Online Dungeon Master

May 31, 2011

Anyone interested in a one-shot online game for new players?

Filed under: 4e D&D, Adventures, Online games — Tags: — OnlineDM @ 6:23 PM

The comments on my previous post about my experiences reading the Pathfinder Core Rulebook were interesting. Kayti chimed in to express interest in learning to play Pathfinder and asked if I would be running a game. I’m still just learning that game, but I know D&D 4th Edition, and I always want to encourage new players whenever possible.

So, I’m putting out a call: Are there any people out there who would be interested in joining Kayti in a one-shot D&D 4th Edition game aimed at new players? I’d run the game online using MapTool and Skype (of course), and I’d ideally love to have a table of all-new players. I wish I could agree to run an ongoing campaign, but I’m already a bit overcommited. A one-shot, though, I can handle.

If you have any friends who might be interested in playing, send them my way! Once I have enough players (I’m aiming for 4-5) I’ll get in touch with all of them about scheduling the game, figuring out what they want to do about characters, etc. I’ll be sure to blog about the experience, too!

May 29, 2011

I’m starting to learn Pathfinder

Filed under: 4e D&D, Editions, Pathfinder — Tags: , — OnlineDM @ 10:29 PM

Most of my RPG experience so far has been with D&D Fourth Edition. I only started playing in earnest in early 2010, and it’s mostly been 4e home games, 4e online games, and 4e organized play games. I had the chance to try GURPS, Savage Worlds and Call of Cthulhu at Genghis Con in February. And I had a little bit of experience with D&D 3.0 about eight or nine years ago.

Pathfinder, as I know, is basically D&D 3.75. I know that it’s a pretty popular game, and that their adventure paths receive a lot of praise, even from people who don’t really play Pathfinder. It’s somewhat popular at my local store, too, though there seems to be far more D&D 4e organized play there. The store owner, Jeff, is a big fan of Pathfinder, and he encouraged me to try it out, offering to run a “learn to play” session sometime if I was interested.

I’m more of a book guy, frankly, so I decided to check out a copy of the Pathfinder Core Rulebook from my local library. So far I’ve read the introductory chapter, the Races chapter, a little bit of Classes, and most of the Combat chapter.

I want to reserve judgment on the system until I’ve finished reading more of the book, but I know that lots of folks out there probably have some insights to offer me that might help me better understand the game. What should I be looking for? What might not be obvious from a pure rules read-through that would enhance my understanding of Pathfinder?

Just to be clear, I’m perfectly happy with 4e, but I love lots of games and thought it would be fun to learn another one, just for variety’s sake. This is not an edition war – I’m pretty confident that I’ll find something to love about most RPGs out there. It’s all good!

May 28, 2011

The 4e Thief is brutally effective… and boring

Filed under: 4e D&D, Advice/Tools — Tags: , , — OnlineDM @ 10:50 PM

My Friday night War of the Burning Sky campaign has reached an exciting point – paragon tier! I had to delay the game by a week so that I had time to get everyone’s new and improved characters programmed up in MapTool, but we finally got together last night for some gaming with more power.

At this point, we have a party of seven PCs. We have the original five players who started the campaign in July 2010, plus two more players I added earlier this year when one of the original players got a job that caused a scheduling conflict and another player was only able to come about once every three weeks for a while. Lately, though, they’ve all been able to play, so it’s a big party.

One of the original five players was starting with a new character (11th level, of course) last night. This was the player who was running Fudrick, the gnome warlock who defected to the bad guys in the previous session. Fudrick’s player rolled up a new character – a human Thief. This is the Essentials rogue.

Meet the Thief

I had seen a second-level Thief in action once before, and the paragon thief is similar in a lot of ways. The Thief has fantastic accuracy with his attacks, especially since he has so many ways to get combat advantage. His damage is fantastic, too, with sneak attack being an almost every-round thing. Once the Thief was able to get into melee with the bad guys, they didn’t last long.

The Thief is a very effective striker, dealing out massive damage quite reliably. But after running a session with the Thief in the mix, it felt, well, boring.

I know that hitting despite a 2 on the attack die is what a Thief is built to do, but that takes the excitement out of the Thief’s attack roll. If you know you’ll only ever miss on a critical failure, there’s no drama with the attack roll.

The Math

The Thief in this party starts with a +20 to attack at 11th level. For comparison, an 11th-level monster should have an armor class between 23 (brute) and 27 (soldier), with 25 being typical (other defenses should be two points lower). Add in the fact that the Thief almost always has combat advantage (+2 to hit) and a feat (Nimble Blade) that gives him an extra +1 to hit when he has combat advantage (so we’re up to +23 now), and a feat that lets him choose whether he wants to attack AC or Reflex (which averages two points less than AC). And he can use Backstab twice per encounter for another +3 to hit.

Thus, the Thief is usually attacking at +23 versus Reflex, and twice per encounter he can bump this up to +26 versus Reflex. If by some chance the monster has a lower AC, he can attack that instead. Even-level opponents should have a Reflex defense of about 23. Level+3 opponents should have a Reflex defense of 26. With Backstab and Combat Advantage, the Thief will hit a typical foe three levels above his own on a zero, so the only chance to miss is on a natural 1.

To be clear, I do understand that “this is what Thieves do”. Their schtick is to be ultra-accurate, hardly ever missing. It works really well. And it’s boring. It’s like Magic Missile in a lot of ways (though the Thief at least gets to roll a bunch of dice for weapon damage plus sneak attack) – another power that works, but is boring.

This particular Thief is also a little boring in that if he can’t get into melee, he can’t do anything useful. Early in yesterday’s session, the party was facing down some soldiers mounted on flying drakes. The Thief actually spent one round taking the total defense action because he couldn’t do anything to a flying foe.

What to do?

So, what’s the solution for me as the DM? Well, I have a few options.

First, I could raise enemy defenses. This is a terrible idea, as making it so that the Thief needs to roll, say, a 6 to hit will mean that other PCs will need a 15 or better. Not fun for the rest of the party.

Second, I could give enemies ways to negate combat advantage. This isn’t a trait I’ve seen on many monsters, and using it would just feel like a “screw you” to the Thief, which isn’t what I want either.

Third, I could use monsters that punish melee strikers. They could have auras that deal damage or do other nasty things. I like this idea, as long as I give the melee PCs some ways to mitigate or entirely avoid the issue by doing something interesting.

Fourth, I could use monsters that are hard to get to in melee, such as fliers or artillery with protected positions. I’ll probably do this a little bit, but I won’t want to go overboard.

Fifth, I could raise hit points on monsters. I really have no desire to do this, as it leads to fights that drag on whenever the Thief isn’t hitting a particular bad guy. Plus, it’s still boring.

Sixth, I could have monsters that beat the crap out of the Thief, either by dealing tons of damage or by denying him the ability to get combat advantage by using something like immobilization (most of the Thief’s easy ways of getting combat advantage come from using move actions, though there are lots of cases where the Thief could use them even if he can’t leave his square).

I’m sure there are other options I haven’t thought of, and I’d love to hear more ideas in the comments. For now, I’ll try to think about using some enemies that are either hard to get to in melee or that punish PCs who get too close to them, but I don’t want to unduly punish the Fighter and Swordmage in the party, either. I definitely won’t make the bad guys shy about attacking the Thief when he starts dishing out massive damage, perhaps even breaking defender marks to do so. We shall see.

May 26, 2011

One more PC bites the dust

Filed under: 4e D&D, Adventures — Tags: , , — OnlineDM @ 10:59 PM

I wonder if I’m starting to get a reputation as a killer DM. Tonight I ran a Living Forgotten Realms game at my friendly local game store, Enchanted Grounds, and I killed off a PC – only the fourth time I’ve done so in the approximately one year I’ve been running D&D games. Still, one PC every three months… that’s a pretty aggressive kill rate!

This time, though, I don’t really feel bad about it. I was running an adventure called AKAN 1-3 Property for Sale.

SPOILERS AHEAD

This adventure is, in a lot of ways, a pretty standard dungeon delve. The party is hired by a halfling to clear monsters out of a long-forgotten temple. They fight some drow atop a waterfall, then head down into a cave and fight some stirges and a Cavern Choker (plus one of the drow who escaped the first encounter). The adventure then has something I’ve never seen in another LFR adventure – an actual puzzle (basically a sudoku puzzle with colored gems). The puzzle ended up being a fun few minutes for the table, so I’m glad I didn’t skip it.

After the puzzle comes a trapped room – stepping on a pressure plate would cause the doors at either end to close and water to fill the chamber. The party figured out it was a trap, and when they set it off they all dashed for the far door – all but the party’s shaman, who decided to wait in the hallway they had come from. The trapped room takes 20 minutes to reset once it goes off, so the four PCs who had moved through the room decided to forge ahead and leave the shaman behind.

Given that decision, I didn’t feel bad if they blundered into a total party kill. After all, they were heading into a climactic battle designed for five PCs but with only three, none of whom could heal.

The battle itself was a nasty encounter with a drow priestess, two giant spiders… and a beholder (the first time I’ve gotten the opportunity to use one – cool!). The party focused fire on the beholder, bringing it down to the ground and dazing it right off the bat. It stayed dazed for two rounds and ended up bloodied in a hurry. The spiders started dealing serious damage, and the beholder invoked fear in both defenders, making them flee the chamber, leaving just a pair of PC archers (a ranger and a seeker) in the room with the bad guys.

Spiders attacked the ranger and seeker, bloodying both of them, and then the drow priestess unleashed her nasty surprise – she blew the beholder to smithereens, dealing a whole bunch of damage to both archers, dropping them unconscious. Healing potions started being poured by the defenders, but one of the archers was stranded on the far side of the room, out of reach of their aid.

I eventually let the shaman try to pick the lock on the trapped room door, which he did – and then held on for dear life as water came rushing out. He had some special shoes that let him surf to the far door, and spent a couple of rounds trying unsuccessfully to pick that lock.

Meanwhile, things were grim for the four PCs against the spiders and the drow. The seeker kept rolling death saves, slowly inching closer to oblivion. The others were up and down a lot, using healing potions and continuing to beat on the spiders.

At long last, the shaman burst into the room, just in time for the seeker to fail his final death save. The poor seeker was dead.

Now, it did take seven rounds of unconsciousness for death to claim him, so I don’t feel that he really caught any bad breaks. And the party did rush in to a room with one PC out of the action, so they knew what they were getting themselves into. Bringing the fresh shaman into the battle finally turned the tide, and the survivors prevailed, but it was too late for Oona the seeker – sorry, Steve.

Fortunately, LFR is pretty forgiving about death, so I didn’t feel too bad. Still, I let the dice fall where they may, and if death happens, it happens. If you’re a player in one of my games… consider yourself warned! Mwoo ha ha ha!

May 25, 2011

D&D Encounters – Dark Legacy of Evard Week 3

Filed under: 4e D&D, Adventures, Maps, Reviews & Culture — Tags: , , , — OnlineDM @ 9:59 PM

I had the pleasure of stepping back into the role of Dungeon Master for Week 3 of the current D&D Encounters season. When the start time for the game rolled around, only one player had showed up, but five more came in the next few minutes and away we went!

Tonight’s group consisted of:

  • David (the brand-new 4e player from week 1) playing his drow hunter (the only character to have shown up in all three encounters so far)
  • Dan with his half-orc knight
  • Chris with his half-elf warpriest (his replacement character after I killed off his revenant in week 1)
  • Chris’s daughter Allison with the pre-generated human mage Jaren,
  • Two new Encounters players, starting with Nick and his pre-gen vampire Constanz (thanks to Wielding a Bohemian Ear Spoon for generating these!)
  • And finishing with Nick’s friend Ofir and his Bohemian Ear Spoon pre-gen blackguard Klaxu

The party members who had played last week (the hunter, warpriest and mage) had defended the armory, so this week we continued that story with the town guard captain begging the group to search Duponde for shadow monsters and to protect the panicking citizens.

To the skill challenge!

This was the first skill challenge of this Encounters season, and I think it was the first time most of the players had been in one. I tend to be a “don’t tell the players they’re in a skill challenge” kind of DM; I prefer to lay out the situation and ask them how they want to deal with it, asking for skill checks as appropriate.

The group came up with some creative skill uses (History to see if they remembered any maps of the city to help them figure out what areas might be vulnerable to attack; Athletics plus darkvision to climb onto a roof to look for trouble, Heal to help out injured townspeople). Sometimes I let this give someone else a +2 to their next roll, and sometimes I let it count as a skill check of its own.

Ultimately, this group had one of the most efficient skill challenges I’ve seen, in that they racked up three failures in a hurry! I believe they had only two successes (out of six) when they hit their third failure. Even though the adventure didn’t specifically call for it in this particular skill challenge (it did for the other branch skill challenge for this session), I gave out cards from the Despair Deck from the Shadowfell: Gloomwrought and Beyond box set whenever characters failed a skill check. I described it as the PC heading down an alley, seeing a horrible shadow apparition that quickly faded, and being freaked out by it. One ended up Craven, one Jittery and one Delusional.

Town Map - Dark Legacy of Evard Session 3, with grid

Town Map - Dark Session of Evard Session 3, no grid

Once the battle started, with the monsters getting a surprise round and the PCs not getting an attack bonus thanks to the failed skill challenge, the Craven PC (the hunter) spent the first round climbing onto the roof of a building. I felt that was appropriately Craven behavior, so I handed him a bonus point token.

I only had the Dusk Beasts visibly act during the surprise round. One of them charged the warpriest, one moved close to the front of the party, and one started coming around behind them. In the second round, the two Leeching Shadows revealed themselves, and one glued itself to the blackguard and literally stayed on him for the entire encounter (that shadow was the last enemy to go, because the blackguard failed four saves in a row). When the Shadow Bolter popped out from around a building and shot the warpriest in the gut, the group started worrying about a potential TPK.

The second and third rounds got better, though. Even though both the knight and the blackguard ended up unconscious, the party started taking care of the bad guys. A shadow minion dropped, and the Dusk Beasts started getting bloodied and finally dying. Once one dropped, the others fell in short order. The warpriest was planning to revive the blackguard, but when the blackguard’s player said “Halleluja!” the warpriest’s player said, “I’m sorry, I’m a priest of death and I can’t support that kind of thing – I’ll save the knight instead.” He was kidding, but I promised him a bonus point if he would actually do that because of his character, so he did. I later awarded him renown points for a Moment of Greatness there.

The Shadow Bolter was planning to flee, but the revived knight stepped in, hit him and slowed him, dashing that plan. A gang-up on the bad guy ensued, and the warpriest dropped the monster with non-lethal damage.

Once the blackguard finally shook off his shadow and the party squashed it, they turned to questioning the Bolter. This was some fun impromptu role playing (for me at least). The party wanted to know how the shadow man got to Duponde, who he worked for, etc. He was confused, though, because from his perspective Duponde and its people had invaded his land and he was just defending himself against the horrid light-bearers.

I really am enjoying DMing this season of Encounters. It’s a fun adventure so far, and I’ve got a fun group of players at the table. I’ll live with the every other week role I’m given (Andy, it’s only fair to let you run some of these – you’re an awesome DM!), but I can definitely see myself wanting to run this adventure for another group in the future in a home campaign.

May 23, 2011

D&D Encounters Dark Legacy of Evard – Week 2

Filed under: 4e D&D, Adventures, Maps, Play — Tags: , , — OnlineDM @ 8:00 AM

My friendly local game store has set things up so that DMs are alternating weeks of running D&D Encounters this season, rather than having the same DM run the game every single week. That’s fine by me, although since I think I’ll probably want to run this adventure again someday, I’m preparing all of the encounters in MapTool. I’ll  be ready to go any week. As of this writing, I’m prepared through week 5.

But for week 2, I was a player rather than a DM. I threw together a character at the last minute – a dwarf warpriest named Gronk (I know that the table only had one leader last week and I thought a second might help). When I got to the table, we initially had a party of three leaders and three controllers. Okay…

Given that I’m not passionately invested in D&D Encounters as a player, I agreed to run a pre-generated character of a different role, so I ended up playing Brandis the paladin. One of the people who had brought a controller had a striker in reserve, so he switched to that, and off we went.

Week 2 of Dark Legacy of Evard was cool in that the players had a choice – they could either chase after a suspicious halfling who had tried to kill the captain of the guard, or they could try to get monsters out of the town armory so that the townsfolk could equip themselves against the evil onslaught of badness. Our group went with the armory.

The encounter itself turned out to be a fight against some spider swarms, deathjump spiders and shadow minions. I’m really enjoying the “meld with the target” ability of these shadow creatures – very spooky and flavorful. My paladin got the snot beat out of him, as was his job, but the two leaders in the party kept him coming back for more, and we ultimately defeated the enemies.

The new player from week 1 who was running a Hunter and who had only two healing surges after the first week’s combat managed to stay out of the melee and shoot things from afar this time, sustaining no damage. The party worked well as a group, and victory was achieved.

Even though I didn’t end up using the maps I had created for this encounter in MapTool (since I wasn’t DMing), I thought I’d share them here anyway, just in case anyone else would like to use them. There are two different maps – one for the armory and one for chasing the halfling through the woods. Each map is presented both with and without a grid and is formatted to a 50-pixel grid.

Halfling pursuit forest map - with grid

Halfling pursuit forest map - no grid

Armory with bridges map - with grid

Armory with bridges map - no grid

May 22, 2011

Why does dislike for an edition get so heated?

Filed under: 4e D&D, Editions — Tags: , — OnlineDM @ 2:53 PM

I’m not much of an Edition Warrior. I only started playing D&D in earnest in early 2010, and I spend most of my time playing 4th Edition. I’ve had the chance to play AD&D First Edition as well as some other games like GURPS, Savage Worlds and Call of Cthulhu, and I’ve enjoyed them all. I look forward to trying out Pathfinder and more games in the future. I’m firmly in the “Can’t we all just get along?” camp.

Mxyzplk over at Geek Related put up a link to a post he wrote in 2009 that I found fantastic and enlightening. Basically, he explains that people who like older editions of D&D have a legitimate reason to express their concern about the direction of D&D 4th Edition even if they don’t play the game. The reason is that new players and new published material will tend to gravitate toward the currently supported edition of D&D, and thus it will become hard for people who like a different style of game (less emphasis on minis and battlemats and tactical positioning in combat) to find groups and new material in the future if the current edition is too different from what they enjoy. It was a very well-written, well-reasoned post.

However, just today the same author put up a post in which he described the newly announced Lair Assault program (which, to be clear, was first announced in January without the official name) as “4e Wallows In Its Own Filth” and causing him to “throw up in [his] mouth a little”. That’s a lot of hate.

Similarly, Greyhawk Grognard describes Lair Assault as confirmation that “4e is aimed at min-maxing twinks” and derides 4e as being an adaptation of mindless MMORPGs; it’s not really a role-playing game.

Here’s my take

Lair Assault doesn’t look like much fun to me. I feel dirty when I min-max a character. I enjoy story and role-playing, and Lair Assault promises to have as little of those as possible. It requires Fortune Cards, which I don’t personally enjoy.

However, that doesn’t mean that D&D 4th Edition is all about Lair Assault. The D&D Encounters program that I’m currently DMing does a good job of introducing story and opportunities for role playing – a better job than I would expect from an organized play event. My home games are tons of fun and involve maybe half of the session time (maybe less) spent in combat, which works for me. The Shadowfell: Gloomwrought and Beyond boxed set is a rich adventure setting with tons of ideas to help inspire DMs to create interesting stories. I expect more of the same with the Feywild boxed set that’s coming out later this year. Those have nothing to do with min-maxing and ceaseless combat and tactics.

The passion

I’m completely comfortable with criticisms of 4th Edition. I personally am not thrilled with the Lair Assault announcement, either, and I think that if Wizards of the Coast pours its D&D resources into programs like that, I probably won’t enjoy the game as it evolves over the next couple of years compared to where it is today. I think it’s reasonable for me and others to speak up and let WotC know that we’re not big fans of that type of program.

Where I get uncomfortable is when I see hate. The posts from Greyhawk Grognard and Geek Related about Lair Assault come across as very hate-filled toward 4e. Maybe that’s intentional on the part of the authors; maybe not. But the tone really matters a lot, at least to someone like me. When I see such hate directed at 4e in general, and I’m a person who enjoys the game, I feel that the hate is directed at me by extension, even though I’m sure that’s not the authors’ intent.

I fully support the Old School Renaissance, Pathfinder and independent RPGs, even though I spend most of my gaming time with D&D4e. I respect that fans of older editions of D&D are concerned about the direction of the game because a bad direction could mean that it will be really hard for them to find new players and new materials for their preferred style of game in the future. I think they SHOULD make their voices heard on these topics, even if I don’t feel the same way they do.

I don’t support hate. Reasonable people can disagree about things in a civil way without using such strongly negative, passionate language. I loved Mxyzplk’s 2009 post. It was strongly anti-4e, but I didn’t feel hated or that there was unreasonable negative emotion in the post. If more posts (on blogs and on message boards) that take aim at something unappealing about an edition were written in that way, I think we’d have much less fretting over edition wars. I think that would also lead to a stronger gaming community.

Recruiting new players – like me!

Think about it this way: If you’re a fan of an older edition or Pathfinder, wouldn’t you WANT someone like me to read your thoughts and think, “Wow, this is good stuff. This is someone I’d want to game with. I should check out that game because the people who play it seem to be awesome.” That’s a completely reasonable possibility! I’m still in the discovery stage of role-playing games, and I could very well settle on games other than 4e in the end.

But when someone like me sees such hate from supporters of other games, well, it makes me nervous about joining those communities. Do I really want to game with people who are filled with such passionately negative emotions about a different version of the game that they play? Honestly, I don’t want that.

Keep in mind that hate can turn people off, people whom you might really want to join your community. Is it really necessary?

May 21, 2011

Recruiting RPG players via Magic: The Gathering

Filed under: 4e D&D, Background — Tags: , , — OnlineDM @ 9:09 AM

Last night I went back to my old game for the first time in a year and a half: Magic: The Gathering. Yes, I know it’s widely derided in the RPG community, and ever since I started playing D&D I hadn’t been playing Magic.

But last night I wasn’t running my usual Friday night online game (sorry again for not being ready, gang!) and my wife was busy, so I decided to stop by my friendly local game store for Friday Night Magic.

Back when I played Magic regularly, my format of choice was called booster draft. This is where you open up a pack of cards, pick one, and pass the rest on. You take the next pack from the person sitting to your right, pick one, and pass the rest on. You keep doing this through three packs of cards and ultimately build a deck out of the cards you pick. It rewards good evaluation of the cards rather than a good budget to build a prepared deck of rare cards – much more my style.

I used to be quite good at booster drafting – my rating for that format put me among the top 20 players in Colorado. Last night, though, I was playing with cards that I had never seen at all, and was rusty in my play skills. I fully expected to do poorly, and I was okay with that (I was proud of having a good rating in the past, but it was never that a big deal to me).

The first good thing about last night was that somehow, despite not knowing ANY of the cards, I managed to win the draft! My first opponent was a first-time drafter, so I guess I would be expected to win that match. My second and third opponents were regular drafters, though, and I won a couple of close, hard-fought matches. That was a good feeling.

The second good thing was that I used the opportunity to try to recruit new D&D players! A couple of people at the draft were a pair of brothers, both of whom were familiar with D&D 3.5 but who were looking for a regular game and who had some interest in 4th Edition. I told them about D&D Encounters and Living Forgotten Realms, and I think they might come to check out Encounters. They’re really looking for an ongoing home campaign and actually asked if they could join my Friday night game, but that game is already VERY full.

So, despite the fact that I wasn’t playing RPGs last night, they were still on my mind. As for Magic, I like this quantity of play. I can see myself popping into a draft once or twice a year in the future, just to see how my skills hold up. It’s fun to see all new cards, too. And hey, if I can go into a draft completely cold and still do well, that’s a good feeling.

May 20, 2011

Reavers of Harkenwold Maps: The official versions

Filed under: 4e D&D, Adventures, Maps — Tags: , , — OnlineDM @ 5:43 PM

Well, I feel a little bit stupid now. I was so proud of the JPG maps that I created for the Reavers of Harkenwold adventure for use in MapTool or other virtual tabletop programs. They’re good-looking adaptations of the poster maps that came in the Dungeon Master Kit for use with the adventure. I put a fair amount of time into them, include the time to format them to a 50-pixel grid scale for sharing on my blog.

Then earlier this week I saw a link on the Dungeons and Dragons home page to maps from The Shadowfell: Gloomwrought and Beyond box set. Hey – that’s cool! I can use those maps for my game if I run any Shadowfell adventures. All I have to do is download them and resize them, and they’re good to go.

This got me thinking… if they had distributed maps for this box set, what about Reavers of Harkenwold from the DM Kit?

Yep. They have those maps, too.

Now, these are only available to D&D Insider subscribers, but I am such a subscriber. All the work I did to recreate those poster maps myself in MapTool was a bit of a waste – I could have just downloaded and resized the official, nice-looking versions from Wizards of the Coast directly.

The down side is that I feel like I wasted some time. The upside is twofold. First, I can redistribute the maps I drew myself on my blog, but I’m sure I’m not allowed to redistribute the official maps (you have to subscribe to DDI if you want those). Second, I discovered a whole BUNCH of official maps from other Wizards of the Coast adventures – Dungeon magazine adventures, Keep on the Shadowfell, Orcs of Stonefang Pass, etc. I can probably use those in future adventures.

For any of you DDI subscribers who want access to all of the official Wizards of the Coast maps, the gallery link is here. I guess when it comes to discovering this resource, better late than never!

May 18, 2011

Epic Tier Monster: Little Girl

Filed under: 4e D&D — Tags: , , — OnlineDM @ 2:57 PM

This is admittedly silly, but a thread on EN World led to speculation about whether a forum member’s little girl was epic or not, and well, here you go. Quake in fear!

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