its army of enslaved warriors and continue its plans for domination?

Descent Into Darkness includes four new artifacts, an all-new monster (the digger), a find-the-path puzzle with custom runes and an exciting final encounter with an evil beholder.

Files

Download the full heroic tier adventure PDF (level 2/4/6/8/10)

Download the MapTool campaign file (compatible with version 1.3.b86 of MapTool)

Maps (scaled to 50 pixels per square)

Mine map - Gridded

Mine map - no grid

Thieves cavern map - gridded

Thieves cavern map - no grid

Mushroom cavern map - gridded

Mushroom cavern map - no grid

Magma cavern map - gridded

Magma cavern map - no grid

Afterword

If you decide to run this adventure or have the opportunity to play in it, I’d love to hear about it! And if you have any feedback based on your own read-throughs, I’m always trying to improve the adventures themselves. Feel free to chime in via the comments, email, or Twitter.

-Michael, the OnlineDM

onlinedungeonmaster@gmail.com

OnlineDM1 on Twitter

WATE 2-4: Factotum the Bard is back on stage!

This past Thursday evening, I had the rare opportunity to play D&D as a player rather than a DM. My wife has been feeling unwell for a while, so I try to mostly stay home with her in the evenings, but on this particular night she was getting together with another friend. A new-to-me Living Forgotten Realms module was being run at the friendly local game store, Enchanted Grounds, so I headed on down for a game.

Spoilers ahead for WATE 2-4 Stage Misdirection

The particular adventure we were playing was set in Waterdeep, the hometown of my beloved bard Factotum. This was the first time I had gotten to play an adventure with Factotum in Waterdeep, and I was excited.

I learned that the adventure begins with the PCs having various jobs in an opera house. “Star of the show” wasn’t an option, so Factotum settled for a spot in the orchestra pit with his horn, while the rest of the party either served as bouncers or sat in the audience. I asked the DM if Factotum could be an understudy, and he was fine with it. Excellent!

Imagine my delight, then, when the opening scene of the adventure involved an opera where a man was about to duel his sweetheart’s father, and the man fell to the stage – apparently dead after drinking poisoned wine. The poisoned wine was not part of the show, and it was soon accompanied by an angry crowd being riled up by some thugs. While the rest of the party sprang into action fighting the thugs, Factotum did the natural thing for him:

He jumped on stage, picked up the fallen actor’s sword, and continued the faux sword fight with the actor playing the love interest’s father.

He feinted and twirled, finding the time to shout words of majesty to his ailing compatriots and to sing powerfully to push interlopers off the stage (Majestic Word and Staggering Note), but largely focused on entertaining the crowd.

Yes, this adventure was tailor-made for Factotum.

The rest of the evening was a fun investigative romp, ultimately culminating in a fight with other actors. Factotum attacked one man who hadn’t directly menaced anyone yet, simply because the man was a terrible actor – an unforgivable offense.

WATE 2-4 is an adventure that definitely benefits from having a bard in the party. I’m sure it could have been fun without one, but I was really glad I’d brought Factotum to the table. It’s an opportunity for his fame to grow!

Rejected for DDI – and I feel fine!

Edit: The final, polished version of the adventure can be found at this link.

I decided to submit the third adventure in my Staff of Suha trilogy to Dungeon Magazine for their consideration. The timing was right, after all; the adventure was ready to go at just about the time the submission window would be opening (October 1).

I spent a lot of time in September trying to polish the adventure itself, figuring that if I could attach the finished adventure to the “pitch” email it would help my chances. I ran the adventure four times and had a couple of friends and a couple of readers from my blog look over it and provide really useful feedback.

Since I live in the Mountain time zone, the submission window opened at 10:00 PM Friday night for me (midnight Eastern time). I was finishing my Friday night game that I run via MapTool at the time, after which I read Chris Perkins’ editorial about submitting pitches. I had already written the pitch weeks before, so I went ahead and submitted it exactly one hour after the window opened. The entirety of my email to submissions@wizards.com follows:

Descent Into Darkness – an adventure for 8th-10th level characters – 5,000 – 6,000 words

The powerful wizardess Tallinn seeks adventurers to be teleported into the Underdark bearing a powerful magical artifact, the Staff of Suha. The mission: Find three other artifacts that have been stolen by unknown creatures, likely in an effort to recreate a teleportation device once used by a long-dead drow sorcerer to bring his foul armies to the overworld in conquest. The other three artifacts (Orb of Oradia, Chalice of Chale and Shield of Shalimar) must be recovered or destroyed, and the forces behind their theft must be stopped.

The adventurers discover that the powerful beholder Ergoptis has enslaved drow, diggers (new insectoid monsters), halfling thieves and mindless duergar as soldiers and hunters of artifacts. The party must fight their way through treacherous traps and puzzles to ultimately face Ergoptis and its underlings in a room dominated by a ziggurat, with a magma river crossed by bridges and floating platforms. Can they recover the final artifact and escape or destroy Ergoptis before the one-hour time limit on their teleportation ritual runs out? Or will the beholder simply add the adventurers to its army of enslaved warriors and continue its plans for domination?

Descent Into Darkness includes four new artifacts, an all-new monster (the digger), a find-the-path puzzle with custom runes and an exciting final encounter with an evil beholder.

Link to a PDF of the current draft of the adventure, complete with maps, stat blocks, puzzles, etc: http://dl.dropbox.com/u/6875434/Descent%20into%20Darkness%20Submission.pdf

Michael, the OnlineDM

http://onlinedm.wordpress.com/

That was the pitch. I wondered how long it would take to get a response; they said that they’ll reply to everyone within two months of the close of the submission period, which meant that I could theoretically have to wait until the end of January.

Fortunately, I didn’t have to wait that long. Monday morning I received the following email from Chris Perkins:

Hi Michael,

Thanks for the adventure proposal. The “artifact hunt” story doesn’t really grab me, so I’m going to pass on this one. We see a lot of artifact hunts, and four artifacts seems a bit much (the write-ups for them alone would eat up thousands of words of text). Also, we already have an adventure in the works featuring a beholder villain.

Regards,

Chris Perkins
D&D Senior Producer
Wizards of the Coast LLC

I’ve got to say, I felt pretty good about that. No, they didn’t accept my adventure, but Chris took the time to explain what he didn’t like about the adventure. “Collect the artifacts” doesn’t interest him, and they have another adventure coming with a beholder villain. That’s totally fair.

I came away from this feeling pretty good. The best part was that I got the response quickly, which means that I can release the adventure here on the blog!

The version I actually submitted to Chris is at this link. It’s set up specifically for upper-heroic parties.

However, I also assembled the adventure in a way that can be run with any level in heroic tier (though I feel that the adventure runs best at level 6 or higher). That version can be downloaded here.

I’ll talk more about the adventure itself in a later post, but I wanted to share my thoughts about the process for anyone else who wants to submit an adventure to Dungeon.

First, just focus on the pitch, not the finished product. I’m sure that Chris didn’t even look at the link I sent him, and I don’t blame him for that. He has tons of submissions to go through, and he’s not going to read a sixteen-page PDF for each submission.

Second, be creative. It seems like the key is to pitch something that makes the editor say, “Wow, I’ve never seen anything quite like that before!” The key is novelty, not execution, when it comes to the pitch. I feel like I’ve put together a fun, solid adventure, but the things that make it fun and solid (cool combats, puzzles, magic items, etc.) aren’t the things that make a good pitch. It’s a fairly run-of-the-mill adventure premise, and that’s not going to get it past the initial screen.

Third, do your research. In my case, my adventure was rejected in part because there’s an upcoming adventure with a similar villain, which I couldn’t have known about. But I’m sure that if I had pitched an adventure whose villain was similar to something done in the past few issues of Dungeon, it would have also been rejected. And there’s no excuse for me not knowing that.

Anyway, I’m glad I went through the submission process, and I’m especially glad that Chris handled my rejection letter the way he did – quickly, professionally, and with some helpful feedback. If I get any truly inspired ideas for adventures, I might pitch again. But this process was a good one for me.

Tweaked puzzle – looking for private feedback

A few weeks ago I posted a puzzle that I’m using in my newest adventure. I haven’t been totally happy with the original version, so I created a new version.

I’d like to get some feedback on this new version of the puzzle, but I’d rather get it privately instead of on the blog (so that comments from one person won’t affect another person’s thoughts on the puzzle). It isn’t the kind of puzzle that will take a long time to work on; a few minutes will be enough to tell whether you get it or whether it’s too opaque. It comes with hints, too.

If you’d like to help me out by looking at the puzzle and offering me your thoughts, please send me an email at OnlineDungeonMaster@gmail.com.

Thanks!

-Michael, the OnlineDM