New campaign: Homebrew all the way!

As I mentioned in my last post, I’ve volunteered to take the next shift as dungeon master with the group I’ve been playing with here in Colorado for most of this year (my first real Dungeons and Dragons experience).  I had considered three options for this campaign:

  • War of the Burning Sky, which I am already running for my online campaign (though I would have to adjust for the fact that the in-person campaign is starting at level 5)
  • An adventure setting from Nevermet Press that I’ve volunteered to playtest (called Brother Ptolemy and the Hidden Kingdom)
  • A total homebrew campaign, based on an adventure I had written but never run for D&D Third Edition

War of the Burning Sky was originally my first choice, but after starting to work on the adjustments I’d have to make for the level issue and after talking to my current players and getting their thoughts on the matter, I decided that it didn’t seem like it would be as much fun for me (even though it would be a LOT less work).

The playtest game intrigues me a great deal, but the adventure would span several sessions, and I really didn’t want to commit to anything like that without having the time to really get to know the material first (the whole document is over 100 pages in length).

The more I thought about it, the more I realized that homebrew was what I really wanted.  Having discovered my adventure from years ago that never saw the light of day, I felt like I had to give it a go.I began by transferring my map of what was originally a goblin stronghold (the adventure was written for first-level characters) into MapTool.  It’s now an orc stronghold, since these characters are higher level.  I kept the geography pretty much the same as I had created it years ago, removing only a couple of pointless storage rooms (I like verisimilitude, but rooms that have no bearing on the adventurers at all should be cut).  I sketched out the whole complex, only making a couple of edits… and then realized that the party wouldn’t be STARTING in the stronghold, but out in a town where they’ll get the chance to find out about this thing.

So, I needed to back up and draw some more.  I started with a tavern, using a Dungeon Tile image.  I called it the Shady Maple Inn and built it around a huge maple tree in the middle of the place.  It was built and owned by an elf who loved the tree and made it part of his establishment (this made me very happy for some reason).  The players had the possibility of meeting some bandits along the road, so I created a bridge encounter map.

There was also going to be an attack by some insects during a night spent camping in the forest, so I put together a forest encounter map with trees and bushes.

This would be everything the party would face, at least for the first session.  I figured that we would get through some decent fraction of the maps I had prepared.  After all, there was a lot to get through in the first session:

  • Character introductions
  • Determining how the party members know one another – past adventures together, etc.
  • Meeting the NPC who would ask for the party’s help
  • Getting from the tavern to the manor house where a minor noble was looking for aid (likely encountering bandits along the way)
  • Meeting the minor noble and learning about the family heirloom that had been stolen
  • Investigating near the manor house to learn more about the thieves
  • Tracking the thieves through the forest
  • Battling creatures overnight in the woods
  • Getting to the stronghold
  • Dealing with the front door defenses
  • Working their way into the depths of the keep

Now, I don’t know if it was the efficiency of running the game in MapTool with the projector or what, but we got through a LOT in one session!

We started playing at about 4:15 this afternoon.  We spent about 30 minutes on character introductions and party backgrounds.  Then the action started, and the players jumped on it.  No gallavanting about, chatting with random NPCs – they heard about a mission, pounced on it without asking questions and started to complete it.  They wisely figured out that they could take a boat up the river to the manor house, which meant that they could skip the bandit encounter at the bridge.  At the manor house, they investigated the theft of the family heirloom efficiently and moved on to the forest.

Here, they were set upon by some creepy crawlies at night.  The luck of the dice had this encounter happen during the first watch, which meant that everyone would be taking an extended rest afterwards (some of them had just started doing so).  This worked out pretty well, actually – since the extended rest was coming, everyone was free to blow daily powers and action points.  The attack came from some centipedes and rot grub swarms (set to appropriate levels for the party, of course).  Even after I brought in some extra centipedes in the second round, the PCs had no trouble beating them all up.

The next morning we had a little skill challenge to continue the navigation through the forest to the orcs’ lair.  The party just barely failed this skill challenge, which made for a cool encounter.  Instead of being able to walk right up to the front door and trying to figure out how to get through, their failure meant that orc archers in the guard tower saw them coming and got a surprise round on them.  This was excellent, because the archers with surprise were pretty darn scary.  Even though these are only level 4 creatures, they have a burst 1 attack (a hail of arrows, basically) that deals d10+6 damage to everyone in the burst that it hits, and I rolled a 9 and a 10 for damage for the two archers who fired into the group.  Suddenly our healer was down to 12 hit points (out of a maximum of 43) and the party was legitimately scared.

Despite the fear, the party had the right tools to handle this problem: Area attacks.  By the rules of the game, an area attack only requires that the spellcaster have line of effect to the origin square of the area burst (which the arrow slit grants), and then enemies inside the tower would not have cover from the area attack because it’s originating inside the tower.  Unleashing a few of these helped bring the archers down before they could raise the alarm.

The door to the stronghold was trapped, and I allowed some active Perception checks to notice the trap before just setting it off on everyone’s heads.  This was a bit generous on my part, but our games haven’t involved a lot of traps in the past and I felt like it was unfair to shock them TOO much by springing a trap when they would never think to look for one.  Now they’ll think about it!

Once inside, the party used some good Stealth to sneak up on the orc minions (two-hit minions, as is usual in my games) in the next room, who were distracted by their dice games.  For this battle, the minions went to the far side of the bridge and pulled it back across, attacking mainly from range (even though they’re not great at range).  I made it clear that the river is nasty and the party does not want to fall into it.  Again, the PCs beat up the bad guys before they could raise a further alarm.

The last battle of the evening took place in the orcs’ sleeping chamber.  This area was dark, as the night shift orcs were sleeping.  One orc was awake – the cook over in the kitchen area, preparing a foul-smelling stew.  The party again made good use of Stealth, letting the party’s Monk get a surprise attack on the cook.

This battle was a little more interesting, as the orcs who had been asleep quickly woke up and did their best to sneak toward the party in the dark.  The Monk ended up bloodied a couple of times, and the Warlock/Sorcerer got a little bit beat-up as well, but since the baddies kept clustering, they were mowed down by burst and blast attacks.  Who says you need dedicated controllers in a party?At this point it was a little after 9:15 PM.  It had been five hours since we had started playing, and we had taken about an hour-long break for dinner in the middle.  We played through four combat encounters, plus the background stuff and some role-playing, investigations and skill challenges.  And this was all with brand-new characters and players who were still figuring out what those characters can do.  I was amazed at how far the party had gotten.  This was as much of the adventure as I had prepared, so we called it a night at that point (playing a few games of Zombie Dice first).

Today was a great start for a new campaign!  I feel like everyone had a good time, and the MapTool / projector combo continues to be a big hit.

DM Lessons

  • Once you’re comfortable as a dungeon master, run your own homebrew games whenever possible.  Time constraints may make this hard, but don’t let a lack of confidence stand in the way.
  • Drop future adventure hooks liberally – even if you haven’t figured out exactly where they’ll lead yet.  See what piques your players’ interest, and run with those, abandoning the others.
  • Preparation is huge.  Know the layouts of combat areas and how the enemies will use them before the battle starts.  If you can do the mapping in advance (such as with MapTool, or even pre-drawing the maps on battle mats or paper) it will save a lot of time at the table.
  • Be prepared for players to come up with ways to skip over combat encounters, and let them do it if they find a way.  Don’t get too attached to a battle.  You can probably find an excuse to use it again at some point in the future!
  • If you’re comfortable with it, technology at the table can automate the boring parts and help everyone get to the fun faster.
http://onlinedm.wordpress.com/2010/08/03/two-hit-minions/

Simultaneous skill / combat encounter: Burning grove

In the second part of my online party’s recent session (part 1 is here), they attempted to help a dragonborn sorcerer remove the magical fire from a dryad’s grove.  This was mainly a skill challenge, with some combat thrown in.
I decided to use lots of color when drawing the map in MapTool, and I’m happy with how it turned out.  My only minor regret is that I used a lot of objects rather than just drawing on the map (the trees and flames are objects, for instance) and that meant a long load time for my players (about 3 minutes for some of them).  Lesson learned: Don’t overload MapTool with too many objects (unless you don’t mind some loading time for the party, which might not be a big deal).  Also, given the way the encounter played out, I would want to move the dryad and her children from the far left side of the map to a spot that’s a bit closer to the center.

When the encounter began, the sorcerer went to the altar in the middle of the grove to begin the ritual.  The players gathered around him, and those with Arcana training attempted to assist.  After a couple of minutes the ritual started to have an effect.  The burning grass died down, and the dryad screamed and started running toward the lake in the lower right corner.  A couple of players went over to assist her and her children, but most stayed near the altar.

Shortly after that, catastrophe struck.  A rift opened near the far left side of the map, separating the children from their now-running mother.  The four big trees surrounding the altar came to life, with vines attacking the players and force barriers going between each pair of trees.  And then the ground directly beneath the altar collapsed, casting the sorcerer down into a cave below.

It was clear to the players that the first priority was rescuing the children – the sorcerer seemed to be unconscious but alive at the bottom of the cave below.  The characters outside the force barriers started to use skills to get to the children and calm them down while those inside started working on the trees.  I was curious to see what they would try, and they ended up using skill checks to try to disable the magic of the angry trees.  Nature and Arcana eventually worked (hard DCs), and a crit on the third tree disabled both it and the fourth one.

Now the whole party was trying to help the children, and they did all right (barely).  Since we were in initiative order, it was a little awkward having the children so far out to the left, since players used their turns double running just to get partway over to them, and then had to do lots of running to get back to the lake.  It was awkward, but I hand-waved some of the distance in the end.

Two of the characters felt like there wasn’t much they could do to help the children, so they started working on rescuing the fallen sorcerer.  One set up pitons and a rope in the ground (good dungeoneering check) and then tied the rope to herself while the other held the rope and lowered her down.  She made it okay, tied the rope to the sorcerer and then moved into hiding (she’s a tiefling warlock who recently multiclassed to rogue).  Unfortunately, as the other character began pulling the sorcerer up, some fungus creatures came out of the darkness and cut the rope.

My favorite part: This is where we ended the session.  I love ending on a cliffhanger. The dryad children have been rescued (though the mother died in the effort), but now the warlock is alone in the lower cave with just the unconscious sorcerer for company and some fungus creatures coming out of the darkness.  I’ve already changed this next encounter up from the published version, and I’m excited to try it out next week!

LFR Maps – Finished products

Amazingly enough, I think I’m now ready for the Living Forgotten Realms game that I’ll be running in three weeks (WATE1-1 Heirloom), at least in terms of putting together the materials.  I blogged yesterday about the tokens I’ve created for the enemies and the day before about the maps that I drew in MapTool.

To bring things full circle, I thought I’d share the finished map files in all three forms:

I’m excited about the prospect of running this adventure now!  If our in-person game on Monday runs out of prepared material (unlikely, but you never know), maybe I’ll bust this out as an impromptu game.  More likely, I’ll ask if we can run it some future weekend before I run it for real.

Living Forgotten Realms DM Preparation – Maps

As I mentioned in my last post, I’ll be a first-time DM for a Living Forgotten Realms (LFR) session at my local store on July 24, 2010.  I’ve gotten the adventure module (WATE1-1 Heirloom) and read through it once, which is a good start.  The things I haven’t been certain about are what to do about maps and what to do about tokens.  I’m pretty sure I’ll follow Ismael_DM’s suggestion in the comments of using the tutorial on Newbie DM’s blog to make flat tokens using metal washers.  More on that as I actually give it a shot.  (Thanks for the tip, Ismael_DM!)

As for maps, I’m pretty sure I’m going to stick with what I know: MapTool! While I’d love to set up a projector with my laptop to project a MapTool screen onto the tabletop (and there is a person at the local store who does exactly this), I’m not ready to lay out the cash required to build that sort of thing.

I’m pretty sure, though, that I can build my maps in MapTool and then print them out as “posters” to put on the table for my players to use.  DM Samuel has talked on his blog about doing this, building the maps in a program called GridMapper (which I probably would have loved a few weeks ago before I learned how to really use MapTool) and then printing them out to scale using a program called PosteRazor.  I haven’t tried the printing part yet, but I figured I’d start by building the maps in MapTool.  Printing can come later.

There are three combat encounters in the module I’ll be running (no real spoilers here).  There’s a battle outside of a random inn on a random street, a battle inside a shop and the room beneath it, and a battle that can take place either in a room in an inn, next to a stable, or on the city streets depending on what has happened earlier in the adventure.

The adventure describes how to build each encounter area using Dungeon Tiles.  Now, I don’t have any Dungeon Tiles myself, but Wizards of the Coast has a program called Dungeon Tiles Mapper that you can download for free and which contains images for a bunch of different tiles (not all of them, but a good variety).  Combining that with the big MapTool image download that I have, I was able to recreate the maps pretty well (in my humble opinion).  In some cases I tried to be as faithful as possible to the original, but there were some cases where I decided to make my own improvements.

First, I created a map that serves as both the inn exterior for the first battle as well as for the last battle (the downstairs part of the inn).  I used a texture to paint the cobblestone streets, a Dungeon Tile image for the inn itself, a stairs object from the big MapTool download and a roof object from that same download to represent the building next door.Inn Exterior

Next, I created the main room of the shop from the second encounter.  This was dead simple – one Dungeon Tile image.

Shop Interior

After that, I created the hideout beneath the shop.  This one was much more involved.  I used some Dungeon Tiles for the spiral staircase, the blue rune, the wooden stairs and the trap door.  I used some flooring from the Dungeon Tiles to paint the stone floor as well as the wooden platform floor.  I used images from the MapTool download for everything else (tables, bookshelves, chair, chest).  I think it turned out really nicely.

Hideout

Next up was the room in the inn.  Nothing here was from Dungeon Tiles.  The stairs, beds and windows were from the MapTool download and the floors and walls were painted using various wood textures from that download.

Inn Room

Finally, the exterior of the stable.  It’s a lot like the inn exterior with the streets and the roof.  The horse and cart came from the big MapTool download.

Stable Exterior

My next task will be to try to print these out using the correct scale in PosteRazor.  Wish me luck!  And as always, I’d love to hear your feedback, whether about the maps themselves or about the general idea of printing these out to use at the table (probably on card stock).

Treasure from the past

As I mentioned in my introductory post, I had tried playing a little bit of D&D years ago, under Third Edition (3e) rules.  My wife and I bought the 3e starter kit and later the core books (Players Handbook, Dungeon Master’s Guide, Monster Manual).  We played through some of the starter kit dungeons (I was the DM, she ran several characters) and had a good time.  One of the people she worked with was a regular D&D player, as was his girlfriend, and they were interested in playing with us.  We set up a session where I would DM and the three of them would play.

I remembered that I had run them through a pre-packaged module where they had quickly taken it off the rails, and I was unprepared as a first-time DM to deal with it, so that ended badly.  They also fudged their dice rolls to get extra crits, which I also didn’t know how to deal with.  That turned us off of D&D for years until we picked it up again in early 2010.

Now that I’m running my Fourth Edition party through the Keep on the Shadowfell I’m having a better time keeping my wits about me when the unexpected happens (and no one is fudging their dice, either, which helps).  I’ll admit that I’m starting to get a little tired of the Keep, though, and I’m thinking ahead to what might come next.  I had come up with lots of neat little ideas, trying not to put too much effort into any of them because I don’t know what direction things will go.  And then I remembered something:

Didn’t I do some prep work for my own Third Edition adventure way back when?

I found my old manila folders for D&D 3e stuff.  There was a folder full of character sheets for characters that both Barbara and I had rolled up.  I learned two things here:

  • Wow, we sure rolled up a lot of characters, especially without Character Builder!
  • I think the old way of rolling ability scores must have been overpowered – those characters had some amazing stats.

That was a nice trip down memory lane (ah yes, Barbara’s elf Druid named Lyssiah Stormwhisper!  I remember her…), but what I really wanted was in the next folder:

  • The printout of the ill-fated pre-packaged adventure that I ran
  • A map for a world of my own creation that I had drawn in colored pencils (two drafts, one on graph paper)
  • An arena dungeon with multiple levels that I had created myself (two drafts, one on graph paper)
  • A cavern-style dungeon with even more levels that I created myself (again two drafts, one on graph paper)
  • A typed, four-page write-up of a full-on adventure through the cavern-style dungeon, complete with monsters, traps, difficulty classes to find doors and so on, read-aloud text…

I was blown away by the amount of time I must have put into creating this stuff – and I never used any of it!  None!  The full adventure write-up amazed me.  It’s not quite up to the quality of a professional module, of course, but it’s not completely amateurish, either.  I remember devising this dungeon and the back story now that I’ve re-read it, and I remember that I thought hard about verisimilitude when I crafted the dungeons.  For instance, I thought about why these creatures would be living where they did, why secret doors would be hidden, where the creatures slept and spent their awake time, and so on.

The question now is, what do I do with this?  I don’t think I’d use the “published adventure” that I wrote as-is since it was customized for the characters who were in the party at the time.  I could totally see myself using the dungeon maps, though, just with new monsters and even the same general logic of what types of monsters can be found where.  They still seem like pretty cool encounter areas.

What do you think?  Is something like this worth re-using?  To give you an idea of what I’m talking about, I’ve put the world map that I drew below (click to enlarge).  If you’re interested in seeing the other maps and the adventure I had written, let me know.

Ervallen Map

Hotel room Dungeons and Dragons part 2

I’m hoping to get up two posts today, as I’ve had two different sessions of D&D in the last two days.  I’ll start with Wednesday evening, when Barbara and I in our hotel room in Boston got online with Lane and Zach from their home in Florida to continue our adventures in the Keep on the Shadowfell.  In our first session in the Keep this past Sunday, we had to improvise in a hurry as we learned that we wouldn’t be able to use Gametable due to networking issues in the hotel, and I switched things over to OpenRPG in a rush.  This time, I was prepared – I had already converted the maps over to OpenRPG and was ready to go (the OpenRPG map of the first level of the Keep is available here or on the downloads page – but my players shouldn’t go poking through it just yet!).  We called each other on Skype, connected to the appropriate room on an OpenRPG server, and we were gaming!

We started with some back story.  When we first began playing together, it was a big rush and no one had any ideas on back story for their characters, why they were adventuring together, etc.  I had thought about this over the past few days and filled in the party (since they were willing to hear my thoughts).  All of the characters are female, so I explained that they had all been approached when they were younger girls (the human equivalent of 10-12 years old) by a Deva named Juni Lamplighter (or one of her allies) to come to the Academy of Adventure.  Juni, being a Deva, remembered times when the world was not so dark and chaotic and wanted to bring some light and order to the world, so she decided to set up a place where individuals with talent, primarily girls who felt like outcasts, could train to become adventurers and work to do good in the world.  The PCs were all pupils at the Academy, and Juni had sent them to Winterhaven after they finished the main body of their training as a way to get started in making a difference.  Yes, it’s a bit Hogwarts-esque, but that’s not a problem.  The players seemed fine with this, and it provides both a reason for adventuring as well as some future plot hooks, so we’ll run with it.

At the end of the previous session, the party had just cleared out the goblin torture chamber and decided to rescue Splug, a goblin prisoner who had been put in a cell for cheating (or as he called it, “being good at playing cards against”) the other goblins.  He offered to serve as a porter for the party and tell them what he knows of the Keep if they would free him.  They let him out, and he told them about the excavation where goblins were digging for some unspecified treasure (but hadn’t found anything), the stairs that lead down to some caves, the main door and the secret door to the chamber of the goblin leader, and the door that led to the deeper part of the Keep, where Splug had never been.

Balgron the Fat

Balgron the Fat

The PCs decided to use the secret door to sneak into the sleeping quarters of the goblin boss, Balgron the Fat, to surprise him while he was asleep.  Zach’s rogue rolled great on her Stealth checks to get into the bedchamber, and they decided to try to tie up Balgron while he slept in order to interrogate him about the rest of the Keep.  This was awesome – the players were thinking outside the box!  They had rope in their packs, so I ruled that this would require a Dexterity check (figuring that Balgron would probably wake up while being tied).  Well, the dexterity roll was crazy high, so I ruled that they succeeded in tying up Balgron, but he woke up as they finished.  Balgron was confused for a moment, but as soon as they started asking him questions, he yelled for his guards and we rolled initiative.

There was only one other goblin in the room with Balgron, and I had that guy poke his head into the curtained area that surrounded Balgron’s bed, see the situation, and run for the door to get the other troops.  The door was locked, so it took him a little time, during which time the PCs attacked him to try to stop him.  Lane’s character had been hanging back, keeping an eye on Splug, but when the battle began and Lane’s character ran into the fray, Splug skedaddled.  The party wasn’t able to stop the goblin guard before he opened the door and raised the alarm.  A bunch of other guards came running down the hall, and the party decided to try to close and re-lock the door rather than just fighting (creative!).

I ruled that Balgron had another copy of the key on him, and since the rogue had decided to sneak attack the crap out of him while he was tied up (not very nice, but brutally effective), Balgron decided to cooperate to save his own hide.  He told the PCs where the key was, and they locked the door.  Naturally, the goblins began trying to bash it down, and wouldn’t you know it, one of the little minions got a critical hit in throwing himself at the door, so I ruled that it broke off its hinges and was now open again.

Balgron was willing to answer some questions now, and also willing to tell his guards to go away, which they did.  The party started asking him about the Keep, who hired him (Kalarel), what he was doing there, etc., and he answered more or less honestly.  Then the party opened up his treasure chest and he started bargaining for his life.  The chest had some gold, an enchanted short sword (which Zach’s rogue coveted) and some potions of healing (which the party had none of, and I figured they could use them).  Balgron was willing to give up the potions in exchange for his life.  The rogue held out for the sword, and Balgron grew enraged, burst out of his ropes and called the guards back in.

The ensuing battle was actually not all that interesting.  Balgron was already badly bloodied, and the fact that all of the goblins were coming down a narrow passageway made them easy fodder for Barbara’s swordmage’s enlarged dragon breath.  A few got into the bedroom and Balgron did his goblin shuffle once, but that was all she wrote. There was barely any damage to any of the PCs.  They rolled really well, and used smart, creative tactics.

Next up, the party knew about the excavation going on, but they weren’t interested in taking on those goblins – they wanted to go down into the caves.  They wanted the digging goblins to leave peacefully and debated whether to charge in and fight them, try to reason with them by telling them that their leader was dead and they were free, or something else.  They decided to leave Balgron’s severed head (yuck) where the goblins would be able to see it when they left the excavation chamber, and then head into the caves, figuring that the goblins would see the head as a sign to get out of there.

Well, I had the goblins roll Perception to see if they noticed the head while they were still working, and they did.  As the adventurers started heading down the stairs, the goblins quietly moved into position and started throwing Alchemist’s Fire.  The battle was on.

Guard Drake

Guard Drake

Two guard drakes charged up to the top of the stairs, and the PCs were basically hemmed in on a stairway.  They came perilously close to backing into the caves at the bottom of the stairs, at which point they very well may have been set upon by more enemies from the back, but they just barely stayed on the staircase and thus only had to face the goblin bombardiers and guard drakes.  This battle was tougher, and Barbara’s swordmage actually fell to zero hit points before being healed by Lane’s druid.  It was a close call, but once the drakes were dead, things turned in the party’s favor.  The last goblin bargained for his life, offering a dirt-covered object that he had dug up in exchange for being allowed to leave.  The party agreed (though not before the rogue observed that they could just kill the goblin and take the item), and the goblin was escorted out of the keep.  I’ve decided that he was named Steek.  The item turned out to be an enchanted totem with some healing powers, which is useful for Lane’s druid.

At this point, we called it a night.  I have to say that this adventure is beginning to feel like a success.  The players seem to be having a good time, and the technology is pretty much transparent (though I’m feeling like the OpenRPG dice roller tends to roll on the high side quite a lot; probably my imagination).  The players are definitely thinking creatively, and I feel like I’m doing pretty well at rolling with the creativity.  They’ve now gone through four encounters with no extended rest and only using one daily power.  I’m pretty sure I need to ramp up the challenge level a little bit (though we discovered that we had been playing Zach’s rogue a little bit wrong on Sunday, letting her get combat advantage too easily with the sling), but everyone seems to be having a good time, so I don’t want to go nuts.  Zach and Lane are going on a two-week vacation soon, so it might be a while before we get to play again, but our in-person game in Denver was just canceled for Sunday, so who knows?  Maybe we can play one more time then.  I’m up for it!

Downloads are getting organized

I’ve decided that it’s time to organize my downloads page.  Rather than just leaving everything on one main page, I’ve created separate pages for Gametable maps, OpenRPG maps and monster minis.  I plan to later add pages for character minis and environmental elements (stairs, treasure chests, etc.).  Most of this is content that I’ve posted into individual blog posts as I’ve created it, but I hope that this blog will eventually become a useful resource for other online dungeon masters.  If that happens, I want it to be easy for new DMs to find the content and use it on the blog.

As a side note, I’m still in Boston and planning to play our second online session within the Keep on the Shadowfell tomorrow, if everything goes according to plan.  I’ve got the whole first level of the Keep set up in an OpenRPG map, so we should be ready to go.  I’ve also done some more work on the party’s back story and given a lot of thought to what comes AFTER the Keep on the Shadowfell (even though it will probably be late summer 2010 before we get there).  I’m having a great time with all of the planning – the hard part is knowing that I have to wait to reveal it all to the players (and therefore to my blog audience).  I can be patient.

Improvisation is important

Barbara and I are now in Boston for a business trip of mine, so what do we do on our first day in town?  Play D&D online with our friends in Florida, of course!  Hey, we’re all on the same time zone now, so we might as well.

At 11:00 AM, we all met online to play.  I called Zach and Lane via Skype, which worked great.  My maps in Gametable were ready to go, so I loaded up a map and hit Host.  I checked my IP address and told it to Zach… and realized that we can’t use Gametable when the host doesn’t own the internet router that they’re connecting to.  As you may recall from my earlier article about connecting to your players via Gametable, I had to go into my router settings and forward internet traffic that came to my IP address to my computer in particular, rather than to Barbara’s computer or some other device on our network.  Since I didn’t own the hotel router that I was connecting to, I couldn’t go into its settings to forward internet traffic to my computer.  Zach and Lane could host on their computer, but that wouldn’t work since they’re not the DM.  I could send them the complete map with all of the monsters revealed and everything, but that’s a less fun experience for them.

So, I improvised.  Back in the earliest days of my blog, I thought we were going to be using OpenRPG rather than Gametable for running our online games.  Gametable is far easier to build maps in, but OpenRPG is easier on the networking side.  As long as everyone can connect to the same server, OpenRPG is good to go.  So, we could play via OpenRPG – but all of my maps were in Gametable.  What to do?

I started by asking Lane and Zach to give me 20 minutes to get everything set up.

  • I then opened up Gametable, set the view to show the first area of the Keep on the Shadowfell (the entry chamber guarded by goblins) and took a screenshot.
  • I pasted the screenshot into Photoshop Elements.
  • I trimmed the canvas so that the top left corner was on the top left corner of a grid square, and the same for the top right.
  • I resized the map image so that the grid squares were 64 pixels wide (that’s where they started, but I had to zoom out in order for enough of the map to show up on my screen shot).  In order to do this, I counted the number of squares across in the image, multiplied that number by 64, and resized the image (keeping the proportions constant) so that the width equaled the number of squares times 64 pixels.
  • I erased the areas of the map that weren’t part of this first encounter.
  • I saved this image file on my Dropbox public directory (more on Dropbox in a later post).
  • I opened OpenRPG.
  • I set the General property of the map so that the map was plenty large enough for my new image.
  • I set the background color of the map to gray (not necessary, but nice).
  • I set the grid size to 64 pixels and made the grid lines invisible (since my image file had the grid lines from Gametable).
  • I loaded my new map image as the background, using the public URL from the Dropbox directory.
  • I also copied all of my Gametable character and monster pogs to my Dropbox public directory so that I could load them into OpenRPG. (I suppose I could actually do the same with environmental pogs… hmm…)

Once I had this set up, I opened a new room on an OpenRPG server, called Lane and Zach back and told them how to connect to my room in OpenRPG.  I assigned them the role of Player, and they could then move their minis around the map.  Huzzah!

The map image I created is below.  It’s messy, because I had to manually erase the parts of the map that I didn’t want the players to see, but that’s okay.

Entry chamber

We played through the entry chamber and the torture chamber (which I created in the same manner and had to load as a separate background image when they went into that area), and I have to say that it all went pretty well.  I had to manually add each monster as they encountered them rather than revealing them from the private map as I would have done in Gametable, but that was easy enough to do.

It’s worth mentioning that the party ripped through the bad guys like a knife through butter!  Zach’s rogue successfully stealthed down the stairs and got a sneak attack with a sling on the first goblin warrior, then rolled the highest initiative and finished the warrior off with more sneak attack damage before he had a chance to warn his friends.  I had already removed the pit trap and the swarm of rats from the encounter in order to level it down for a party of three PCs, and I was planning to remove one of the goblin sharpshooters as well.  But since the party was handling everything so skillfully, I left the second sharpshooter in the battle, and the PCs had no trouble at all.  The torture chamber was a little more challenging, but it was awesome when Barbara’s swordmage shoved a goblin into the iron maiden and slammed it shut on him to start the battle.  I removed just one goblin from the battle, and that was all I did to level it down (well, I also forgot about the daily power of the hobgoblin’s magic armor, but oh well).  After the two battles, we had played for two and a half hours (including technical difficulty time) and decided to call it a day.  The party did decide to release Splug, cautiously, which should be interesting!  Best of all, they were still excited about the game and want to get together tomorrow evening to continue!  I’d call that a success.  They were within a few XP of leveling up, so I awarded them a few extra points for good roleplaying and general cool moves so that they could begin tomorrow with level 2 characters.

Since I’ve now had a little more time to prepare to run the game in OpenRPG, I’ve figured out the fog of war function and decided to use it for tomorrow’s battle.  I created an image of the entire first level of the Keep on the Shadowfell (even though there’s no way the party will get to all of it tomorrow), loaded it into OpenRPG, and used the fog function to hide everything that the players haven’t discovered yet.  This is a little imperfect, as Barbara can see my screen (we only have the one laptop here in the hotel room), but that’s okay – she’s good at playing based on what her character knows rather than what she as a player knows.  Tomorrow should be even smoother!

Private maps in Gametable

Today I’d like to focus on an important tool within Gametable – the ability to set up your map with some items hidden and then reveal them to your players as they explore and discover new things.  This isn’t very hard to do, but it’s important to do it right.

As my example today, I’ll use the Irontooth encounter map that my party went through last weekend.  Here is the completed, fully revealed encounter map (and the map file is at this link):

Kobold Lair Interior - Complete

This is a pretty straightforward battle map.  I started by setting the map background to gray.  I then created a few underlay images of dark gray walls to serve as the cavern walls.  You’ll note that these are actually square images, not rectangles.  If you make them rectangles, Gametable will want to center them within their squares, which is really not what you’re looking for.  When creating images that you want to appear off-center in the game (such as a 2 by 1 square wall that you want to show up in the bottom two squares of a four-square box, rather than across the middle of the four-square box), make the image a transparent square and then color in only part of the square, as I’ve done below.

ThickWall_1 ThickWall_2 ThickWall_3 ThickWall_4

After using these thick walls for the cavern layout, I brought in several copies of my homebrew kobold pogs along with the pre-packaged goblin pog (for Irontooth).  I labeled the kobolds who weren’t minions by left clicking on each and and choosing “Set Name.”  (I also do this in-game to denote a creature who is bloodied, prone, marked, etc.)  I brought in my homebrew minis for Irontooth’s bed and treasure chest.  I also drew the waterfall entrance on the left side of the map by hand (I’m not much of an artist, but I can spice things up with a little color).  This gave me a complete map – well, except for my PCs’ minis.

Now, when the party comes through the waterfall, I don’t want them to see the entire map all at once.  I certainly don’t want them to know where Irontooth and his treasure are, for instance.  I don’t even want them to know how big the cavern is at the start.  Here is what I want them to see when they first walk in:

Kobold Lair - Initial View

This just shows what the players could see when they first walk through the waterfall.  There are four kobold minions and a kobold skirmisher in front of them, and they can see the cavern walls that are immediately around them.  So, what happened to the rest of the cavern?  It’s on the private map.

Kobold Lair - Private Map

To get to the private map, either go to Map – Edit Private Map, or simply hit Ctrl+F.  You’ll note that the public map now appears in a shaded-out form, while the parts that are hidden from the players are in full color.  You can now edit this map as you would the main map (add or remove items, move them around, draw on the map, etc.).  To reveal something to the players, you simply need to publish it.  To publish an individual item, such as a monster or a treasure chest or a single section of wall, you can left click on the item you want to reveal and click Publish.

Publishing the Denwarden

Alternatively, you can use the mass publisher tool.  This tool can be found on the toolbar at the top of the screen (and can be turned on by pressing Ctrl+9):Publish Tool

The publish tool will let you drag a box around areas of the map that you want to publish, and they will all appear at once.  This is also the way to go when you are getting your map set up for your players – you can start with your complete, revealed map and then selectively use the publish tool to move some items to the private map.  So, when you’re on the private map the publish tools moves items to the public map, and when you’re on the public map it moves things to the private map.  It toggles their public/private status.

There’s one other important point to understand about the public and private maps – they are separate map files in Gametable.  I learned this lesson the hard way, before I really understood the private map.  In my earlier post about my map of the first section of the Keep on the Shadowfell, I showed an image of the complete keep (so far):

Keep on the Shadowfell Map 1

I was so proud of myself for setting up this detailed map.  I then moved most of it to the private map (so that it would be ready to go for my players) and saved the map file.  I then cleared off the map and started drawing my map for the outdoor kobold ambush.  When working on that map, I started moving things to the private map and realized that all of the private items from the map of the keep were there, which I obviously didn’t want outdoors, so I cleared it all off the private map.

Imagine my chagrin when I later opened what I thought was the complete map of the keep that I had drawn, only to discover that it only contained the small section that I wanted to be revealed to the players when they first entered:

Keep on the Shadowfell - Revealed

Crap!  The private map was completely empty.  It turns out that I had to save it as a totally separate file and then load that file when I had toggled my view to the private map view.  So, here is how I set up map files now:

  • Start by saving a new map file as “NameOfMap_Complete.grm”
  • Go to Map – Clear Map
  • Build the new map, with everything revealed
  • Save the map
  • Go to the private map (Ctrl+F)
  • Save this map as “NameOfMap_Private.grm”
  • If there’s some private stuff on here from a previous map, go to Map – Clear Map
  • Toggle back to the public map and start unpublishing whatever you want to hide using either the Publish tool or by left clicking on each item and choosing Unpublish (for finer control)
  • Toggle back to the private map, and you’ll see your unpublished items
  • Once you have everything set the way you want it, save the private map as “NameOfMap_Private.grm” (you’ve already set it up under this name) and save the public map as “NameOfMap_Public.grm”
  • When you’re ready to use this map, you’ll need to toggle to the public map view and load “NameOfMap_Public.grm,” then toggle to the private map view and load “NameOfMap_Private.grm”

So, remember that you’re actually editing two different maps, one public and one private, and you’ll be all right.  Once you understand how this tool works, it’s fantastically useful.  I love being able to set up my entire map in advance and then reveal little bits at a time.  If you set up a whole dungeon level this way, you can simply save the public map and private map as they exist at the end of your session (with the player characters saved wherever they happen to be standing and everything) and pick up right where you left off at the last session.  This is one area where the online game has some advantages over the in-person game!

Also, I’ve saved the public, private and complete versions of my maps on the Downloads page, so you can see this in action with maps that are ready to use.  I’d love to hear any comments you have regarding ways to improve this process, experiences you’ve had with this type of map online or in real life, etc.

Second gaming session – the Irontooth battle

As we planned on Friday, I got together Saturday afternoon online with Barbara, Lane and Zach to finish up the side quest of ridding Winterhaven of the kobold menace.  There was only one encounter to run: the infamous Irontooth battle.  From reading about the Keep on the Shadowfell adventure online, I knew that other DMs said that the Irontooth battle could be a total party kill (TPK), especially if the players were unlucky or if they were still new to the game and not understanding what they could do.  The battle is set up as a sixth-level encounter for a party of first-level players.  Encounters that are a level or two above the players are totally reasonable but challenging, and three or four levels above them should be highly threatening.  Five levels above?  Now you’re just trying to kill your friends, and that’s not fun.

So, in addition to scaling the battle down to work for three players, I wanted to scale it down a little farther still in order to be more like a fifth level encounter.  This is a good time to talk about scaling encounters for smaller parties.

Wizards of the Coast tries to help out DMs when it comes to scaling battles up or down for party size or character level (on pages 56-57 of the DMG1).  Every monster has an experience point value, and an encounter of a given level for a given party is made up of monsters whose XP total equals the XP for a monster of that level times the number of PCs in the party.  If you want a first-level encounter for three players, you see that a first-level monster has XP of 100, so you want monsters that total 300 XP (100 XP times three players).  If it were a third-level battle for a party of six characters, you’d see that a third-level monster has XP of 150, so you want 900 total XP in the encounter (150 XP times six players), and so on.  That could be made up of a whole bunch of tiny little minions or just a couple of higher-level baddies.

The Irontooth battle as written is worth 1,250 XP – a sixth-level encounter for a party of five players.  I wanted it to be more like a fifth-level encounter for a party of three players, which meant I was aiming for more like 600 XP.  That meant I had a lot of slashing to do.

  • The encounter calls for 10 Kobold Minions at 25 XP each.  I cut this down to 4 minions (100 XP)
  • 3 Kobold Skirmishers at 100 XP each became just one (100 XP)
  • 2 Kobold Denwardens at 125 XP each became one (125 XP)
  • 1 Kobold Wyrmpriest at 150 XP was eliminated, which I hated to do but I had to do something (0 XP)
  • Irontooth himself is built to be worth 300 XP.  I cut his hit points from 106 down to 80 and removed his hit point regeneration ability (getting back 5 HP per turn once he’s bloodied seems too strong), but left his damage and other abilities alone.  I figured this made him worth about 250 XP (250 XP).
  • In addition, a Kobold Slink escaped the previous battle to go into the cave to warn the other kobolds, so he was going to show up here.  However, he was beaten up from the earlier battle and doesn’t have any healing surges, so I started him at his bloodied hit point value and shaved his XP from 100 to 75 (75 XP).

All together, this adds up to 650 XP, which is slightly above a fifth-level encounter for this party.  Hoo boy!  This could be tough.  The map is below (and the Gametable .grm file is at this link, as well as on the Downloads page with my other maps).

Irontooth Battle

The Irontooth battle, scaled for three players

Fortunately, the party’s tactics were sound.  The battle is set up in two waves, with a second group of enemies (including Irontooth) coming into the fray three rounds after the first wave.  The party finished off the first wave (four minions and a skirmisher) during round three, just in time for the second wave (Irontooth, the denwarden and the bloodied slink) to show up.  Had they still had parts of the first wave running around while they were trying to deal with the second, it could have gotten ugly.  As it stood, they did a good job of saving their daily powers and action points for the second wave, where things got challenging.  The Healing Word power that I had given to Lane’s druid, Kana, was used up early on, and everyone’s second winds were used, too, but they ultimately finished off Irontooth with single-digit hit point totals remaining.

My favorite part of this day’s session was the excitement when the treasure chest came into view.  Zach’s character seriously considered ignoring her allies in battle (all three characters are female, even though Zach is male) so that she could sneak over to the chest and try to pop it open during battle.  Cooler heads prevailed, and she decided to keep fighting and pick the lock on the chest later (no one thought to try using the key from Irontooth’s pouch, but the lockpicking went off without a hitch).

We’re going to try to get together on Friday nights, starting this coming week, with the whole group of five adventurers.  This time, they’re ready to take on Shadowfell Keep itself.