Online Dungeon Master

August 30, 2011

Custom 4e monster: The digger

Filed under: 4e D&D — Tags: , — OnlineDM @ 7:27 PM

I thought I’d put up a short post to share one of the monsters from the finale of my adventure trilogy (Descent Into Darkness – coming soon!). This is a minion called the digger

The digger is a big underground bug with nasty pincers that it can use to burrow through rock – or grab unwary PCs. They tend to show up in large groups, sometimes used as tunnel-builders for drow or duergar. When a digger grabs hold of its prey, it may very well try to drag it back to its nest for dinner, with the unfortunate victim kicking and screaming the whole way.

Diggers often like to tunnel beneath their foes, causing them to fall in shallow pits. This makes it easier for the bugs to grab hold of the victim to drag it away.

August 29, 2011

Cover art: The Staff of Suha Cycle

Filed under: 4e D&D, Adventures — Tags: , — OnlineDM @ 7:30 AM

I’ve written three adventures over the course of the past year, all of which have been run as MyRealms adventures for Living Forgotten Realms (even though they’re not really set in the Realms). I’ve released versions of the first two of these on my blog already (the Staff of Suha and Tallinn’s Tower). The third adventure, Descent Into Darkness, is done and has been run twice already, but I’m going to wait until after I run it at TactiCon this weekend to release it (since I may tweak it further after more play testing).

My eventual plan is to release all three as a single adventure PDF. Each of the three adventures is really a delve – a four-hour, self-contained adventure. Together, they make for a respectable-length adventure that I’m calling the Staff of Suha Cycle.

When I started thinking about doing this, I realized that I needed a prettier layout than I’ve been using. I’m not much of an artist, but I’ve been trying to make things look a little bit nicer in Word (and the ultimate PDFs).

And if I’m going to publish this as a full-on adventure (for free, of course), I need some cover art. So, I created some.

This is the cover page for the Staff of Suha Cycle adventure. I’m quite happy with the way it turned out. I wouldn’t call it professional, but I’d definitely call it presentable.

What do you think – does this cover make you interested in checking out the adventure?

August 28, 2011

TactiCon 2011 approaches!

Filed under: 4e D&D — Tags: , , — OnlineDM @ 12:51 PM

I live in the Denver area. The Denver Gamers Association hosts two gaming conventions each year. The bigger one is Genghis Con, held over Presidents’ Day weekend in the winter. TactiCon is held over Labor Day weekend in late summer. This means that it’s time for TactiCon 2011!

My first gaming convention ever was TactiCon 2010, where I ended up running three Living Forgotten Realms adventures and playing in six others. I had a blast. When Genghis Con 2011 rolled around, I once again ran some adventures (one of which I had written myself), played in a few LFR games, and tried my hand at GURPS, Savage Worlds and Call of Cthulhu.

I’ve had so much fun running games at these conventions that I decided I wanted to try to Iron Man TactiCon 2011. I’m running games in all nine slots. That’s 36 hours of DMing over the course of three days. 12 hours a day. Wow.

I’m happy to say that I’m mostly ready. I have completely finished preparing the adventures for eight of the nine slots already in MapTool (for use with my projector setup), and I’m part of the way done with the ninth (I should finish this afternoon). This will leave me with time to polish the three adventures I’m running that I’ve written myself, get props and handouts together, get pre-generated characters on hand, re-read each adventure, etc. I’m taking Thursday off work (even though the convention doesn’t start until the evening), so I’ll have one more full day to do some prep work before the point of no return.

For those of you who will actually be at TactiCon and would like to play at my table, here is the schedule of the games I’m running (all of them D&D 4th Edition Living Forgotten Realms):

  • Thursday evening: CORE 2-4 Lost on the Golden Way
  • Friday morning: MYRE 3-1 The Staff of Suha (written by me)
  • Friday afternoon: MYRE 3-1 Tallinn’s Tower (written by me)
  • Friday evening: MYRE 3-1 Descent Into Darkness (written by me)
  • Saturday morning: CORE 2-4 Lost on the Golden Way
  • Saturday afternoon and evening: SPEC 3-2 Roots of Corruption – Dark Seeds (two slots)
  • Sunday morning: CORE 2-4 Lost on the Golden Way
  • Sunday afternoon: LURU 2-4 Need to Know

I’ve run the three MYRE adventures before (obviously) as well as the two-slot SPEC event. I’m done prepping CORE 2-4, and I’m working on LURU 2-4 today.

Am I nuts? Maybe, but I think I’m going to have fun! I’ll be exhausted afterward, but that’s why I’ll have Monday to recuperate (Labor Day).

August 27, 2011

Free art: Numeric runes

Filed under: 4e D&D — Tags: , , — OnlineDM @ 7:35 AM

There’s a puzzle in my third adventure (to be released after I run it at TactiCon next Friday) that involves numbers. The puzzle itself is optional and could be handled with skill checks, but I decided to go ahead and make it a true puzzle for those players who enjoy that sort of thing.

And since this is D&D, just throwing a set of numbers out there didn’t seem like enough. Yes, I’ll give the Arabic numeral version of the puzzle to parties who don’t want to deal with extra complexity, but I decided to use runes to represent the numbers 1 through 8.

Now, I don’t know anything about runes and wasn’t quite sure how to find runes to represent numbers, so I decided to just create my own. I’m not an especially artistic person, but I figured I’d be up to the task of making simple linear runes.

To make them more decipherable, the number of pen strokes in each rune corresponds to its number. So, the rune for the number 6 has six strokes.

Feel free to use these at your own table, and let me know if you have any suggestions to improve them!

Rune 1

Rune 2

Rune 3

Rune 4

Rune 5

Rune 6

Rune 7

Rune 8

August 26, 2011

No more Pathfinder for now

Filed under: DM Lessons, Editions, Pathfinder — OnlineDM @ 7:45 AM

I’m officially done with my first Pathfinder campaign after just three sessions. I would have liked to have continued playing, but other things interfered.

The big one is that my wife’s health has not been good, and she just needs me around more. I have to cut back on gaming time, and since this was my newest campaign it was the obvious choice to cut first. I’ve also cut way back on Living Forgotten Realms games, but with the awesome DM Andy having moved to New Mexico, I wasn’t as motivated to show up to LFR as a player anyway.

I ended up missing this past Monday’s Pathfinder game because I had to take my wife to the emergency room Sunday night, and she still needed me Monday evening.

Then, one of the other three players ended Monday’s session by bowing out of the campaign. He decided that he really preferred playing 4th Edition Dungeons and Dragons and was getting out of Pathfinder and d20 System games entirely. With only three players left, the game was looking shaky; when I bowed out, too, that was the end of the game.

I met with Phil, the incredible GM running the game, tonight at our local game store for coffee and a post-mortem. Why did this campaign fail?

  • Obviously in my case, it was my wife’s health (although I wasn’t passionate about this particular game)
  • One of the players decided that he just didn’t like Pathfinder
  • One of the players was a bit socially awkward and didn’t really fit in with the group
  • We only had four players to begin with, meaning that the game was almost impossible to run if anyone was absent (or dropped out of the campaign)
  • Phil observed that a game like Pathfinder really needs a rules wizard at the table, and we didn’t have one

Some reasons that I would have expected the campaign to make it:

  • We had a fantastic GM
  • The story was engaging
  • Three of the four players really clicked with one another

So, there are some lessons to be learned here for future campaigns.

  • If you’re not playing with an already close-knit group of friends or family, make sure you have at least one more player than you need in order to run a fun session (if you need four, have a party of five or six)
  • Screen players up front; if someone isn’t going to click with the rest of the group, it’s hard to fix that problem down the line
  • Make sure you have enough system mastery at the table – if not from the GM, then from one of the players (this isn’t a concern with a rules-light game, of course)

I feel bad for Phil, as he’s a great guy and a great GM, and I know that he poured a ton of energy into this campaign. The biggest change to make for the future is to make sure you have enough good players lined up before starting the campaign. It may stink to delay the start of the campaign by a few weeks in order to recruit another person or two, but it’s the right choice in some instances.

RIP Father Beren, my first Pathfinder character.

August 24, 2011

Magic item distribution: Random wish lists

Filed under: 4e D&D, DM Lessons — Tags: , — OnlineDM @ 10:33 PM

I have some good qualities as a dungeon master, and I feel like I’m completely competent in most areas of running a fun game. But I do have a major weakness: Magic items.

Somehow, picking out magic items for treasure troves is a task that I put off and put off and put off and sometimes entirely forget about. Last week, I took the time to pick out a bunch of magic items to give to my Friday night players in my online War of the Burning Sky campaign… only to find out that I’d done a lousy job. I picked chainmail that nobody wanted. I picked a +3 rod for the warlock in the party, thinking that she only had a +1; I’d forgotten that she’d gotten a +3 the last time I’d given out treasure. Sigh.

Another option is wish lists, but I’ve never liked wish lists. I once had a DM ask us to put wish lists together, and it just felt… wrong somehow. When you just tell the DM “I want these things” and the DM later says “Here you go,” there’s no magic in the magic items. You know what’s coming.

One of my Friday night players suggested another option that I plan to try: random wish lists. I’ve asked each player to give me a list of three magic items they’d like. They’re at 13th level, so I’ve asked them to list a 14th, 15th and 16th level item (downgrading any spots they like). That is, items of their character’s level +1, +2 and +3.

I have seven players, so if they all participate I’ll have a list of 21 magic items. I’ll pad that out with a few of my own ideas (maybe an artifact, maybe a booby prize, maybe some coins) and create a table. When it’s time to hand out treasure, I’ll roll on that table (openly, in front of the players).

This way, almost everything I give out will be something that somebody wants (except the booby prize, which is intentional), but there’s no certainty that any particular thing will come up at all. I’ll ask for new items at higher levels, so some items may never come up. And if one PC keeps getting lucky, the party might swap things around or turn a few items into residuum to make new stuff (but only new stuff with DM approval). If I roll for an item that’s already been given out, I might roll again or I might give nothing.

I’m going to give this a try and see how I like it. At the very least, I won’t be scrambling to look through the Compendium to find cool items at the last minute (or beyond the last minute).

Have any of you tried anything similar? How has it worked out? Do you have ideas about how to make it better?

August 22, 2011

200 Posts: My favorites of the second century

Filed under: 4e D&D, Adventures, Advice/Tools, DM Lessons, News, Reviews & Culture — Tags: , , — OnlineDM @ 7:00 AM

This is post number 201 on my blog, so I thought I’d continue the tradition I started with number 100 of looking back at my previous 100 posts and picking out a few of my favorites. The OnlineDM Greatest Hits, Volume Two:

1. My players are smarter than I am. This post talks about my experience of using player ideas during a session. In this particular example, one of my players mused that he thought the bad guys would try to push a wall over on the PCs. I’d never envisioned that possibility, but it sounded like a great idea, so I ran with it. If your players give you ideas about what might happen and they’re good ideas, use them!

2. Creating D&D converts. Lots of us have friends or family members who we think would enjoy gaming, but it’s tricky to get them into it. This post describes my experience of introducing my brother-in-law and his wife to D&D via Castle Ravenloft and then some Living Forgotten Realms adventures when they visited over Christmas. It obviously worked, since I’m getting ready to run yet another session for them this evening over MapTool even though they’re in Texas. Their characters are at sixth level now, by the way!

3. Bonus points. Lots of DMs have used similar ideas; this is my own take on it. Basically, when one of my players does something creative or cool or especially in-character rather than just focusing on the numbers of combat and tactics, I hand them a bonus point that they can use in the future to add 1 to a die roll they make or subtract 1 from a die roll made against them. They’re great incentives to encourage the kind of play I enjoy.

4. Out of the gaming closet. In my first 100 posts, I had talked about the fact that I’m in the closet at work about gaming; I didn’t mention it to my colleagues out of fear of… I don’t know, ridicule? Well, I’m over that now, and happier for it.

5. Running an online game for new players. I’m really excited about how this particular game went, because I’m such a sucker for introducing people to gaming. In this particular instance, I had some people coming to me online, saying that they wanted to learn D&D but weren’t sure how to go about it. So, I recruited a group and ran a game for them. It was a lot of fun, and something I’d like to do regularly (maybe every few months or so).

6. Tallinn’s Tower. I’m including this post as a representative of my free adventures posts. I’ve posted two so far; Tallinn’s Tower was the second. The third is almost ready, and I’ve just finished a major revision of the first. I’m personally excited about this, although I haven’t gotten much feedback yet. I love free adventures, and I love to share them with the D&D community.

7. My first Pathfinder game. Yes, I’m branching out beyond D&D4e! I love learning new games, and since Pathfinder is so popular I really wanted to learn it. I think that so far I prefer D&D4e, but I do get the appeal of Pathfinder, too.

8. MapTool flexible monster creation. This continues to evolve for me, but I was quite happy with my take on flexible monster creation. I’ve been using this method exclusively since I wrote it, and it’s made monster building much faster. Also, I love the goofy damage dice I can use (2d13+16 for instance).

9. D&D Encounters. I DMed for the Encounters this summer and loved doing it, mainly because of the opportunity to introduce new players to the game. This particular session was great because it was my grand finale (I missed the final week since I was at GenCon), my wife played, and I met a new friend. Encounters was a lot of fun, and I hope to run it again next summer when my Wednesday night bowling league is over.

10. GenCon – D&D New Products Seminar. I have to include this one, even though it has no original material. This is my minute-by-minute note taking from the seminar at GenCon where WotC talked about their plans for the next year. To say that it was a popular post would be an understatement! I typically get around 300 hits per day on my blog; I topped out near 1,500 during the weekend of GenCon when this post was live. You guys love GenCon news!

Thank you all for reading Online Dungeon Master. I’ve really enjoyed having this way of talking to the D&D community and hearing from you, too. Remember that you can also follow me on Twitter as OnlineDM1.

August 17, 2011

Review: Cairn of the Winter King (Monster Vault adventure)

Filed under: 4e D&D, Adventures, Online games, Reviews & Culture — Tags: , — OnlineDM @ 7:12 AM

Tonight I finished running my family through the Cairn of the Winter King adventure from the Monster Vault. Overall, they seemed to really enjoy the adventure, even more than Reavers of Harkenwold. Of course, this is a party of players who can best be described as Slayers – they want to fight monsters and take their stuff, rather than spending a lot of time on story and such.

We ran this adventure over the course of three sessions, spanning about 12 hours of play. We played the game via MapTool and Skype (my brother in law and sister in law live in Texas while my wife and I live in Colorado). If you’re looking for the MapTool file we used, you can find it here. If you’re looking for my version of the adventure maps, those are here.

Like Reavers of Harkenwold, Cairn of the Winter King is rather non-linear, though for different reasons. Reavers involved political wrangling, traveling around an overland region performing tasks for various groups (in whatever order the party wished) in order to gain their help against an evil overlord before engaging in a big battle and an assault on the overlord’s keep. Cairn, by contrast, is a traditional dungeon delve in which the party is free to explore in any direction they wish. They can run into the various encounters in a variety of orders (though certain encounters are likely to come up later simply by being farther from the entrance).

SPOILERS AHEAD

Critical review

The skill challenge of flying the ship was well done. I like skill challenges that use scenes like this.

There were some cool set piece battles in the adventure, particularly against the tiefling lieutenant in a room with fiery forges. The fight against the gnome illusionists and the otyugh was also quite cool. I also liked the kitchen fight, where the transmuter could slide PCs over to the otyugh’s pit and occasionally turn a character into a piglet or a newt or whatever came to my mind (though this attack seldom worked).

I appreciated that the adventure allowed for some alternatives to combat, although I would have liked a little more discussion of how to handle the Winter King encounter for a party that simply gives him the Scepter and tries to leave (this wasn’t fully explained in the written text).

I wasn’t happy with the extended rest situation. It’s clear that the party is expected to take at least one extended rest and likely two while inside the dungeon, but at the same time there are patrols walking the halls. How do the patrols not find them? Also, technically PCs aren’t allowed an extended rest unless they’ve been adventuring for many hours. That just doesn’t happen here.

Players who want a lot of story probably won’t enjoy Cairn of the Winter King. Players who like cool fights and dungeon exploration will love it.

Narrative review

Cairn of the Winter King begins with the party visiting Fallcrest in the Nentir Vale, where it’s discovered that the whole region (and beyond) has been gripped by an unnatural and vicious winter for weeks. During a meeting to discuss what to do, a dragon-headed ship full of undead creatures flies out of the sky and the creatures start attacking villagers. The dragon head demands the Ice Scepter, and it is soon discovered to have been stolen by a half-elf passing through the area. The adventurers are to take the Scepter, board the dragon ship and fly to the lair of the Winter King to convince him to end the endless winter.

My party grabbed the Scepter and flew off without worrying about bringing the half-elf or anyone else. A skill challenge to pilot the ship to the Winter King’s lair followed. I enjoyed this particular skill challenge, since it’s presented as various scenes that the characters can respond to as they see fit (endure a hailstorm, fix a torn line, etc.). I much prefer this over static skill challenges that say things like, “The PCs must pilot the magical ship. Primary skills include Nature, Athletics, Endurance…”

Once they arrived at the lair, they saw the Cairn itself – a frozen pile of skulls that stands over a cave entrance. The first dungeon combat followed, against a big man who claimed to be the Winter King and who invited the PCs in for a feast. It was soon revealed that there was much illusion in the room – the man’s hunting hounds were Dire Wolves, his attendant was a gnome illusionist, and the feast table was actually covered with dead bodies. A fight broke out, which almost killed my PCs (scaling things intended for a quintet of level 4 PCs down to a trio of level 5 PCs is tricky for me). The gnome escaped, and the party decided they needed a rest, so they bedded down in the comfy beds in this first chamber. They had some bad nightmares, which were supposed to have a negative effect in future battles, but which I let slide.

From there, the party began exploring the lair. They came upon some wraiths that badly hurt them, followed by a run-in with a pair of gnome illusionists who claimed to be the Winter Queen and her attendant. Once the ruse was revealed, the gnomes attacked along with a zombie and a pet owlbear. This encounter was a lot of fun, as the gnomes made triplicates of themselves when they were thinking about fleeing (but the PCs beat them down anyway).

After this battle, the PCs heard some footsteps in the hallway and found themselves fighting a guard patrol (a relatively quick battle). They decided to try to take another long rest after this fight, going back to the beds in the first chamber. I allowed it, even though they really hadn’t been adventuring long enough at this point. After the second rest in the cursed beds, they found themselves suffering a -2 penalty to attack rolls in future battles.

That next battle was in the lair’s kitchen, fighting a human transmuter, a dwarf brawler, and an otyugh in a garbage pit. The transmuter was happy to chat for a while, but when the party was unwilling to just hand over the Scepter he started fighting them. His area burst slide ability was useful for moving the PCs next to the otyugh’s pit, at which point the tentacled beast started feasting on the warpriest. Yum! The party did ultimately prevail with good teamwork (eventually).

Wanting to eliminate the nightmare effect, the party had to take an extended rest elsewhere, but this time I ruled that they hadn’t been adventuring long enough. They decided to just hang out for a few hours in an alchemist’s chamber they had found, which I ruled would get rid of the -2 to attack rolls but not let them recover any surges or daily powers.

Next up was an encounter with a dragon. The frozen dragon had an ice key on a rope around his neck, and the PCs had already found an icy temple door with a ghostly dwarf trying to get them to unlock it. They snagged the key and then turned to fight the now-unfrozen dragon. Eventually they worked their way to the icy door during the fight and used the key, at which point the key melted. Some negotiation with the dragon followed (fortunately, two of the three PCs spoke Draconic) and they convinced the dragon that he could find better food by leaving the dungeon and hunting outside.

From here, the party found a room filled with frozen traps, but they were too nervous to enter. Instead, they explored a ruined library, and the warpriest was excited to discover a potion that would allow her to breathe fire for an encounter. THAT was a big hit in the next battle, where an ettin and two barbarians faced the party in a hallway. This battle normally would have taken place in the trap room, but since the party skipped that room I decided to have the bad guys jump them elsewhere.

At this point the party had gone through three fights since their last true extended rest, so I allowed them to take another one, after which they faced off against the Winter King’s tiefling lieutenant and his ogre and blazing skeleton allies. The party loved discovering that they could dip their weapons into the blue flames of the forge in this room to make them deal extra damage – that was another big hit. They happened to totally rock this battle, too, with only the warpriest taking any damage.

Discovering a fire key on a chain around the tiefling’s neck, the swordmage brought out a javelin and hooked the key’s chain around the end of it (the key was hot and would burn anyone who held it for long) and took it to the temple door that had previously been unlocked with the dragon’s ice key. The temple was filled with ice, but the ice had a keyhole that perfectly suited the fire key, which evaporated the ice. The ghost of the dwarf priest in this room bowed to the party and gave the warpriest back the two healing surges she had lost while fighting the tiefling before fading away in peace.

At this point, the party explored the remaining empty chambers and even tried getting into the vault beyond the trap room (none of them spoke dwarven, so they couldn’t figure out the puzzle) before finally entering the Winter King’s chamber (listening at the door revealed some spooky whispers, so they saved that room for last).

The hunter and warpriest navigated the icy bridge with no trouble, but the swordmage fell off twice. Finally, the warpriest walked up to the frozen skeleton in the throne and slipped the ice scepter into its hand…

Whereupon the Winter King burst from his ice and commanded the PCs to kneel before him. They refused to kneel and tried to reason with him, explaining that they just wanted him to end the winter and let them go. The Winter King spent a few rounds threatening and yelling at the characters, who wisely chose not to attack, instead continuing to talk to him. They got to the icy skeleton after a while (winning the skill challenge), who commanded them to leave and never come back. The swordmage asked him to melt the icy bridge to make her exit easier, which royally (pun intended) ticked off the Winter King, who threw a bolt of ice at the swordmage as a parting shot. Never ask the Winter King to melt ice!

At this point the magical cold from the outside world began rushing into the Winter King’s lair, and the party hightailed it out of there, hopped on the now-icy dragon ship and flew back to Fallcrest. The winter was over – mission accomplished.

As I said, the group had fun with the adventure. Give my party lots of fights and they’ll be happy. A story-loving party might not have as much fun, but there was nifty stuff for most types of players in the Cairn of the Winter King.

August 14, 2011

Fantastic D&D song – Tonight by Allie Goertz

Filed under: Reviews & Culture — Tags: — OnlineDM @ 6:43 PM

Here is a fantastic song about playing Dungeons and Dragons released by a California woman named Allie Goertz (she goes by the online handle CossbySweater on Twitter). It’s called “Tonight”. Naturally I love songs about D&D, and Allie’s voice is just beautiful. She has a couple of other songs, too – one about comedians and another inspired by the Steve Martin movie “The Jerk“.

Allie has also made Tonight available as a download where you get to pick your own price. I paid a dollar, and I feel like I need to go back and pay more now – the download version includes harmony in the vocals. I’m a total sucker for harmony, so, wow.

Check it out, and if you like it, throw Allie some money for the downloadable version. I think it’s worth it!

August 11, 2011

Running my third homemade D&D4e adventure at the FLGS

Filed under: 4e D&D, Adventures, DM Lessons, Maps — Tags: , , — OnlineDM @ 11:30 PM

Woo hoo – I finally got to run the third adventure in my Staff of Suha trilogy tonight! (Adventure one and adventure two have been previously published.) I ran it as a MyRealms game at my friendly local game store. This was the inaugural run of the adventure, so it’s still a work in progress, but it was so much fun.

First, I should mention that my players were awesome. I had a father and son at the table whom I’ve played with before (I love multi-generational gaming families). I had a new player who was playing his third game of D&D ever – super nice guy.

And I had a husband and wife pair; I had met the husband a few weeks ago at D&D Encounters when he was a brand new player, and I managed to kill off his character in that first session. We’ve kept in touch, and his wife was excited about playing, too. The wife made homemade gluten-free cookies for me and my wife (who’s allergic to gluten) to thank me for helping with their characters and getting them into the game tonight. How sweet is that? I really, really like this couple, and I’m hoping that I’m making some new friends here.

Anyway, the adventure itself started off with a little exposition, then moved into the first action scene. I won’t go into too much detail here; I’ll put up a full post about the adventure itself once it’s polished (after I run it at Tacticon over Labor Day weekend). Suffice it to say that the first battle began with the PCs in total darkness. I forgot some of the abilities I had given to the leader of that fight, but it was still a good battle. Lots of PCs were bloodied, but none fell unconscious. The party interrogated the leader, who gave them some information but then died in anguish (he evidently said too much). And the party discovered one of the three artifacts they were seeking.

We had some exploration after that. This was technically a skill challenge, though I’m running it as several scenes that each have their own success and failure consequences. I really, really liked this approach, and the way that the PCs worked together. I’m getting farther away from the formal skill challenge structure and closer to just scenes that use skills. This particular challenge consists of three scenes, followed by a combat encounter, followed by the final scene.

The second combat encounter began with some sneaking and spying and conversation, but erupted into battle when the assassin in the party had to be true to his nature and took a swing at a bad guy.

I skipped the final skill challenge scene because we were running way short on time, and just threw the PCs into the final battle with fewer minions than I originally planned. I was pleased that the party took advantage of two different terrain effects in this battle, and even though I forgot about a mini skill challenge that was supposed to be running during the boss battle, it was a cool fight. The boss wasn’t quite as interesting as I had hoped, but he wasn’t bad.

Enemy lair with ziggurat and magma river - no grid

I ultimately had to end the battle early because the store was closing, so I declared victory for the PCs and called it a night.

Lessons learned:

  • I need to shrink some of the encounter maps. One map has some terrain effects that work in blast areas; an overly-large map encourages the monsters to spread out too much, making the terrain effects less attractive.
  • Minions that explode upon death are fun, but only in moderation. I think my second battle is overdoing it. Maybe I’ll make them non-minions and have fewer of them.
  • If I’m going to give the PCs cool magic items to use during the adventure, I don’t want it to be too hard for them to figure out what the items do. I think I’ll have this auto-succeed during a rest (I was previously requiring an Arcana check).
  • Players are easily tempted by treasure. If you dangle something valuable-looking just out of reach (literally, in this case), they will move heaven and earth to get it.
  • Having an in-game time limit does a nice job of ramping up the tension (and provides an incentive not to take back-to-back short rests to maximize healing powers).

I hope to run this adventure once for my home game players before Tacticon. Once I feel that it’s polished, I plan to release it on the blog, and then I plan to release the whole trilogy (edited and updated) as a single big adventure. I’d like to make it look a little bit pretty, too, and I’d be willing to pay for some help with layout and maybe even commission some artwork. Does anyone have suggestions on this sort of thing? How do I find and hire a freelance layout person?

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