Posted 27th August 2008 at 02:15 PM byFenes (Fenes' Blog)
Updated 4th September 2008 at 03:58 PM byFenes(Added link to OP)
No, rest your fears - this is not about making the ultimate party-killer NPC and if that is a good or bad thing. This post - and hopefully thread - is about making the most out of your time spent on DMing, or to be more precise, about how to spend the least amount of preparation time (and money) for your campaign. This is for those among us DMs who can't spend hours upon hours on preparing each week anymore yet still demand (and have the players expect) the best of their campaign.
So, here is my take on DMing as a lazy DM:
Check what you have to do
First thing you have to do in order to be able to spend just enough time on your campaign is to take a look at what your players want and like.
If you have no one interested in dungeon crawling then you can drop all that mapping out and outfitting of the ultimate dungeon/cavern system and cancel those orders for the latest meat grinder mega adventure. If you have no player interested in puzzle solving or bypassing/disabling traps, don't spend time on thinking about puzzles and traps. If you have no one interested in intrigue and politics, don't spend hours making up a complex system of checks and balances. If no one really likes extended combat, don't prepare countless encounters.
So, take stock of what your players like, then concentrate on those points and wing the rest.
Start out small, then let it grow
I know, most will assume that buying a campaign setting is much easier than building one, but IMHO, this is not so clear. When you buy a campaign setting you have to read it, and often study it carefully to be able to run it efficiently. When you build something up from scratch odds are you know it better, which means less time spent rereading a book.
No matter if you buy a published campaign setting or build your own homebrew, start small. Concentrate on one region, and flesh it out/read it through so you know how it is supposed to work. Then look where the campaign goes, and keep adding as it is needed. Epic campaigns which are plotted out from the start require lots of work, and lots of adjustments during the campaign, in effect doubling your time spent on it. Much easier to just sketch a rough outline and then detail it as it fits.
This also goes for rules. It is much easier - and better for your mental health - if you don't allow every rule from all d20 books published. Especially if it concerns prestige classes and feats. You will have a much easier time preparing if you don't have to check up on dozens of books each time - much easier on your purse as well. A good rule is to force your players to type anything they want use down and give it to you so you have it handy. So, here as well, start the players with a small choice of extra material, and then add as you feel comfortable with.
Reduce to the essential
NPCs don't need to be statted out, especially at low levels. Odds are, no matter in what role they appear - combat, cannon fodder, services - they will never have to use all their skill points. So you can just use (level+3+X) for their "good" skills, X being stat adjustments and maybe Skill focus, and half that for average skills. During combat you can decide on the fly if your mook has power attack or dodge. To start you only need to know his weapon armor and level. Here you can cheat - if you got a name and a short description the NPC will appear much more "complete" than if it is just a detailed amount of stats and numbers.
Locations do not need to be mapped out either unless your players are compulsory explorers - just keep a basic outline in your head and steer the players to the locations you want them to visit. And if you map them out, don't fret over details - add them as needed during a game. A map only serves to make it easier to imagine the layout of a place, and sometimes to conduct combat easier. It does not have to be a piece of art.
Plots do not need to be detailed that much either - just decide who wants what, and then let the NPCs involved act and react during the campaign. This works for the Epic plot outline as well as for the thief trying to rob a party member.
Make the most of what you do
If you do spend the time on statting out an NPC or mapping out a lair, make sure you can use it as much as possible. Even if the NPC you painstakingly built with classes, feat, skill points and money spent to the last copper does not survive its first combat you can often have an evil necromancer make him into an undead, or an evil cleric raise him, and have another go at the party. Then, drop the description and background, and throw him in your NPC file - a couple levels later the one-man-threat will make a good, detailed set of stats should you need that new NPC statted out on the fly.
Same goes for maps - that one castle you mapped out can be revisited later, many times if you do it right, or can be altered a bit and reused.
Reuse plots and encounters that were not used - and even some that were used, with a twist.
Also make sure you keep track of the NPCs involved in an adventure - not only is it easier to reuse an NPC than build another one from scratch, stats and background and motivation and all, but it also adds to the players' immersion if they do not fight and rescue strangers they never meet again each adventure, but may meet people they know, friends and foes alike, from time to time, sometimes in different roles. Yes, this means, make notes during the game.
Finally, if you have a detailed campaign going, keep it going. Don't restart another campaign in a totally different setting each month. Don't TPK and end it. Milk the campaign for whatever it is worth, and the payoff for any work spent on preparing the region or world will be that much greater.
Wing it when possible
Be ready to open sideplots and twists when the situation allows for it, even if you did not plan for it. If you got a solid framework of stock NPCs, plots and notes you will be able to DM such things on the fly, taking an adventure in directions you did not plan ahead for without stumbling or railroading. The players get into trouble with the watch? Look if you can use this to get them into contact with that thieves guild you had outlined a bit, or as a start up to get them on the track of the corrupt mayor plotting against the king.
Steal, borrow, copy - from others and your players
Many people think you have to do all on your own, or it is cheap, bad or both. This is not true. If you truly want to be the best lazy DM there is you will have to drop false pride and take whatever you can from others. Again, this is about efficient use of your time - if you spend an hour searching the web for a map you could have drawn yourself in 20 minutes you are doing something wrong. This works best if you just keep and open mind, and note down a link when you see something you need (or are pretty sure you will be able to use later).
One of the best sources for tactics to steal from are your players. Look what tactics they use, and what feats, and make notes - what works for them works for you. If one of your players likes to summon monster you will get an insight in the efficient use of monsters, and their capabilities. A little time spent on EN world is also a very good source of tactics - as long as you can stay away from the discussion threads about roll-playing, gender in game and Magic.
Plots and NPCs you can get from anywhere - movies, books, story hours, web files. Don't be shy to adjust, and don't fixate on fantasy. That obnoxious police inspector playing the fool can make an interesting city watch official. Even that soap opera you zapped into by mistake can offer interesting plot twists.
Cultures and traditions you can take from history and contemporary countries as well as books and movies. Just having such an image makes it easier to decide how works the culture, and having such a role model also will enable you to use a fitting name list for your NPCs.
Let others work for you
This does not mean buy stock adventures - I found those are often more trouble than they are worth to adapt to my playing group's style and preference - but mainly, let your players do their part. If you have a player playing a cleric, let him add details to the church, add an order of paladins etc. - you can adjust those as you see fit.
It also works in game. Encourage players to start their own goals and plots, and go with it. Less work for you, both in and out of game.
Keep it all together
Making notes during a game is one thing, but I found that (at least in my case) as important is reviewing those notes, and organising them after the game. When I prepare each session I go through the notes I penned for and during my last game, and write a short synopsis of the game session - adjusting the notes for the NPCs involved, adding new NPCs I made up on the fly to my files, transferring dead NPCs to the "mook stats" file and tallying up what loose ends are left, and what consequences the party faces. Often, most of my preparation is finished after I have done this - hooks and ideas for the next adventures are often already there as a result of this.
Posted 12th September 2008 at 04:03 AM byReynard (Reynard's Foxhole)
The "sandbox" setting, in which players are not only allowed but encouraged to make their own fun by exploring and interacting with the setting, is, in my opinion, a fundamental requirement for satisfying, rewarding D&D play. Adventures and setting that force players along certain paths -- or worse, away from certain paths -- cannot hold a candle to sandbox play. No DM's or designers story has a hope against the story that the plyers themselves create through their actions and the coinsequences of those actions (with a healthy dose of DM input and dice-based uncertainty,to boot).
Here are seven essential elements for a good "sandbox" setting.
1. Big, but not Too Big: A sandbox setting should cover a relatively large geographic area, with room for varied terrain and environments, as well as multiple politicl entities. However, one of the things that makes a sandbox game so enjoyable is the players' ability to engage it as a whole, to see all four corners and to uncover its nuances and secrets. Too big a sandbox makes each part indistinct -- the DM likely doesn't have time to flesh out every aspect of a whole world; nor do players likely have time, or even interest, to visit it all. By limiting the scope of the setting and containing it geographically, the Dm has the opportunity to delve into the whole setting and so do the players. Something on the order of the British Isles works well, size and scope wise.
2. Lots to Do, Lots to See: As stated above, a sandbox needs to be diverse in regards to where the players can go and what they can do when they get there. It isn't enough to litter the place with 100 dungeons. Rather, there should be a handful of dungeons, a handful of towns, a handful of active fotresses, a handful of mytic locations, etc... This applies to political, religous and mercantile groups, as well. A monolithic nation that covers the whole setting won't do. At the very least, there should by various states or provinces with different cultures and conflicting interests. Even better, numerous small nations or city states work well. In addition, even if the DM chooses to have a dominant religous entity, schisms and sects within the church, with their own temples and own interpretations of scripture are necessary. Players should want to explore the setting to see what is around the next bend or over the next hill.
3. A Life of its Own: The setting should "live" like a real place. The diverse locations and groups discused above should interact and those interactions should be both internally consistent and produce movement within the setting. Groups that are opposed might be moving ever toward open conflict. The heir to a city state might try and hasten along his inheritence. A lowly peddlar might slowly climb to the top of the mercantile heap. A dark cult might be waiting for a soon approaching celestial event to unleash their dark master on the setting. It isn't that the setting ignores the players and their characters' actions. Rather, there's something of a timeline or assumed evolution to the setting that the players can interact with and disrupt. Knowing what would happen in a given situation without the involvment of the players allows the DM to better interpret what happens when they do get involved, as well as allowing the DM a plan if the PCs dont bother with a particular setting element or subplot.
4. No Scaling: The sandbox should not scale to the level of the PCs. If there's a "12th level" monster in the Darkenwood when the game begins, that monster remains there -- barring its involvement in the above -- whether the players choose to go to the darkenwood at 2nd level or 20th (or both). A scaling setting breaks versimilitude and suggests to the players that whatever growth they have is irrelevent. instead, the setting should include a wide array of "levels" of adventure locales, NPCs and monsters, disrubted throughout the setting in a plausible and internally consisten manner. This is not to say that the setting can't include "zones' that are geared toward certain levels of play, but too much of this inhibits the open nature of the sandbox. Mix it up instead. But make sure that there aren't too many "invisible" major threats. Powerful creatures and chaarcters produce legends and runors and even innaccurate information will give players a glimpse into what lies ahead, allowing them the opportunity to make a meaningful choice as to where to go and what to do.
5. Wandering Monster Tables and Random Encounters: One of the key conceits of the sandbox is that players are free to go where they will, do what they wish and engage the setting through their characters without being pulled or prodded into the DM's "story". This requires a lot of work on the part of the DM, creating many adventure sites, placed encounters, NPCs and organizations before play even begins. But even with all the work done, there's still a good chance the players will go somehwere the DM hasn't thought too much about or had a chance to flesh out. This is where the value of random encounter charts comes in. With such tables, built specifically for the setting and informed by the detail the DM has done, can provide fun for everyone even during those sessions where the players simply strike out down the road. These random encounters shouldn't simply be a collection of mansters listed by terrain type. Instead, the charts should include elements of the setting, little glimpses into the setting. What tribe are those orcs from? Who are the bandits? Where is the merchant caravan heading. By making specific encounter charts for the setting, the DM ensures that more of the work he has put into the setting sees use. By exposure, players are given hooks to choose for themselves to investigate and engage aspects of the setting.
6. New Blood: Characters die. They retire. Players get bored or want a break from the usual. Inevitably, a player is going to need a new character, or a new player will join the group. It may seem obvious, but it is often overlooked: the setting must allow for the introduction of new heroes (i.e. PCs) without breaking plausibility. As such settings that are mostly wilderness or wastelands with few settlements don't work as well as those that provide a diverse selection of races and classes within the population. As a related aspect, this means the setting must be adventurer friendly and reasonably wide ranging in regards to which races and classes are available. While it is okay for the DM to establish some limitations to better suit the genre or setting he has in mind, too many restrictions hampers the introduction of new characters and should be avoided.
7. Meaningful Choices and Meaningful Consequences: Most important of all, the actions of the players should have direct, noticible impact on the setting, at least insofar as the PCs degree of influence. Information should be plentiful enough to allow the players to choose which actions they will take, and those actions must have consequences. Who the players ally with, and with whom they make enemies; what meta-setting secrets they uncover, and which they bury; those monsters they kill and those that they merely enrage: these all should change the setting to some degree or another. If the players feel their adventures and explorations within the sandbox have a real impact, they will be both more inclined to engage the setting, and more thoughtful of the consequences of their actions.
Posted 11th October 2008 at 12:41 PM byJack99 Updated Today at 01:43 PM byJack99
Attention: Jack99's Ultrashort Reviews has moved to http://4eultrashortreviews.blogspot.com/ - All reviews are now indexed by company and rating.
This blog will no longer be updated.
Short reviews explaning what I think about a product. If you think it is a stupid concept, let me know. Well, if you like the concept, feel free to let me know as well.
All products are graded with stars, from * to ******.
*: For the love of God and all that is holy (and I do not even believe in God), do not buy this product.
**: I wasn’t impressed, but maybe other people could find it interesting.
***: It has some decent things, but overall there is room for a lot of improvement.
****: Good solid product.
*****: Great product, a must buy. You shouldn’t be playing 4e without.
******: If you haven’t bought it yet, you are a fool
One thing worth noting about my system is that the numbers of stars given is relative to the type of product. For example, if you make an awesome class, with great fluff and interesting mechanics and release it on PDF, you might get 5 or 6 stars. On the other hand, if the same class is released within a 240 page product which is really bad, the class will probably be mentioned but the final rating will still be much lower. On the other hand, I also realize that it is far harder to make a 240 page product than making a 10 page PDF that is useful. In short, the smaller a product is, the higher are the expectations of a "flawless" product.
I am in no way involved in the making with any of the products reviewed, and should it ever happen, it will be clearly stated in the individual review.
Keep on the Shadowfell (WotC) – The Darkness of Shadowfell Keep is looming over the surroundings lands. All clues concerning foul things happening to the region lead the heroes there, where they battle kobolds, goblins, hobgoblins and undead, in order to stop the nefarious high priest of Orcus from opening a portal to the Shadowfell.
Not the greatest adventure ever made, even by a long shot. The dungeon is way too big to get through in anything but many days, requiring the heroes to rest either inside, or go in and out multiple times. There are too few opportunities for great non-combat interaction. However, some truly lethal fights earn it a star more, just because I like deadly adventures. Rating: ***
Thunderspire Labyrinth (WotC) – Following the trail picked up in KotS, our heroes are led to an ancient underground minotaur complex, now a semi-secret tradepost run by a group of wizards. The heroes pursue the trail of a renegade wizard attempting to size control over the small community, through 4 distinct dungeons, where they battle hobgoblins, duegar, gnolls, demons, evil wizards, and of course a dragon.
The dungeons in TL are of a much more manageable size than in KotS, with plenty of interesting fights, and via The Seven-Pillared Hall, there are plenty of opportunities to create some great roleplaying moments. Rating: ****
Pyramid of Shadows (WotC) – Following TL, the heroes are drawn towards the Pyramid of Shadows, an ancient pyramid that has entrapped Karavakos, a tiefling of considerable arcane ability. PoS has a kind of old-school feeling to it. You have a lot of very different monsters, in a very small area, just like in the good old days. At least the writers have tried come up with an explanation as to how it is possible, but I must admit that the whole non-stop dungeon-crawling doesn’t appeal to me another. There are however plenty of very interesting encounters to steal and use in your homebrews. So all in all, worth buying for inspiration and the encounters, but it would require too much work to make a great adventure. Rating: ***
Adventurer’s Vault (WotC) – AV should have been the 4th core book. There is no way around this book, and even though it does have it flaws with some items that can cause problems in the game, this is simply a resource that is too good to pass up. It brings new weapons, new armors, mounts, vehicles and alchemy (non-magical rituals) to your table. Not to mention hundreds and hundreds of magical items. And when I say hundreds, I do mean it. The index of magical items is 24 pages long! Rating: *****
Advanced Player’s Guide (XRP) – Written by Ari Marmell aka Mouseferatu, this book brings the monk, the barbarian, the bard, the druid and the illusionist to our tables. The 1e feel promised is delivered to the best of my knowledge, and apart from the barbarian the savage warrior, the classes are awesome, and ready to be used in your campaign. Definitely one of the best third party products made for 4e at the time of writing. Rating: *****
Plague (XRP) – Everything you ever wanted and needed to run a plague in your 4e games. Lots of great fluff and information on plagues, as well as the crunch needed to make them truly lethal, even for epic level characters. Buy it and release death in your campaigns! Rating: *****
Lands of Darkness #1: The Barrow Grounds (XRP) – The Barrow Grounds is basically a cemetery you can put anywhere in your campaign, more or less. The idea is great; however the result is less than stellar. They have 12 encounters, and most are pretty boring. Rats and undead! I dunno, but a product such as this, which basically is a list of encounters, should give me more than I can think up in 20 seconds. There was some good stuff in there though. As the place is made for levels 1-3, each crypt/area has its encounter(s) adjusted depending on what level your players are when they arrive. One of the encounters, with a guardian golem could also lead to some great roleplaying. This saves the product from being a *. Rating: **
Forgotten Heroes: Fist, Fang and Song (Goodman Games) – I think this was easily the biggest disappointment yet. Goodman Games are to me one of the best 3rd party publishers out there. It’s not that FH:FFaS is a bad product. It’s just not what I had expected. You see, they had the opportunity to make some great versions of the old classes, more than 5 months before WotC does their version. However, instead of making real 4e versions, their classes feel like 3.5 versions, with 4e rules; needlessly complicated. I am sure some (lots of) people will enjoy those versions, but to someone who really has embraced the smoothness of the classes in 4e, they are a disappointment. Rating: **
Anointing the Seer (Unicorn Rampant Publishing) – AtS is an adventure, where the heroes are pursuing an evil family (the mother: the witch, the son: the warlock, the father: the dragon!) that have kidnapped the beautiful priestess and turned many villagers into pigs. They go from the town, to the mother’s hideout, to the son’s hideout, ending in the father’s hideout. It is simple and straight forward. There are some interesting opportunities for roleplaying and skill challenges, so with a little work, it could be a decent adventure. However the editing is atrocious. In fact, I will go as far as say that anyone asking money for a product, should be ashamed delivering one of such quality. Not only is the spelling bad, but it is full of 3.5-isms, and it is quite clear it was written as a 3.5 adventure, and then hastily converted in order to cash in on the October 1st date. Now, $5 isn’t much, but it is the principle. When you ask people to pay for your stuff, certain things are expected. Rating: *
Noble (Alea) – Noble is a multiclass, with a class that doesn’t exist. The idea is brilliant, and my bet is that we will see many of those in the future. However, when I read this the first time, I wasn’t sure if it was a joke, or merely of poor taste. Names like “Tongue Lashing” and “Courtier’s Retort” didn’t help I guess. However, as I read more, I realized that the names didn’t really matter, because the noble multiclass is a great way of handling such things. Noble comes with a full set of powers (38) ready to buy with your feats. Also included in the pdf, are power cards, ready to print out. That’s just great. Rating: ****
Peasant House (Alea) – Peasant House is not really a 4e product, since it works equally well for all editions of the game. However, it was listed under 4e products, so I bought it. And I wasn’t disappointed. The first two chapters, who describe how the different classes and races interact with serfdom and peasants, were a bit weak. Not poorly written or anything, just not interesting. However, the next chapters, describing the day to day life of the peasants, the atmosphere of their home and such, made it worth buying. I have always had problems with describing accurate peasant homes, and this product really gives a good picture of how they lived. Rating: ***
The Apelord (One Bad Egg) – Have you ever wanted to play an intelligent animal in D&D? I haven’t; in fact, I have never allowed such races in any of my campaigns during the 20 years I have been running them. However, this is about to change. The Apelord is simply full of win. Rating: *****
Sellswords of Punjar (Goodman Games) – SoP is a dark urban adventure that pits the heroes against a possessed Beggar-King and his shadowy allies, in order to avoid the spread of a shadow-plague. Goodman Games have here created a solid adventure with a distinct old-school feel. It has an interesting plot and some good set pieces. There is some innovation with regards to the rules, for example with regards to the shadow-stuff toxin which worsens your condition each time a save is failed, up to 5 times. It’s a mix of the normal poison rules and the disease track. Good stuff. Rating: ****
Isle of the Sea Drake (Goodman Games) – The heroes find themselves stranded on a jungle isle, and find themselves in the middle of a small war between two ancient tribes. One tribe is since recently in control, after striking a deal with an evil wizard and his pirates. The wizard is there to gain control of a magic item that would allow him to control the local sea-drakes. Overall IotSD is a decent adventure with a great tone, and some opportunities for role-playing. It’s also fairly different from the standard urban or dungeon feel that we encounter in 90% of all adventures. Rating: ****
Phrenic Shards (Dreamscarred Press) – Much like the Noble multi-class from Alea Publishing, Phrenic Shards uses a wide array of feats in order to simulate a class that does not exist. In this case, it is the psion. While the idea has merit, and there is definitely possibilities (Alea proved that), Phrenic Shards falls short. Way short. This is mostly because they are so many broken feats in there. “As One” gives you +2 to hit and +2 damage with your shard when you use a martial power. Two other feats buy you an aura (50’ radius) that gives you a surge or an AP every time an ally uses an AP or a surge within your aura – seriously? Rating: *
Forgotten Realms Campaign Setting (WotC) – After reading this book was the first time in more than 10 years that I have considered running a campaign in what was one THE campaign of choice for me. The book does a great job at describing the Realms, in a short and to the point way. It gives you an awesome framework for a campaign, with lots and lots of plot hooks, without going so much into detail that you have no room to maneuver. If you are one of those who think a campaign book should tell you everything, down to the price of inns in the different wards of Waterdeep, or the color of Manshoon’s underwear, this is not a book for you. Rating: ****
Forgotten Realms Player’s Guide (WotC) – I am one of those people that the idea of breaking campaigns up in a book for the DM and a book for the players is a great idea. The FRPG gives the players all the information they need to create a character in the Realms. You get two new races (Drow and Genasi), a new class (Swordmage), Realm-specific feats, and a host of paragon paths, also specific to the Realms. You also get an overview of all the major areas of the Realms, and the knowledge someone native to those parts should have. Even if you do not run a FR campaign, the book is worth the money. The drow and genasi could appear in any campaign, and the Swordmage is an awesome gish-class, even better when multi-classing into wizard. The paragon paths are easily made more generic to fit any campaign. Rating: *****
Reviews continue in the next blog, due to wordcount.
Attention: Jack99's Ultrashort Reviews has moved to http://4eultrashortreviews.blogspot.com/ - All reviews are now indexed by company and rating.
This blog will no longer be updated.
Posted 20th October 2008 at 08:47 PM byJack99 Updated Today at 01:42 PM byJack99
Attention: Jack99's Ultrashort Reviews has moved to http://4eultrashortreviews.blogspot.com/ - All reviews are now indexed by company and rating.
This blog will no longer be updated.
Short reviews explaning what I think about a product. If you think it is a stupid concept, let me know. Well, if you like the concept, feel free to let me know as well.
All products are graded with stars, from * to ******.
*: For the love of God and all that is holy (and I do not even believe in God), do not buy this product.
**: I wasn’t impressed, but maybe other people could find it interesting.
***: It has some decent things, but overall there is room for a lot of improvement.
****: Good solid product.
*****: Great product, a must buy. You shouldn’t be playing 4e without.
******: If you haven’t bought it yet, you are a fool
One thing worth noting about my system is that the numbers of stars given is relative to the type of product. For example, if you make an awesome class, with great fluff and interesting mechanics and release it on PDF, you might get 5 or 6 stars. On the other hand, if the same class is released within a 240 page product which is really bad, the class will probably be mentioned but the final rating will still be much lower. On the other hand, I also realize that it is far harder to make a 240 page product than making a 10 page PDF that is useful. In short, the smaller a product is, the higher are the expectations of a "flawless" product.
I am in no way involved in the making with any of the products reviewed, and should it ever happen, it will be clearly stated in the individual review.
Wraith Recon (Mongoose) – Wraith Recon is a supplement for all that want the opportunity to run a different campaign. With Wraith Recon, your players will be able to play a different brand of heroes. Here nothing matters beyond the next mission. No one cares who you kill, as long as you get the job done. Looting every creature or running around searching every single room is a thing of the past, as all you need will be provided. All you need to worry about is putting together a kickass team, and getting ready to follow orders.
Wraith Recon provides a really good framework for making a campaign where the players are part of an elite strike team. With some sort of game-mechanics innovation in it, it would have scored higher, but sadly there is none. Also, do not expect too much from the art… Rating: ****
The Linotaur (Adamant Entertainment) - Maybe it is just me, but, as mentioned when I talked about the Apelord, I have always had a thing against talking animals as player races. The Apelord won me over, so I thought, why not expand that even more. However, four legged talking animals are just not doing it for me, apparently. I never was a fan of the centaur as a player race. I guess there is nothing wrong with the Linotaur per say, aside from the fact that I would probably not have chosen to copy-paste the gnoll’s racial power, ferocious charge. Originality is a great thing. While I won’t allow my players to play one, I kinda like the fluff and feel of the race, so I will most likely use it and create some barbaric tribes roaming the savannahs of the south. Rating: ***
Anthropophagi (Alea Publishing Group) – As I see it, there are several issues with these monsters. First of all, the crunch seems a bit off. Maybe it is just me (I haven’t compared to other than a few monsters), but 1d8+4 and 1d6+4+weaken for a mere level 4 brute seems nasty. Also, the aura will be a killer, for players that go below 0. The Marauder is also a bit odd, with an immediate reaction that is a bit cryptic. Also, I find the fluff hard to swallow. I mean, in what kind of world are official papers granted to undead, so that they can prowl the battlefield, looking for corpses. Maybe it fits Alea’s world, but it seems hard to fit in a “normal” campaign world. Rating: **
Forges of the Mountain King (Goodman Games) – FotMK is an oldschool dungeon crawl if there ever was one. No roleplay, many rooms, many monsters in small rooms (9 monsters in a 3x5 room!!) and extremely lethal traps, all of it sprinkled with a riddle and an ancient evil. Liking that is a matter of taste I guess. I <3 the lethal traps, which incidentally are very fitting with the whole dwarven theme, but the lack of room to move around during many of the fights create some very static encounters in 4e. There are some random editing (?) issues, like an item power that should be a free action and not an immediate reaction, and also a referral to the wrong room at a point, but overall, I didn’t notice any huge problems on my first read-through.
I must however mention how very impressed I was with the int 1 zombies’ ability to perform a circling move, in order to be able to ambush the players from behind. That’s putting very little to very good use Rating:***
The Unbroken (One Bad Egg) – I have two words for you guys. Must. Have. The Unbroken is a paladin paragon path simulating a paladin that has broken with his god, but wants to do things that must be done, be they good or evil. Thematically, it’s hardly breaking new ground, but it is IMO a very important option to have in your campaign. But the best thing about this short PDF is that it gives you a smart way to not only handle the paladin code introduced, but that you can easily use it with the normal paladins and their relationship with their god. Hell, it could fit for any character that wants some sort of code. At $1.49, it’s worth every penny several times over. Rating: ******
King of the Trollhaunt Warrens (WotC) – Following the Pyramid of Shadows, but not really linked in a significant way, WotC finally get their adventure-writing together and brings us one of the best adventures in many years. The premise is simple. A little town is threatened by trolls and their new troll king. The heroes arrive and must find the secret warrens, kill the troll-king only to haste back to town to foil an attack by the troll-king’s “army”. After the attack, they find out the troll-king is not dead, and return to the warren, killing the troll king again, only to have to follow him into the Feywild, where he has now been reborn as the ancient troll-king Vard, first king of Vardar. Good stuff all around. Skill challenges, fights and role-playing opportunities are all there in good amounts, with seeds for much more. Rating: *****
Punjar - The Tarnished Jewel (Goodman Games) – While made for their 4e OGL DCC line, PtTJ is easily adapted to any game system, as it has absolutely no crunch in there. The only 4e-ism in there is one mention of the dragonborn. This large city (75k) is run by a former thief turned Overlord is a haven for scum, bribery, murder and other nefarious pursuits and beings. Even the council-seats are as default buyable. Aside from the council, there is little centralization. Each of the wards of the city is run in it’s own fashion, with a common theme of brutality and hopelessness permeating them. Goodman Games and Mr. Stroh have created the basis for something truly great, and this appetizer has definitely let me wanting for more information about the Tarnished Jewel. Rating: ****
The Demigod (LPJ Design) - Hi, my name is Jack, and I am an 11th level demigod fighter, and I can't die.. what? No seriously, The Demigod race has it's moments. Three things really annoy me though, when I read it. First of all, divine nature? C'est quoi? Well, one must assume that it's mr LPJ dodging the GSL. Fair enough I guess, it just annoys me that the terminology changes from product to product. Second thing that annoys me, is the name. I mean, come one, DEMIGOD? I realize that it is what they are, but in D&D, when someone says demigod, you immediately think of someone extremely powerful. Not to mention the epic destiny from the core rules. So Jack the 11th level demigod fighter/vanguard becomes Jack the 21th level demigod fighter/vanguard/demigod? Say what? Last, but not least, can you spell B-R-O-K-E-N? Well, not the race in itself, but rather one of the paragon feats. Treat any roll of 10 or lower on a death save as a 10? First of all, there is no limit to this, so I guess that makes me pretty hard to kill, unless someone beats me down to below minus bloodied. Also, why would I need a feat to treat a roll of 10 as a 10? Hmm... There is some good stuff in there, I like the feel they got going, but it needs some work. Rating: ***
The Half-Dead (One Bad Egg) - It had to happen I guess. With The Apelord and The Unbroken One Bad Egg had raised my expectations to a unreasonably high level. Yet, there is something intriguing about the Half-Dead.The concept and flavor really appeals to me, but I am never going to use it as a full player race. I think that is the biggest hurdle of the Half-Dead. I do not see it as a race that many will use. I will however use it at some point, where one of my players die, as some plot device. We will have to see. Overall it's a well designed race, but I do have some concerns about the racial ability. +5 to all death saves is too much (I think, but haven't had time to do the math yet). Rating: ****
The Death-Mother (One Bad Egg) - "A mockery of motherhood, the death-mother appears a rotting, clawed zombie with an enormous, bloated abdomen that splits open to reveal rows upon rows of sharp, needle-like teeth. A single long tentacle emerge from that maw on occasion; striking a foe, the death-mother exerts a momentary control over the victim’s mind and feeds its gestating get with leeched life-force" - If that just sounds cool, nay awesome, it is because it is. Between producing undeads during combat and devouring more corpses during combat to produce even more undeads, this monster can be a truly horrifying experience for your players. Do not deprieve yourself of the pleasure of using this against them! Rating: *****
Critter Cache: Big Bugs (Blackdirge Publishing) - So, finally we got us some more monsters! And they even have descriptions! Okay, I must admit I have never been the biggest fan of bugs, but there are some real gems in this product, as long as you do not look too much at the art. It looks like 1e stuff. Okay, I guess some people might dig it, I sure as hell didn’t. We got ant soldiers that frenzy (get more attacks when they are bloodied), we got an ant queen whose pheromone burst has not one, not two, but three different applications, both offensive and defensive, making it an awesome controller/leader hybrid. There are a few places where the author went a bit overboard, such as a beetle (level 6 brute) which does 2d10+10 damage when it has a target grabbed. Ouch. All in all, a good solid product, filled with some nasty critters to dispense of your pesky players. If you feel that 4e is just incomplete without these kinds of monsters, add another star. Rating: ****
Tankard Tales: Willowbark (Myth Merchant Press) - Okay, so Willowbarks is a tavern at the edge of civilization. It is an interesting, if not completely innovative concept. The PDF describes the owner and his employees, as well as sets up some rumors and adventure hooks and some small adventure ideas. While I think that the author should have included stats for the owner and his friends, I like parts of the adventure seeds and the small adventures in Willowbarks. One sees the players being stuck in an alternate pocket-plane/dimension, due to a gnomish device gone awry. They must repair the device to return to their own plane, but unfortunately a portal to the Feywild is acting up and monsters are literally pouring in through the portal. Fun times, except that if the players fail, we are told that they just wake up unharmed, back at the inn. That’s kind of weak. Rating:***
Lands of Darkness #2: The Cesspools of Arnac (XRP) - I think I won’t buy any more of the Land of Darkness series. Either they are extremely boring, or the whole concept just doesn’t suit me. The encounters seem repetitive and the new monsters seem without soul. Don’t get me wrong, there is some good, most notably a nasty level 5 disease which leaves you perma-dazed with a hefty penalty to AC and Fortitude defense. I am however not a fan of assured TPK’s which is what has been put in there. Sure, there is a skill challenge which allows you to avoid the encounter, or rather, resolves the encounter without bloodshed. A failed skill challenge is however a sure TPK. Against a level 3 a level 12 controller, 91 hps, insubstantial, flies, phases, and every 3rd round on average, he can make a close burst 6 attack that does 2d8+1 damage, pushes 5, and immobilizes (save ends). Of course, they can flee, I guess, but still... Rating:**
Paths to Prestige: The Fell Knight (Blackdirge Publishing) – First of all, despite the price tag of $1.50, you aren’t getting a whole lot. A prestige class, the corresponding template for monsters, and an example of a MM monster with the template slapped upon, along with a little fluff. Or maybe I am just spoiled. Anyway, the idea of the fallen paladin is fine, because we do not have it per say. We have the evil paladin via the core books, and the paladin that has given up on the gods via the Unbroken of One Bad Egg. So it’s filling a gap, although a very small gap. The problem I have with the Fell Knight is the implementation. For example, at 11th level, all powers you have that deal radiant now deal necrotic; except (because it is a class feature and not a prayer) your divine challenge. Then at 16th level, targets that are affected by your divine challenge take ongoing necrotic takes some ongoing necrotic damage. So your DC deals radiant damage and necrotic ongoing. Not really smooth in my book. Why not have DC do necrotic damage instead? Rating:***
Gods of the Shroud (One Bad Egg) - Let me start out by saying that if what you are looking for is a replacement pantheon for your high-magic campaign, this is probably not a product for you. It is however the perfect set of gods for a gritty, dark world on the edge of civilization or humanity. Baring running such a campaign, the Gods of the Shroud should be perfect as Ancient gods, still worshipped by barbarians, various humanoid tribes or really anyone living on the fringe of society. I must admit that I would have liked more fluff, but the fluff gotten was very evocative and sparked a lot of great ideas - just as it should be. The Channel Divinity feats are mostly great, and quite fitting. Overall a product I will be using a lot. Rating:*****
Martial Power (WotC) – Expectations from my side were both high and low at the same time. High because it is the first real splatbook of 4e, low because it is a splatbook. I was not disappointed. I was not let down by what some claims to be a corporation of evil money-grubbing suits without soul. Martial Powers promises more options for my martial powers, and options it delivers in spades. Sure, not all are equal, and there might even be something horribly broken, but from a first quick read-through, Martial Power is just made of win. You get many new powers, many new class features, and quite a few new builds for greater variety. At a glance, I can easily see the beastmaster ranger becoming a favorite. I know I would like to play a ranger now. I can’t give it 6 stars, but since it is all crunch, I do not feel that I can do that without extensive testing. When that is said, this is a must have, if not only to give your players more options with regards to powers and feats. Rating:*****
The Kroola (Poison Ivy press) - Okay. I knew I shouldn't have bought it. I mean, jolly but aggressive crocodiles that walk upright, live in swamps or play pirates on the Seven Seas? Maybe it is just me, but it just didn't do anything for me. Fluff aside, one could hope for some decent crunch, but alas. While they probably fit some world, the Kroola are just too powerful for your average campaign. The "no-granting-CA-while-prone" and "the improved unarmed attack" are nice and fit thematically, the Kroola's racial power is just.. well powerful. As an encounter power, spend a healing surge for con modifier + ½ level regen that lasts for the encounter as long as you are not "not-bloodied" or unconscious. Sure, there will be times where you waste it, if ennemies disengage you soon after you are bloodied, but often it will be godsent. Imagine a Kroola Infernal Warlock (I actually have a hard time imagining that, but anyway...). 20 con and at 2nd level that's 7 hp regen per round. He could almost easily play tank with that. Rating:**
Draconomicon: Chromatic Dragons(WotC) - The 4e version of the Draconomicon is here. As opposed to the 3.5 version, it is only about the chromatic dragons. Now, this may not please everyone, just as the omission of the metallic dragons in the Monster’s Manual did not please everyone. Want to know everything about the psychology and physiology of the chromatic dragons? Want help on integrating dragons into your campaigns? Want dragon traps? Want dragon rituals? Want page after page of dragon lairs and a large variety of dragons? The Draconomicon is however full of all sorts of all the goodies you will need for running evil dragons. I can’t wait for Draconomicon: Metallic Dragons. Rating:*****
The Quintessential Wizard (Mongoose) - QW is essential a book of crunch. While it does have some decent fluff here and there, I am evaluating it based on the crunch. All I can say is that not much have changed. The Q-series had a reputation of being unbalanced, and even though it is a completely new group of designers, not much has changed. This book has more broken feats than all other 4e books put together. Several of the PP's are also really, really good (trying to avoid using the word broken again). The powers vary more, but seriously, sleep as an encounter power at level 5? Sigh. Oh and what the hell is the "held" condition (I understand what it is, but I shouldn't have to make even educated guesses)? Arguably there is stuff you could find useful in the book, but considering the size and the number of broken stuff, I cannot recommend it in any way shape or form. I expect more, and so should you! Rating:*
Heroes Handbook: The Dragonborn (Goodman Games) - A lot of people have been complaining that 4e lacks fluff, myself included at times. Well, if it’s fluff you want, it is fluff you will get. The dragonborn are here described as an ancient races steeped in tradition and honor. A sort of samuraiesque-indian hybrid race, divided into very distinct clans, each with their own history and traditions, each with their own interpretation of the Code of the Dragon, the cornerstone of dragonborn society; Courage, loyalty and integrity.
Each clan (8 are described in detail) comes with it’s own paragon path and feats. There is also a whole chapter of feats fitting any (well, there are prereqs) dragonborn character. Overall, it is great stuff, and while there are a few feats you as DM might need to take a look at (as well as a few PP’s), overall the stuff appears to not be completely unbalanced. Not everything has been the subject to the dreaded power-creep, and there are plenty of options for those who wish to build on their dragonborn character, making him even more distinctly dragonborn.
The book has around 60 pages of almost 100% fluff, 10 pages on how (tables) to make a engaging and interesting family history for your dragonborn, 20 pages of monsters (mostly different dragonborn) and finally around 10 pages of new magical items.
While I am 100% sure you could play 4e without this book, I would definitely not be without it. Rating:*****
Scions of Punjar (Goodman Games) - Scions is a 4th-6th level urban adventure crawl where players are hired by a minor noble family to find out how a pendant, which is supposed to be entombed in the family tombs, has made its way to a local pawn shop. Soon the heroes find themselves embroiled in a tale of revenge, because the slighted and thought-to-be-dead deranged daughter of the family has returned, now an insane necromancer. She has amazed a secret army of undead in the depths of the city of Punjar, and wants her family dead.
As usual, Goodman Games gives an adventure full of deadly traps and nasty combats. However, and this is a big plus, many of the encounters have a non-violent solution, so it’s not all hack and slash. There are a few twists, and room to expand the adventure significantly, if that is what you want. They are also kind enough to provide a flowchart of the major encounter areas, since not all encounters need to be taken in a definite order.
Sadly, there is some editing that really annoys the hell of out me. Wrong xp for some monsters and some 3.x-isms in the fluff, like the rogues having a few wizard or warlock levels to enhance their abilities. Maybe it’s just copy-pasting that hasn’t been caught by the editor, but none the less. I expect more from GG. There are also some parts of the adventure that can’t be copy-pasted, what’s with that. But worst of all is their use of the skill challenge… 6 diplomacy checks and nothing else in a skill challenge? 8 intimidate checks and nothing else in a skill challenge? My advice would be to subscribe to DDI and thus be able to read the advice Mearls gives on skill challenges, or read the DMG. Because that’s just poor use of a great system. Anyway, if you are willing to look past the crunch, add another star. Rating:***
Critter Cache: Prehistoric Beasts (Blackdirge Publishing) – Yeah. More monsters. One can never get enough monsters. Blackdirge brings us 11 brand new spanking dinosaurs, with 3 variants of each. And as a bonus, at least one of each type of dinosaur is suitable as a mount, and they still all come with a description. Yes thank you. Overall I would say there is little groundbreaking, but the monsters have cool thematically appropriate powers, although, if someone would like to be critical, there seems to be a little issue of damage-inflation. Some of these monsters do quite a lot of damage. But who wouldn’t want a mount at 5th level that can daze and stun (save ends). I know my rogue would . Rating: ****
Manual of the Planes (WotC) – The 4e MoP follows the trend started with the 4e FRCG. WotC provides the structure, with enough info to set the correct tone, and leave enough room for the DM to stretch his creative muscles and make it his own. If you are the type that needs to have books with answers for every single question, then this probably isn’t the book for you. If you on the other hand want a framework on which to base your own stuff, to help those C-juices get flowing, then the 4e MoP is an invaluable tool. I am not going to give it six stars, mostly because you can get by without, if you have a lot of material from prior editions. But it’s a damn good investment, if you ask me. Rating:*****
Demon Queen's Enclave (WotC) - The heroes find themselves (depending on which hook you use) heading to a drow settlement in the Underdark in order to stop a greater evil brewing. An rebellious drow has been lured to the dark side (as if Lolth doesn’t qualify as the dark side already) by Orcus. The drow, now a vampire, has taken over a domain in the Shadowfell which used to be ruled by an exarch of Orcus. From there, it has launched an attack on the drow settlement, breaching it defences.
So when the players arrive, they find a town-battlefield, infested by undead and demons. And drows, of course. The goal might be to stop the nefarious plans of the Orcus worshipping vampire-drow, but how do you do that. Do you ally with the lone drow necromancer, with the failed drow commander that thinks of himself as dead man walking, or do you see out the matron mother in the temple of Lolth, and strike a deal with the most unholy of all. Or maybe you just plow through everything. That would of course be a pity. Once an alliance has formed, how do you proceed to enter the realm of Orcus? There is also a personification of the plane that has its own agenda, and an artefact that doesn’t quite want what everyone assumes it wants.
The adventure is choking full of interesting encounters, awesome settings, meaningful choices, cool application of skill challenges and interesting NPC’s.
DQE (P2) is by miles the best adventure WotC has ever produced. In fact, I will go so far as to say that it is probably one of the best adventures made for D&D in many years. Buy now! Rating:******
Wyvern Mountain (Goodman Games) - Wyvern Mountain is the latest adventure from Goodman Games. It is an extremely linear adventure that sends the heroes to Wyvern Mountain to investigate what shenanigans are afoot. They follow the road (and monsters on the road) to the former dragon lair, now occupied by a goblin tribe. They kill the goblins, solve the riddle to enter the real lair that has been in temporal stasis, and defeat the guardians and master of the lair. Game over.
Overall I am disappointed. While there are some cool (read nasty) traps (7d10 at 4th level – OUCH), they are never part of an encounter, so unless players die from it, they are never really in any danger. There are some crunch issues, as well as some odd suggestions of tactics (like a monster starting by using a close burst power that makes its allies regain hit points). Worst of all is the lack of interesting terrain or features in combats with high level/high hp opponents. On the positive side, there are some nice puzzles and we get two new cool monsters, the vargouille and the barghest – yeah, when I say new, I mean 4e-style obviously.
I get that DCC's are supposed to have that oldschool hack and slash feel. Screw the roleplaying etc, but where is the harm in making interesting combats, if combats is all there is. Way too often they resort to using one type of monster in their combats. Only once in the whole adventure do they meet more than 2 different monsters at the same time, and that's when they encounter a ranger with his pet dire wolf and eagle. Diversity FTW. Rating:**
The Shroudborn (One Bad Egg) - The Shroudborn gives us a new multi-class option full of flavor and role-playing abilities that any semi-sane DM should at least consider to introduce in his campaign. Now, not all DM’s will feel that The Shroud fits in his campaign, but no problem there either. The Shroud could really be anything. You could simply be attuned to the Spirit-World. Or you could be cursed by the Gods. Or yet again, you could be touched by the Fey. (Okay, maybe not that one, but you get the idea I am sure). Oh and it works great for NPC’s as well! It's a good way to inject some flavor into that boring Orc chieftain or Hobgoblin captain.
So what does it mean to be touched by the Shroud? Well, first of all, you can swap one of your +2 stat modifiers for a +2 Int modifier and one of your racial skill modifiers for a skill for a +2 stealth modifier. You also acquire some minor physical changes, like milky white skin or pale eyes. After spending a feat, you get to choose another ability (from a very short list, based on race), and qualify for further multi-classing. Which is probably a good idea, if you want to expand on your character’s connection to the Spirit-World.
The powers are cool, thematic and flexible. None seem obviously broken, and OBE even introduces a new key-word: Arena, which pulls you, your target(s) and possibly your allies to a closed off demi-plane sort of place, where you can continue to fight. What can I say? Yet again, OBE delivers. Rating:*****
Pact of the Vermin Lords (Adamant Entertainment) – The idea is good, no doubt about it. For the most part, the power s fit well thematically, and there are some great ideas in the fluff. AoE spells become a spreading contagion, healing becomes shedding the husk, zone spell becomes a cloud of nasty tomb insects, ongoing damage a parasite worm etc, etc. Overall some very cool fluff for a very dark character. The issues I have with PotVL come from the crunch. First of all the at-will is extremely controllerish. I know that the warlock is strike with a tad of controller, but that at-will should be a controller at-will. Oh and did I mention that it is very good? There are also a few powers that look broken and/or weird (You Are My Host, I am looking at you), but overall, it’s fairly solid. Rating:****
Pact of the Angelic Choirs (Adamant Entertainment) – I was very much (okay moderately) looking forward to this one. I have a thing for angels, and if done right, it would definitely be something that would be incorporated very quickly into my campaign. But alas, it wasn’t. There are some decent ideas in the fluff, but the crunch is just horrible. Some of the issues are small, things that annoy more than anything, but when you couple that with a good deal of powers that look horribly broken, it’s kind of hard to ignore. Small stuff includes the at-will dealing radiant damage, despite being described constantly as a fire attack. The constant use of willpower instead of will. Then again, that’s probably because it’s not released under the GSL. Also, Truename. Good idea, poor implementation. I mean, why give penalties to monsters’ defenses (and thus give the DM more work) when you can give the player unnamed bonuses that stack with everything else. Anyway, as I said, mostly small stuff, so let’s move to the bigger issues. How about a level 2 utility that gives 1+int mod to AC, all defenses and resistance 1+int mod vs. fire, acid, radiant and lightning. For 5 minutes… Or how about a level 6 utility that as a minor action gives 1+cha (main stat) modifier to a roll. But it can be any roll used within the next 5 minutes. Or how about a level 10 utility (immediate reaction) that when used gives you temp hit points and an action point. Or how about an immediate interrupt that “rewinds the clock” to before the event, and lets you cut in with a minor, move and standard action. Seriously? A level 5 close burst for 3d10+modifiers+ knock prone? Or a level 29 burst 5 that can do 10d10 (of no less than 3 different types of energy) + knocks prone? Sure, you might have to hit yourself, but still? Too much work in this one, in my opinion. Rating:*
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Posted 6th January 2009 at 02:30 PM byJack99 Updated Today at 01:41 PM byJack99(Adding reviews!)
Attention: Jack99's Ultrashort Reviews has moved to http://4eultrashortreviews.blogspot.com/ - All reviews are now indexed by company and rating.
This blog will no longer be updated.
Short reviews explaining what I think about a product. If you think it is a stupid concept, let me know. Well, if you like the concept, feel free to let me know as well.
All products are graded with stars, from * to ******.
*: For the love of God and all that is holy (and I do not even believe in God), do not buy this product.
**: I wasn’t impressed, but maybe other people could find it interesting.
***: It has some decent things, but overall there is room for a lot of improvement.
****: Good solid product.
*****: Great product, a must buy. You shouldn’t be playing 4e without.
******: If you haven’t bought it yet, you are a fool
One thing worth noting about my system is that the numbers of stars given is relative to the type of product. For example, if you make an awesome class, with great fluff and interesting mechanics and release it on PDF, you might get 5 or 6 stars. On the other hand, if the same class is released within a 240 page product which is really bad, the class will probably be mentioned but the final rating will still be much lower. On the other hand, I also realize that it is far harder to make a 240 page product than making a 10 page PDF that is useful. In short, the smaller a product is, the higher are the expectations of a "flawless" product.
I am in no way involved in the making with any of the products reviewed, and should it ever happen, it will be clearly stated in the individual review.
Wrath of the River King (Wolfgang Baur, Open Design) – If you read this and wonder why the review has changed, it's because I lost this review to the evil overlords of the interweb. With no backup. Anyway, WotRK is a tale of greed, love and revenge, where the heroes start off trying to find the miller's wife, but quickly find themselves embroiled in a game of thrones amongst 3 factions of Fey. They end up making their way towards the castle of the River King in order to prevent a Fey attack on the mortal realm. The adventure is very flexible (sandbox style) and stuffed full of interesting skill challenges, combat and more than anything else, roleplaying encounters and opportunities. The Queen's Birch Fair especially shines in this regard and is so full of adventure hooks that you can probably use it basis for half a campaign. For the more combat-minded, there is plenty as well. Several of the encounters even look positively deadly. All in all, this is by far the best 3PP adventure written for 4e. And not only is it a great adventure, but it is also an awesome inspiration and a must have for any DM who ever plans to bring his players to the Feywild. You can still purchase this if you sign up for Halls of the Mountain King, else you are probably SOL. Rating:*****
In Search of Adventure (Goodman Games) - ISoA is a collection of 6 1st-2nd level adventures. Overall I am not too impressed. Adventures 2-4 are all three set in a desert, which is an almost automatic turnoff for me (and the ones presented did nothing to change my mind). The 1st, 5th and 6th adventure have some great background and interesting ideas for encounters, but the execution is just boring. Too often they use 4-5 of the same monster and nothing else in a combat. Variety is the spice of life, and of 4e. Lots of new monsters, but I am a bit (okay, a lot) concerned about the balance of these monsters. It seems quite a bit off, at times. In general, they seem way too happy about solo monsters as well – I mean; two solos in a 10-page level 1 adventure? That’s not how 4e works at its best, IMO. Rating:**
Hard Boiled Cultures (One Bad Egg) – Apparently, Mr. Hicks and co. can do no wrong. Hard Boiled Cultures is a DM’s guide to making the standard races of your campaign more diverse. They deconstruct the basics of the races (stats, feats, abilities) and show us how to twist that into distinct sub-races ready to populate and enrich your campaign world. While they use the PHB races as examples, there is no reason that their theories can not be applied to any and all 4e races. I think it is a brilliant (trying not to use awesome here) idea that every DM should embrace. Doing so offers true flexibility and choice for your player characters. No longer will every rogue be halfling, every fighter be dragonborn, or every cleric be elf. By creating sub-races using HBC, your players will no longer have to choose between making the character they want and making an “optimized character”. The only thing missing (IMO) are tables of alternate abilities. OBE tells us how to evaluate each ability and power, but all examples are based on already existing abilities. Which works great, mind you. I just wish there had been a few tables with lists of cool ideas for abilities for each race. It’s still an awesome product though. Rating:*****
Poisoncraft : Venomous Villains - The Syrallax (One Bad Egg): The Syrallax, a distant cousin of the male medusa, is an evil subterranean race using nasty-looking weapons fashioned from the bones of their victims. They excel at tactics and mind-control, and they are in general just plain nasty. I find them a good and refreshing alternative to the evil overlord race from below to add to my campaign. And the art by Kev Crossley is just perfect. Like really awesome. Aside from two examples of the Syrallax (1 or 2 more wouldn’t have hurt), we are treated with a fully fleshed out encounter with a Syrallax Overlord (level 20 elite controller) and his multiple minions, taking place around a defective poison refinery. The refinery can blow up (treated as a hazard) and so can many of the barrels of poison (obstacles) that have been placed around the encounter area. Definitely a great encounter that shows just how interesting and dynamic 4e combats can be, if done by the right people. We are also treated with a little preview of the upcoming Codex Venenorum IV in the form of the Evershroud, a very nasty level 22 poison. Watch out for the aftereffect – it’s not a typo, the poison deals the same damage after the first made save. I think that’s a great way to increase potency of poisons without merely pilling on the base damage. All and all it is a great product, its biggest problem being that it leaves me wanting to know and read more about the Syrallax. Rating:*****
BlackDirge’s Dungeon Denizens (Goodman Games) – Overall, I have to say that DD holds a horde of very flavorful monsters, most of which look solid (crunch-wise) and definitely interesting enough to use in my campaign. The art is very 1e’ish, and in general, the monsters are a (good) bit more lethal than monsters of the same level from the 4e MM. He really pushes the envelope on how much a damage a monster of a given level should deal. As a DM who likes to kill his players (according to them), this is cool by me (Yum, yum, Greater Barghest drains two healing surges!). Although the book is far from flawless - there is notably a few issues with a few of the solos. They are either too weak, or they are way over the top; Grave Swarm I am looking at you! The editing or crunch mistakes are kept to a minimum, just like we should expect from Goodman Games. The spread of monster by level is good, although it is a pity that there are no regular monsters over level 19; only elites and solos. On the other hand, they are so many cool things (all monsters are indexed by level, by type and by keyword – just awesome for a DM) in this book that you quickly forget and forgive mistakes. Blackdirge reintroduces stuff like magic resistance and damage reduction in 4e format. Some will love this, some will hate it. He also introduces resistances based on the alignment of the attacker – I can’t say that I am huge fan of this, but it will please some people, that is for sure. As a bonus, we also get one of the sweetest curses (disease) that I have yet to see. I can’t wait for my players having to eat the flesh from the corpses of sentient beings in order to be able to heal. Cannibal Curse FTW! Rating:*****
Critter Cache – Animals and Beasts (BlackDirge Publishing & Goodman Games) - I have got to admit one thing. It’s probably the first 4e product that made me laugh out loud. In one of the encounter suggestions, the following line is found: "1 orc eye of the orcish god (level 5 controller)" – We all know why it says that, but that line just sounds so silly and made me laugh. Anyway, there is little doubt that a lot of people think that the MM could have used some more regular animals. Let me say up front that I am not one of those. Animals and Beasts should definitely fill out the hole left by the MM. As far as I can tell, most if not all animals that were weren’t included have now been covered. We even get a new poison and a nasty disease as a bonus. There are however some issues here and there with the crunch, such as the Dire Ape that can stunlock you to death (Only the ape missing can prevent this, there is nothing you can do), the Tyrant Ape (hello mr. Kong) who seems very weak for a solo (if the crunch followed the fluff, it would be passable, but definitely still on the weak side) and a stomp attack that makes very little sense (I can buy the elephant having 3 reach, but how does it keep a character pinned at 3 squares range. I just don’t see it). Last but not least, BlackDirge continues to explore 3e’isms in 4e. Most notably resist damage with weapon keyword and fighting below zero. I must admit that especially the fighting below zero is not my cup of tea, and I wish it had been done more smoothly, more 4e-like, instead of (sort of) copying the 3e way. Overall, it’s not a bad product, but definitely the weakest of the Critter Cache line, and the one I will use the least. Rating:***
Open Grave (WotC) – Open Grave is not just a book about undead, no, it’s the undead equivalent of the Draconomicon. It’s a DM’s book. From start to finish of its 223 pages, this book is stuffed with ideas and hooks for your campaigns involving the almost-but-not-quite-dead. It contains 3 different campaign arcs, each broken up for the various tiers (I love the Vampire Kingdom idea - it doesn’t get much darker than that), 9 different lairs each with several encounters (The mausoleum of Ssra-Tauroch looks like an awesome encounter to build an adventure over, with a nasty level 17 solo yuan-ti mummy at the end), 11 templates , 7 famous undead (OMG, Vecna has an aura that deals 50 necrotic damage – this will really suck if you aren’t properly prepared), 8 artifacts, 7 rituals (quite a few must haves for when you explore ancient crypts) and monsters. In fact, there are more than 160 monsters in there (the Death Tyrant looks nasty, but it’s really only one of many that I can’t wait to use), most of which look fairly balanced, although there are definitely some (the Rotvine Defiler) where you wonder if it was just meant to be extremely nasty (minor close burst 5, grabbed, ongoing 15 necrotic and lose 1 healing surge per round until you escape grab) or if you are missing something. Either way, while I love dragons much more than I love undeads, I must admit that undeads do tend to show up a lot more often than dragons. With this in mind, it’s definitely a must-have for me. Rating:******
The Forgotten Portal (Goodman Games) – The latest from Goodman Games is as far as I know, the first adventure written for 4e. The previous DCC’s were all written for 3.5, and then converted. Let me start by saying, it shows. They still like using high level elites and solos a lot, but now, they are placed in an interesting environment or added a twist that will make the encounters so much better. For example there is a solo croc that looks quite boring and slightly underpowered, but due to its tactics of dragging victims underwater, it should prove for a very interesting fight. There is also a fight with a T-rex on a huge pile of ever-moving bones that looks like it will be tremendous fun (as in, dangerous for the heroes). The areas are also much bigger, giving the players room to move around and do stuff. No more 10X10 rooms and encounters in 5 foot wide passages. The adventure goes as follows: Almost by accident, the heroes are drawn to a cursed village located on an 1800’ tall plateau in the middle of the jungle. They set out to find the high priest of the village in order to stop his reign of terror and bloody sacrifices, but instead find themselves having to complete 9 ancient trials, mirroring those a local hero had to endure in ancient times. The endgame (pun intended, you will get it when you read the adventure) is a twist, where the heroes will most likely upset an already fragile balance in place in the area, setting things up for a sequel. The Aztecan theme permeates the adventure and there is a lot of lore to assimilate and use both as background info, but also as key parts of the adventure. This is by far the best 4e adventure by Goodman Games so far, and while it could use a bit of work in certain areas (1- Some combats could still use some tweaking. 2- Skill challenges are rare and bare-boned. 3 -It would have been nice with a few more opportunities for roleplaying), it’s a great adventure and has inspired me to add another continent to my homebrew world. Rating:*****
Old Rock Tower (Unicorn Rampant Publishing) – If you have read my other reviews, you will know that I was not a big fan of UPR’s first foray into 4e. But I figured they had had 6 months more to learn and understand the system, so I decided anyway to check out their new adventure. I cannot emphasize enough what a stupid decision that was. Once again I feel ripped off. Old Rock Tower is a very straight forward adventure, where the heroes head to an ancient wizard tower, now overrun by undead and other assorted monsters. Oh, and dire chickens… Wait. What? Yep, I said dire chickens. The Adventure is full of editing errors and poor (yeah, I know, who am I to talk) English. Monsters are only listed by their page number in the MM, and even that is often forgotten. This is a GSL thing I guess (and thus not URP’s fault), but insanely annoying. The maps are at best described as a strain on the eyes to look at. Out of the few monsters created for the adventure, they manage to screw up the most important one. Also, in the final battle room, there is this gem: “The altar is enchanted with an unhallow spell, with a bane effect for any who do not worship evil powers (DC 14 Will save or -1 to attack rolls and -1 to fear saves for 5 minutes)”. Needless to say, stuff like that doesn’t improve help the general impression, which is a extremely straightforward adventure with boring combats and encounters, boring traps, no skill challenges and no role-playing opportunities. Rating:*
Beyond the Black Door (Black Death Publishing) - Editing, layout and organization are hopeless. It was written for 3e, and barely edited to fit 4e. Not to mention that whole 3e stat-blocks were left in there. This is really a poor excuse of a 4e adventure, and if I was American, I would sue to get my $5 back, not to mention compensation for the time I spent reading it. Actually, you can barely call BtBD an adventure. More like a railroad where the DM reads for 10 minutes, describing what happens and what the players decide to do (without asking, of course) then tells players to roll initiative. After the fight, the railroad continues. Seriously, this is the worst piece of crap I have ever seen. It makes adventures like Old Rock Tower look like masterpieces of ingenuity and quality. Rating: [This product is not even good enough to get one star]
Quick Kill (Emerald Press) – Basically the quick kill rule allows players to do a skill challenge enabling them to get close to the enemy, without being detected. Following the skill challenge they make an attack which is an improved coup de grace. If the attack hits, it does damage equal to the bloodied value of the creature and it dies. Now, I have to admit that before buying this, I already knew what my review would be like, but I bought it anyway, just to see what they had done. While it probably sounded like a great idea at the time, it’s totally unnecessary to make up a new rule for this kind of situation. If you as DM want the guard to be able to be taken out with a hit, make it a minion. If you do not want him to be taken out, make it a normal monster. Much easier and you just saved $1.50. Now, the product isn’t completely useless, as it gives some pointers and ideas for the skill challenge you could run that enables the character to get close to the guard. Rating:**
The Mahrog (Alluria Publishing) – The Mahrog is an ancient race of primitive humans, who have been secluded away by their even more ancient goddess. Basically, they are civilized cavemen. The Mahrog gains a +2 modifier to strength, and can choose between two other stats for their other modifier. Likewise, they gain a +2 to their endurance skill and can choose between three other skills for their other bonus modifier. I like this approach, it creates some diversity within the race, much like Hard Boiled Cultures by OBE encourages us to make. It gives some flexibility, but hardly breaks the race. The racial feats also seem solid without impressing, although the Mahrog can end up being quite nasty with simple weapons. The PDF gives us a (aside from the race, obviously) a new language (Ancient) and a new goddess (Mahra, a sort of primal god of preservation). It is a useful and balanced product, which could find use in many campaigns. I know I will. Rating:****
The Purifiers (One Bad Egg): The Purifiers tells the tragic tale of Wilhelm ark-Trasser, 4 times winner of the Contest of Ark, a paladin who has fallen a long way. His quest against an evil necromancer and the undead has warped his mind, sending his quest on collision course with madness. The former paladin now captures anyone he and his forces encounter and uses some corrupted plants of the Shroud to turn them into mindless servants – The Reborn – in order to build are horde matching the undead while depriving their enemy of their source of soldiers. With the Purifiers we get an organization, ready to fit into our campaign world with a minimum of work. But really, it’s so much more. The PDF is just full of great lore, ideas and fluff worthy of any campaign and it leaves me wishing that the good people of OBE would release a 450 page hardcover detailing their world. There are some great ideas within, from the Contest of Ark (great melee finale on hot coals!) to the Shroudrot mask, a ritual created mask that helps force the corruption of the Shroud upon a person. All in all, it’s a great PDF. There are some issues, most notably with the crunch of the main antagonists (overall, they are on the weak side) although they do partially redeem themselves with the second version of ark-Trasser, which you can find on the last page. It is just too bad that they didn’t give his two lieutenants the same treatment. Their fluff is just 10 times cooler than their stats, and the players might be disappointed once they finally meet them. Rating:*****
Pact of Blood (Adamant Entertainment) – They really like warlock pacts over at AE. And I bet the idea of a blood pact will be well received around the tables. But while the idea (although not revolutionizing) is good, the implement fails to a certain degree. The quality of a new warlock pact is determined by two things. The feel of the powers (do they fit with the concept of the pact) and the crunch behind those powers. AE definitely manage to hit within the thematic range of the pact. The crunch is just not there yet. It’s still better than the last one I read from them (Pact of the Angelic Choirs), but there are some definite issues still. Unfortunately, one of the big issues with it is in the at-will. A first level will be able to (assuming hit and curse, obviously) to deal 3d6+10 (assuming 20 CON) per round after the first round, costing him nothing more than 1 hp per round in damage. At 21st level, it will be 7d6+30 (assuming maxed CON and implement). This is quite nasty for a measly 4 damage per round and an at-will. Anyway, this is obviously not the only problem, one of the other highlights is a close blast 3 power that, on top of decent damage, stuns and gives ongoing 15 damage (save ends both) unless you have around 25-30+ con. But the true winner is a daily that causes the target to be unconscious as the effect, i.e. the warlock does not need to hit the target. Sorry, but that was quite funny. Quite a few of their encounter attack powers also have an effect, a perk which is supposed to be reserved for daily powers. All in all, you are better off waiting for something else. Rating:**
Mists of Madness (Goodman Games) – Mists of Madness is a short, straight-forward Indiana Jones-esque adventure where the heroes penetrate the ancient tomb of an archlich in order to stop a cult from reviving the arch-lich. Most of the encounters and traps are very good (and positively lethal, as usual) and have interesting features. My favorite is the secret chute behind the easily noticeable trap, so that when the players jump the pit, they fall down the chute, get hit by an Ochre Jelly as they fall by where it is, after which it proceeds to follow them down the chute to kill them. Mists of Madness does have a few editing errors (Swamp crocodile war mother – should have 68 hit points, not 40 – a simple copy paste error, when they leveled up the lower level croc, they forgot to up the hit points. Also, there is an X to mark the activation of a trap that I can’t find) but these are small issues. The biggest problems with the adventure (calling it the biggest doesn’t necessarily means it’s big) is that it does require some suspension of belief to believe that the traps (although they are lethal to 1st level characters) are supposed to “defend” the last resting place of an almighty archlich. The other is the encounter against the shades (which concept-wise is great), which sadly will TPK just about any party if run as written. These are however minor and easily tweakable problems. MoM is still a good, solid and fun adventure I definitely will be using for a campaign. Rating:****
The Quintessential Fighter (Mongoose) – The QF has some decent fluff and inspiration for roleplaying/building your character, although the language does show (in places) that it was written by non-native English speakers. It also holds some good ideas for different fighter organizations, but let’s face it. This is not why most people will buy the book. They will buy it for the new origins (backgrounds, a definite power creep, although not game breaking on its own, except in the hands of an optimizer), the new build ideas (everything from horseback fighter to pugilist is covered), the new powers (at-wills who do ongoing damage; dexterity, charisma, wisdom and intelligence attacks for the fighter; sustainable encounter powers etc), the new martial rituals (all high-level fighters will have the following benefits, every day: +5 perception and + 5 insight to avoid surprise, force reroll on the first attack that hits you, +1/+2 to all defenses, +10 to hit to one attack against a specific creature, regain 5-10 extra hit points when you second wind, gain 1d6 more hitpoints every time you spend a surge, +2 to certain checks and immunity to weaken effects), the new feats (yay, finally I can spend a feat and get +2 AC – vs. some weapons) and last but not least, the new combat styles (which boil down to having X specific feats, Y specific powers and get a bonus). In short, the QF is a flawed book with a lot of either subpar or borderline broken crunch. There are some useful stuff in there, but to be honest, I can’t see myself every using this book. But to each his own. Rating:**
Dungeon Delve (WotC) – DD was (when announced) the only WotC 4e book not to make it on my to-buy list. I thought the concept was dumb. But, half-starved from a lack of decent 4e releases lately (it’s been a least a week since Mists was released) I drove and picked it up as soon as it got to my FLGS. And as it turns out, I was pleasantly surprised. Each delve (there are 30, one for each level) is started by a ½ page of introductory fluff, a small map and tips for expanding the delve into a full-blown adventure. You are then presented with 3 increasingly harder encounters (for each level, so 90 encounters in total), tied together in the small dungeon (a few seem way too small for the numbers and size of monsters) which is buildable with the Dungeon Tiles sold by WotC (for each delve it is stated which tile sets are needed). At the beginning of the book, there is also some guidelines on reskinning the monsters and tweaking the dungeon delves. You get 42 brand new monsters and 7 "fairly new" monsters (reprinted from Open Grave, Draconomicon and Manual of the Planes), although a few are just leveled versions of monsters we have seen before. Anyway, as I read the book, it struck me that it’s good helper for those times in campaigns where you need the players to get a bit more xp before starting on something else – sort of like an expanded version of a book of random encounters. It’s a book of random dungeons! It’s hardly going to revolutionize the industry, but overall, it’s a useful book that a lot of DM’s ought to at least consider. Rating:****
Curse of the Kingspire (Goodman Games) – From what I read, the Master Dungeon series is aimed at challenging expert players and DM’s; in order words, noobs need not apply. What starts out as a seemingly routine inspection of a cult in a village propels the players through space and time, trapping them in the middle of an eternal battle suffering a bad case of Groundhog Day. Sounds intriguing? Let me assure you that it is. Players used to straight forward dungeons with one way to go and a big bad boss to kill at the end might find themselves doomed (to repeat their mistakes, haha), with little chance of finishing the adventure. Reading this adventure, I thought it was kind of odd. The first part is a very normal linear story, but with some extremely interesting combats with cool features. The second part has an awesome story, but the combats are not as interesting. Although the windows that shatter and reform as a dragon was fun. Sadly, the end doesn’t quite live up to the rest of the module and there are still the odd, weird editing errors, like a 3.x rule (You do not lose Dex to AC underwater in 4e) or like a skill challenge which aims at bluffing someone, except bluff isn’t one of the skills usable in the challenge! But overall it is a very cool module – Not your average dungeon romp. I will most definitely run it at some point, just as soon as I have come up with an ending that suits me more. I can’t wait to turn a player into a frog (nice witch!) and put on a white wig and go nuts as the Mad Gaoler. Rating:****
The Witch Doctor (One Bad Egg) - It’s with mixed feelings that I am writing this review. As everyone who reads these reviews knows, I am a huge fan of everything OBE have made, and I had thus very high expectations for the Witch Doctor. Anyway, On one hand, the Witch Doctor is a brilliant concept, full of gems (Class abilities like the Masks, Evil Eye which is just perfect for a controller, close wall attacks) and an all-around awesome “feel” to the powers (not to mention some really cool powers, like the Mojo-line, where you draw power from the enemy making a save, or the “Poison Pill” power, which just made me laugh). On the other hand, the implementation is just not good enough. The initial description of the two type of Witch Doctors (Resolute and Tempest) make it sound like you either go CHA primary and CON secondary, or the opposite. But woe to the one who does that, since all powers are based on CHA and there are a whooping 2 powers that key off CON. In fact, you are much better off grabbing WIS or INT, the other two stats which have powers that key off them (around 5 each). Now, this is not game-breaking, merely an annoyance. The powercreep comes in the shape of at-wills dealing ongoing damage, encounter powers which are sustainable, encounter utility powers that last the whole encounter, encounter powers which cost you a surge to cast. Each on its own, these breaks from the core concepts might or might not work, but all together, it becomes too much. Towards the higher level powers, we get dominate as an encounter power, we get big AE that turns people to stone after two failed saves (no save after that) and a few other things that seem broken at first glance at least. Overall, I have to say that the Witch Doctor doesn’t feel like a controller (way too few powers that control well), but I am not quite sure what it is. Perhaps it is pseudo striker-leader-controller. It however look like a fun class with a great feel, and I (despite all the issues) still want to play it. It will just take some work to balance it. Rating:***
Phrenic Power: Ardent (Dreamscarred Press) – The Ardent is the first of several re-skins aimed at giving characters a more Phrenic feel. It turns your garden-variety cleric into an Ardent, master of the mind. Sadly I cannot review it, as I was asked to look at the crunch and am thus credited in the product. It wouldn’t be ethical if I reviewed it. But since I mention every 4e product that I own, it gets a mention here
Players Handbook 2 (WotC) – Mike Mearls called the PHB2 his best work to date, and since that comment did draw its share of flames from skeptics and the like, I feel that I need to say this: The man was right. There is no longer any getting around that. It was not empty marketing or hollow words without backup. While you shouldn’t exactly expect high literary prose (the writing gets a tad corny at times but that will have little influence on my verdict) this doesn’t matter. PHB2 is a rules book with a focus on classes. I want rules and classes that work before anything else. And Mearls, Wyatt and Crawford have pulled off what I thought would be impossible. They have managed to create 8 new classes or rather, 4 remakes (bard, druid, barbarian and sorcerer) and 4 totally new ones (shaman, invoker, avenger and warden) that are fairly balanced and at the same time look incredibly interesting to play (I <3 the druid already, after playing him for some levels, and the barbarian is also a lot of fun too, although it is probably the closest thing to a powercreep in there). Regarding this powercreep that normally is so common in everything that follows the original core, it really seems that WotC have managed to make classes about equal in power to the eight original ones. No mean feat considering just how hard it seems to be to create balanced, interesting classes with varied powers. I for one am really glad they decided to wait with some of these classes, until their grasp of the system had improved. It was definitely worth the wait. Sure, we all know that the CO-boards will find new ways to break the game, but in any game with many options, that will always be possible. What I mean when I say balanced and equal, is that on their own the classes look and feel right. The PHB2 also has 5 new races (gnome, deva, goliath, shifter and half-orc). Crunch-wise they are fine, and some, like the deva also hold some interesting aspects that should translate into some fun roleplaying. Personally, I am not sure I will use them all in my campaigns, as I was never a huge fan of goliaths and shifters. But to each his own, I am pretty sure there are plenty of people out there who wanted these races, just as some people actually play gnomes . All in all, this is simply a book that you have to have. Not only does it double the amount of classes at your disposal, but it gives some sweet options for the classes and races in the first PHB1. I know I have given other books this rating, but the problem with a rating system is that at one point, something better, something more necessary always comes along, and how do you reward that, rating-wise? In short, “If you haven’t bought it yet, you are a fool™”. Rating:******
Assault on Nightwyrm Fortress (WotC) – AoNF is the last adventure in the P-series, stretching from level 17-20. Naturally, I expected that the Paragon-feel would be even more present in the third installment. The idea is very promising. Urishtar, a crafty shadow dragon, has found an ancient fortress in the Shadowfell, filled with ancient knowledge about the passage of the dead from the mortal world: knowledge that enables her to divert life energy from its proper fate – or in simpler terms, she is stealing souls from right under the nose of the Raven Queen. Sounds like an awesome concept with great potential. Unfortunately, the potential is squandered and the adventure is just another railroad from A to Z with a bunch of monsters in between to defeat. The players start out by being hired when it becomes clear that something is interfering with how the souls usually pass into the afterlife. Luckily for the players, they bump into a shadar-kai who knows the way into the Shadowfell, through a series of caverns nearby. They go through the caverns, access the tomb, defeat its guardians and go through the portal to the Shadowfell, which happens to be within a few hundred feet of the ancient fortress recently discovered by the shadow dragon. From there, they head into the fortress, one chamber at the time, ending with the dragon. Now, I feel it’s important to stress here that the combats are for the most part really good. There is a decent variation in monsters, with some really great combat situations in AoNF (my favorite being a chamber with no floor, so the fight will take place while players jump between small 5’ square islands trying to avoid a drop 60’ down into a very chilly fog) and the encounters are spaced out in a way that gives realistic openings for the players to rest. There are some opportunities for roleplaying that could be fun (negotiating with a Dracolich, striking a deal with two ghost sages and of course the Shadar-Kai that accompanies the players a good bit of the way) and the final battle should be very memorable. For those who played WoW, think Vael! So, in closing, I guess that’s my problem with this module. It’s just too straight-forward an adventure for my taste, at least at that level. But it has too many first-rate ideas to ignore. Rating:****
Advanced Class: Druid (Silent7Seven Games) – This little PDF gives us 7 heroic and 4 paragon feats (and powers) for our druids for almost no money. Each feat gives you a +3 feat bonus to a different skill and a once per encounter special attack when adopting a particular form. You can take multiple feats, but can never use more than one special form within the same encounter. Overall, the crunch looks solid and the ideas are respectable, giving more flavor and panache to your druid. The paragon feats gives you another special attack (or improves an at-will) and even more importantly, access to a new level 13 encounter power. While the heroic tier feats felt well-balanced against each other, there is a bigger variation amongst the paragon tier feats, but none of them are better than the feats found elsewhere. They are just different. The paragon feats also allow for wild-shaping into Dragon and Umber Hulk forms, both of which are magical beasts. I see no reason why this should be a huge problem though. Overall it’s a good little add-on for a druid, and I could easily see myself using a couple of the feats for the druid I play in SoW atm. Rating:****
Hard Boiled Armies (One Bad Egg) – I must admit that I have never paid much attention to whatever mass combat rules there was for D&D, so I can’t really compare or evaluate if OBE simply ripped off ideas from previous editions. What I can tell you is that with Hard Boiled Armies, they have created an elegant and smooth rules-set to guide us through mass-combat in our campaigns. At the core, it’s extremely simple. Units in combat are created and treated like characters. Then we are given some tools to figure out, depending on how big a battle and how big a battlefield we are aiming for, how long rounds, encounters and days are. We get a bunch of ideas to translate the 4e-isms such as encounter and daily powers into military happenings, how to adjust speed relative to the battlefield and last but not least how to figure out how long short and long rests are. They touch on the translation of special moves like grab, conditions, ranged attacks (if a square on the battlemat is 10 miles, maybe that range 10 on a power does not quite work as it should . Actually, while I could go on and on, because they do touch on quite a few relevant and diverse things on the 24 pages (the last 11 are devoted to the map used with the mini-battle-adventure included), but I think I have said enough already. I mean (and this is totally made up on the spot, it’s not from Hard Boiled Armies), with a few changes, that 1st level rogue with deft strike becomes a 1st level army of 10000 men with perhaps a light cavalry that strikes out quickly, surprising its enemies. Kill the fluff; use the crunch (with a few modifications). It’s very 4e and I am definitely going to try it. Rating:*****
Races of Violet Dawn: The Skarren (Inner Circle) – Fluff-wise, I must admit that I am not “groking” it. A (very) primitive race which barely even uses clothes, but suffer no penalties from wearing plate armor if need be. It’s not that the fluff is bad per say, but it just failed to entice me. The Skarren is described as a warlike race that despises other races and it has (IMO) that slightly chaotic neutral feel. All in all, it struck me as a poster-child race for anti-social and rude behavior. Crunch-wise munchkins will love it; a +2 unnamed bonus to AC and a racial attack that only takes up a minor action – at epic, with a couple of feats, your Skarren will be doing 3d10 + modifier + daze with a minor action. Yeah, that is a bit too much, for me at least. The rest of the crunch is solid, without being ground-breaking, although there are a few oddities, such as a feat that gives a bonus to second wind if you have less than 9 hit points. Okay, maybe I am missing a point there, but I just feel that’s a very convoluted way of doing things. Overall, this is not a race I will be using; others have done the primitive race in a (much) more interesting way. Rating:***
Critter Cache: Fey Folk (BlackDirge Publishing and Goodman Games) – Three words for you. I want a Pooka! Okay, that was four words, but it’s still true. Critter Cache 4 is full of great (and small) fey monsters, that you can use to terrify your players when they visit the Fey Realm, or as WotC calls it: the Feywild (sigh). Highest on every adventurer’s kill-list is the Boggart. This otherwise fairly harmless creature suffers from having an aura that makes everyone nearby roll twice on attack and damage and use the worst result. Luckily for the poor bugger, it can turn invisible at-will so it might be hard to kill it, especially if you have your hands full with its allies. Seriously, every arch-fiend/demon-lord/über-lich should recruit one of these Boggarts. Another great monsters is the Spriggan Titan Guard. I can’t wait to use this and spring it on my players. From small to huge in the blink of an eye – that might surprise them. All is not perfect of course; there is a glaring and horrible mistake: The nymphs (there are 5 of them) are all covered way too much up! Seriously, what is that about? I know the GSL has a grand-ma clause, but I do not think you have to go that far . Also, I believe that “Prime Material Plane is a 3e-ism. Nowadays we live in the natural or mortal world. Anyway, joking aside. The crunch seems pretty darn solid this time around. There are a few monsters which are a tad low on damage (most notably the Bolg and Beanne Sidhe) due to their elite status, and also the power of the Red Cap Warrior is a tad odd, considering name and effect. On the other hand, I really like how marking is used by monsters other than soldiers, and it works well. Overall, CC4 is a great product, with great flavor, that complements my (relatively) extensive 4e library well, and many of the monsters therein will definitely be used. Rating:*****
The Arak (SuperGeniusGames) - I will make this short. The crunch is absolutely out of this world horrible. I must admit that I have to question if the guys who wrote this play 4e much. The races gets too many skill bonuses (small thing, I could live with that) but also gets an at-will power that enables him to deal 1[w] or 1d8 extra damage 1/round against a target he has CA against. Yeah baby, at-will.. /boggle. Some of the feats are pretty sick too, and will make it the de facto race for a lot of classes (deal one die higher with axes, bows and spears? yes please - I can already see the rangers dealing 5D8 on a twin strike at first level). Also, the Arak can get feats that grant him bonuses against primal effects and other feats that grant resist 5 primal. What the hell is that? Anyway, as bad as the crunch is, the fluff is just the opposite. Quite awesome. So buying this is definitely not a complete waste of money, but if you want to use it, it needs a little work. Rating:***
Book of Vicious Damnation 2 (Inspired Device) - Yeah. No thank you. I left alignment based spells back in 3.x, I do not what that back in my 4e. As for the rest of the powers, because, that is basically what we get, I do not see much that impresses me. I see missing keywords, clunky at-wills, encounter powers that requires healing surges to be spent (thus leading to the 15 min. adventuring day), encounter powers that give bonuses for the rest of the encounter, a power that can make a weapon daze on every hit for the rest of the encounter, etc, etc. Considering that the PDF is a god and 15 new powers, those 15 powers could have been balanced a lot better. Also, why are they CHA-based, if for a cleric? Seriously, the cleric is already screwed enough, with only ½ the powers to choose from, unless he wants to suffer from MAD. Rating:*
Lunar Scrolls (Silent7Seven Games) - Lunar Scrolls presents us with a wealth of options for introducing a new power source into our campaigns: The Lunar power source. The fluff is decent, but to me, the core of thePDF are the lunar multiclasses , infusing your characters with lunar powers. The idea is intriguing, but sadly they suffer from various issues. First of all, they seem to "break" several of the normalmulticlass rules. Instead of taking an initial feat and then 3 separate multiclass feats, you take a multiclass feat, and then only take two feats to swap powers. The first gives you access to swap both an encounter and a utility power. Also, there are constraints as to which level of powers you can swap, seemsunnecessary to me. You also need to take all lunar multiclass feats in order to take a lunar paragon path. Again, why change what everyone else does? Another thing that "breaks" the usual rules, is the weird scaling of themulticlass encounter and daily powers that you can pick, if you have taken the appropriate feats. Instead, they should have made more powers, to swap in at higher level.Powerwise, there are a lot of things that are just too good. The first crescent striker multiclass feat enables you to remove 1[w] from an attack and daze instead daze the target until the start of your next turn. Even with the target getting an immediate save, it's quite powerful for a rogue using a dagger, since he only loses 1d4 damage. Also, there are a lot of possibilities for inflicting penalties to that save. The PP that grants -3 penalty to saves (at level 16) on all conditions that you inflict becomes a new must have PP for a lot of classes. Overall, a lot of powers seem fairly unbalanced, most of them leaning to the "overpowered" side, rather than the "underpowered" side. There are also a lot of clunky rules in there, for example the power that does X on a hit, unless it misses by more than 5, in which case it does nothing. Or regen that is granted that only heals up to Y times the target's healing surge value. Overall, the idea of a lunar power source was a good idea and could probably be great flavor for a campaign, but sadly, Lunar Scrolls would need a good amount of work before I could use it in my campaign. Rating:**
Thrones of Punjar (Goodman Games) - People are disappearing from the Devil's Thumb: When the daughter of a foreign ambassador disappears, things get even messier and the players are brought in the fix the international incident that is brewing. And it is all because an albino aboleth has made the severs of Punjar it's new home and made an unlikely alliance with a small noble house in a growing desperate situation. Thrones of Punjar is a good urban adventure. The module is filled with small goodies regarding Punjar (like the Whirling Death and the Stirgeskull games), and there are a lot of RP opportunities in it. In fact, I can't remember the last time a DCC had that many fleshed out NPC's - I think that part of the adventure is awesome. The story is solid without blowing me away, and while the fights do not seem as lethal as the normal DCC standard, the fact that players are on a deadline and can't just rest whenever they want might make it quite a bit harder than it looks at first glance. There are of course a couple of extremely lethal traps (3d10+6 + stunned (save ends) in close burst 3 which goes off every round a character starts on the trigger - well, you better hope that you make that save quickly and that the trap misses you) that should be fun for any DM to use against his players. The biggest problem (IMO) comes from several of the key fights, all involving solo creatures (and a couple of non-key solo fight - aura that weakens is a bad combi with solos). The two BBEG's both seem underwhelming as solos. Sure, they have guards and traps, but once those have been dealt with, you will be left with what looks like a big sack of hit points and no real danger. Luckily, this is a problem that is fairly easy to fix. Rating:****
Creature Collection (Fiery Dragon Productions) - The newest monster book available, Creature Collections brings us the horrors that infest the Scarred Lands setting. The art varies from awesome (the breasts on that dryad are just perfection) to dreadful (some of the golems look like something out of a 80'ies Marvel Comic), but definitely more hits than misses, unless you hate old school black and white stuff. Then you will hate them all. Except the Dryad. Innovations are few and far in between, but there are some (disclaimer, while I have read everything published for 4e, I might have forgotten stuff, after all, there are already a lot of monsters and powers out there), although not all are for the better (just IMO). Endurance checks to resist auras, no thank you, the immediate save mechanics is there and works just fine already. Auras that give a bonus against attacks with a certain keyword; no thank you even more. Just give some resistance instead, and be done with it. I also do not need to see ritual magic in a stat-block. I can decide just fine when my monsters need to have access to ritual magic, without it cluttering up my stat-blocks. However, the Bloodmist Naga is a nice take on how to have elites do more damage without just upping the damage or giving it double attacks. Luckily, it is not a big part of the monsters who "suffer" from the things mentioned. A lot of monsters are actually cool enough, although a bit low on the power curve (especially their elites), much like those from the original MM. This is one place where I would not mind a little power creep. The lore/fluff seems more ample (sorry, can't get that Dryad out of my head) than what is in the MM, and there are quite a lot of flavor about the setting everywhere. Of course, not all monsters are equal, and some have awesome fluff, while others have some very sparse fluff. Some of my favorites include the Asaatthi (lizard-race), the Overghast (okay, sounds like WotC does not have a monopoly on bad names), the Legion of One (sheds of swarms during the encounter), Doom-mite Swarm (go home locusts), hags, rat-men (they are the new kobolds, just ... you know, more hip!) and lets not forget the Blood Moth Swarm - I mean, cute butterflies that drink your blood? That's like a cake of coolness with awesome-sauce on top (just a pity they didn't make a higher level version). Overall it's not the second coming of monster books, but it's a good book. I know I will be using quite a few monsters and some of the lore from it. Rating:****
Scarrport (Reality Deviant Publishing) - In the first of their Campaign Cutouts - locations to fit in any campaign - we are introduced to Scarrport, a seedy tradeport on the banks of where two rivers converge, and its inhabitants. The PDF is divided into 5 chapters and some appendixes. We have City-fluff and NPC's (38 pages), 3 new races (10 pages), 1 new class (the elementalist, 34 pages), New magical items (10 pages), new monsters and hazards (17 pages) and last but not least, the appendixes (12 pages), which include a short level 1 adventure, random encounters in Scarrport and same sample game of chance. For $11 (discount at the time of writing, won't last forever I presume), I think that's a steal - or almost. I am going to risk my online neck and say that Scarrport suffers from the same illness as many other 3PP products. Cool fluff, awesome ideas, but not that well implemented crunch-wise.The races are either overpowered (if not broken) or just plain weird (ie no real connection between fluff and crunch). The elementalist is (IMO) clunky, with all sorts of weird conditions that must be met in order get the most of the class. On the other hand, it definitely doesn't feel overpowered (why does it have to take a feat to gain implement on summons?). It has a good AC, but with a lot of short range powers, I think the elementalist will be in for a world of hurt.In short, it didn't appeal to me, but might to others. The decisions regarding level/type of the NPC's makes me shake my head (like guildleaders who are level 9, but every guard is apparently a level 12 soldier, with common thieves being level 8 minions? The monsters/NPC's have a good deal of errors (like weird tohits and wrong number of hit points - for example, the first 20 NPC's and quite a few of the monsters have incorrect hit points - Stone dog cultist on page 35 is the first one they get right unless I am mistaken). Now, I hope you are still reading, because despite the fact that the crunch needs a lot of work, I have got to admit that they sold me on Scarrport. Because when I read the first chapter, I really felt the city come alive, especially through the NPC's described. Lots of good ideas and potential there, and despite the rating, I would buy more about the city in a heartbeat - because I like the feel of the city. But I am going to have to "fix" all the crunch parts. Rating:***
Dark Assassin (Dark Emerald) - When I read the class abilities, I thought: Damn, this assassin is going to have to do a lot of [W] damage or ongoing damage (or something else) to keep up with the rogue. Basically, it's damage-based class ability is just a weak form of Sneak Attack. But, this doesn't happen, and overall, the Dark Assassin just comes off as a significantly weaker rogue with really bad powers. Except a few of course, because level 1 dailies that render the target helpless (save ends) is just broken of course. Is there any melee based character who wouldn't multi-class into DA and pick that? Anyway, the class is a series of bad design choices, from random ongoing damage to attacks based on strength, dexterity, wisdom, charisma and intelligence (can you spell M.A.D.?), passing by utilities that are really attack powers and ending with secondary attacks that are based on other stats the the primary attack and/or damage keyed to a stat different from the one that governs the attack.I know it's hard to write balanced and fun 4e classes, trust me, I know - I am writing one myself, which will (hopefully) soon be published, but this doesn't seem like the Dark Assassin has been thought through at all. Also, the editing is sloppy, with 2 of the 4 at-wills being the same. Do yourself a favor and play a rogue instead of spending your hard-earned money on the Dark Assassin. Rating:*
Citadel of the Corruptor (Goodman Games) - The heroes arrive at an old remote fort in the mountains. There they find a lot of hostile (surprise!) orcs. The orcs however have nothing to do with the inhabitants of the fort being dead. After clearing the fort, they follow the clues to the BBEG, a psychopath evil dwarf who uses a demonic semi-sentient (props for coming up with that one) and poisonous gas to kill people, and thwart his nefarious plans. There are a few very nasty traps, and some of the encounter are really interesting - I especially like the one with the ghosts and wraiths, although I suspect some will be turned off by the whole subject of killing children - I think it's a great scene to show the horrific effects of the demonic gas. There is one (good) skill challenge in there, and in general, it seems as if skills are more frequent in this DCC. Overall, the crunch in DCC61 seems more polished, with very few errors (although a couple of the insubstantial monsters seem to have too many hit points - insubstantial monsters get around 2 hit points less per die than normal creatures). It also marks a change from the other DCC's. No abundance of elites many level higher than the party. No abundance of solos. In general just more polished, as I have mentioned before. But, somehow, it feels less nasty than the average DCC (although using the semi-optional tearing storm and the winter hags should remedy that). Except for the final encounter (of course), which can potentially be devastating, with players hacking away at each other - that should be good fun. Overall it's a good adventure, but it's lacking a certain je ne sais quoi in order to blow me away. Definitely usable though. Rating:****
Advanced Class: Sorcerer (Silent7Seven Games) - This new PDF brings us a variant spellsource for the sorcerer - a Far Realm (Sorry, farthest realm, but really, shouldn't it be furthest realm? ) infected sorcerer that spontaneously (well almost) bursts tentacles or mouths amongst several things. The Big C flavor is good and strong (iirc at least, its been 20 years since I played CoC and read the books), and we are presented with several new interesting options. From the switching of racial stats to CON (making more races better for this kind of sorcerer) to the aberrant growths (I mean, who wouldn't want to be sprouting mouths or tentacles), passing by the upgradable powers (that means you might be able to keep your favorite power, without it ever becoming outdated). The powers are complex (lots of circumstances) and powerful, but this is balanced by the fact that they are fairly circumstancial. Some are really cool (I <3 distortion field, pushing people away from you before you teleport and again when you arrive), while at least one is quite broken (yes, Sorcerous Rays, I am looking at you - auto effects like blind, immobilize or fear is just too good, even for a level 9 daily). Overall, it's solid, with some great ideas. Had a few more things been properly balanced, I would definitely have upped the rating. Rating:****
Adventurer's Guide to Chtonia (Alea Publishing Group) - I must admit, I have been waiting for this one for a while. A setting based on earth during the Dark Ages, but with magic. Not a ground-breaking idea (/wave TerraDave), but none the less a very interesting one. And if it is a campaign setting that you want, Chtonia delivers in spades. It's quite simply amazing how much great fluff they get crammed in there, despite all the crunch there is as well. They manage making abelievable setting, while keeping all the classic races and classes. I know I need to buy a thesaurus, but the tone and feel is just awesome/cool. There are also plenty of small gems in the mechanics (how druids become weaker the more urbanized the area they are in is, how arcane casters are hunted if they use powers in urban areas, some new keywords for weapons, a lot of flavorful and classic backgrounds, how to handle commands and last but not least, a very interesting pantheon and how nobility is handled as a magic item). Sadly, a lot of the crunch is quite broken. The noble multi-class is still good, but the possessed , while a cool idea, is quite useless if you strive for some sort of balance. Of all it's powers, only 7 have the appropriate implement/weapon keyword, or a scaling bonus to the attack. In short, they will be pretty darn useless. The PP's also suffer from a wide spectrum of issues, like missing keywords and one also breaks the economics of 4e. But then again, WotC managed to screw that up several times as well, so why shouldn't the 3PP's . Some powers are also quite broken (Weapon of the Inquisition for example), but it's perhaps among feats that you will find the worst of the offenders (Armor of the faithful: completely broken. every cloth-caster will multi into paladin (1 feat) and get armor of the faithful (1 feat) in order to get + 2 initiative, +2 all defenses and +2 speed). Buy this book (PDF), but beware of the bad crunch. I still think it is more than worth it. Rating:*****
Arcane Power (WotC) - Yeah baby, Grease and Glitterdust are back! When WotC remade D&D and published 4e, there were howls of outrage and nerdrage galore about the "new" wizard. He was no longer a god! I was one of those who really liked the new wizard, but still felt he could have been done better. More control, less damage would have been preferable. And some more varied magic. And now he is (finally) complete. Not only are some of the old-school spells brought back to life (although in more balanced versions) but he can finally summon and cast illusions (yeah yeah, I know about the Dragon Magazine article). The completeness is furthered by the inclusion of several interesting feats (I especially dig those that let a wizard improve his chosen implement), some cool paragon paths (I really want to play a summoner now) and some new builds. A very few things stand out as very unbalanced, most notably the new tome implement (Tome of Readiness + Improved Tome of Readiness) which allows a wizard to cast Sleep every combat. Might be really annoying with Second Implement (Orb). In general, I would say that this book is worth buying alone for the goodies for the wizard. This however does not mean that the rest of the book is bad. No sir.! While it seems that the Swordmage gets the short(est) end of the stick, the rest of the classes in AP (Warlock, Sorcerer, Bard) all get some great things. Aside from a plethora of cool powers and feats, an honorable mention goes to the new bard build (Prescient Bard, a ranged bard), the cosmic sorcerer (a good example of the increased complexity and flexibility of 4e classes) and the new warlock vestige pact (welcome back to the binder, just in a non-broken, non-silly form). Overall a great book that already is very popular with my arcane casters. Rating:*****
Death's Reach (WotC) - In the latest installment of the H-P-E-series, The heroes are headed to the Shadowfell to pay a visit to the Raven Queen, but when they arrive near her abode, they find it overrun by Orcus' minions. After liberating the place, they heroes meet up with RQ herself and are pointed towards Death's Reach, an ancient place in the Shadowfell, where gods can not go, where a horror from ancient times, the primordial Timesus is kept captive; Someone has penetrated Death Reach and is trying to unleash Timesus and his armies on the world. Yeah, guess who? I like that they tied the hooks to the adventure in with the epic destinies form the PHB - although the deadly trickster hook is mindblowingly silly - "Hey there Neighbour! I just heard that some guys are planning to attack the Raven Queen and I thought you could make something of that information" Another thing that annoys me to no end, is the seemingly random monsters that have been used to populate the dungeon in the adventure. I mean, we are deep in the Shadowfell, a place that has been locked up by the gods and the key thrown away. What are aboleths, githyanki, chuuls, rakshasas doing there? Sure, it's somewhat explained, but still. DR definitely feels epic. I mean, 2 liches and 1 dracolich in the same adventure, and none of them are even remotely near being the BBEG? This epic tier stuff might need some getting used to. That's not to say that it's a bad adventure. There is some very interesting opportunities for a lot of roleplaying and several pages dedicated to those encounters (also a lot of information to be gathered). First and foremost with the Raven Queen, and also with the angel who is not all what she claims to be. There is a couple of interesting skill challenges, and some very cool encounters (The one with a room and 4 traps and a SC to solve a riddle could be a classic I think) - and not to forget, probably the coolest monster designed for D&D yet - The Worm of Ages. Overall though, it's going to need a hand to satisfy my players and their DM. Rating:***
3 Days Until Dawn (Alea Publishing) - The premise is simple. A vampire is trying to take over a small hamlet in the middle of nowhere, so that he can claim his new lair and gain access to the Feywild . The heroes arrive at the village and are embroiled in the plot. There are some decent ideas in this short adventure (decent use of skill challenges and a cute little plot with decent possibilities for role-playing and a fun cool set-up with a couple of doppelgangers), but the little crunch in it shows some holes in 4e knowledge. Now, this can be fixed by a DM familiar with 4e, so it's not a deal-breaker for me. The lack of any statted out monsters or traps is much worse. In fact, it's downright annoying. I know it's a GSL thing, but there are ways to deal with the GSL , and this is definitely the worst possible way of doing things. The other big turn-off to me was the ending. When the heroes finally get to confront theBBEG, it turns out he is a 11th elite vampire lord. Sure, he is bloodied and weakened until he has spent 3 nights in his new lair, but still - with regen 10 and defenses around 25-30, he will annihilate a 4th level party.The solution is to have an NPC appear and grant players +5 to hit against the vampire. Yeah, I can already hear the howls of rage from my players. Overall, I do not see myself using much if anything at all from this adventure. Rating:**
By Skill Alone (Adamant Entertainment) - By Skill Alone definitely has some sound advice, although a lot of it feels like I have read it before. I also feel the author is very limiting in his view of skill challenges - they are not only good for "crossroads" in the adventure, there are many other uses. The various (and quite detailed) examples of use of skill challenges are decent enough, but the DC's are very hard. Harder than the original WotC numbers. For example, a level 6 skill challenges with DC's at 20 and 28 will necessitate that players roll extremely high to make the skill challenge. At the end, we get some alternate uses of skills (some feel more alternate than others) and some new rituals, and one of them is definitely to be avoided. Rituals that give clear combat advantages/bonuses is a bad idea, since at higher level, they can be cast easily and without ever feeling the cost of the ritual. Overall, I think that if you have big trouble getting ideas on how to make skill challenges, this is a pretty useful product. If you do not "get" skill challenges, this won't do a big difference for you. If you are comfortable with skill challenges and use them already, there might only be a few good things to take from this product. On a completely unrelated note (and IANAL), I think that 3PP's should avoid using WotC IP (like Bane), just to be safe. Rating:***
Monster Manual 2 (WotC) - Arguably one of the most anticipated books of 2009 (for DM's anyway), MM2 has arrived in style and does not disappoint. In fact, it delivers in buckets. First of all, WotC "completes" the 4e monster list by bringing us all (or at least most of) the classic monsters who were lacking in the MM1. The barghest, Behir, good dragons, golems, cockatrice, couatl, djinns, firebolg, frost giants, nasty hydras (cause the ones in the original MM sucked), maruts., neogis, phasespider, remorhaz, rust monster, stone giants, will o wisp, duergar and the xorn. A few have been published in various adventures, but honestly, those classic monsters belong in a MM and I am happy they were included. Second of all, we get some nifty new guidelines for our combats. Solo monsters now definitely only get *4 hit points and 8 hit points per level, no matter which role it has. Some of the solos published between MM1 and MM2 left us wondering about the hit points per level. We also see solos (especially dragons) have had their damage upped considerably. At the other end of the power scales, minions have also received a boost, dealing more damage and many of them now create an effect when killed. That's just awesome. Third of all, the monsters in MM2 have a lot of new cool abilities. From the feeding powers of the barghest, to the 3 standard actions of the Behir (great way to handle solos if you ask me. You keep the damage per round high while toning down the spikes), passing by the Maw of Acamar who is just made of pure win, to the minion-spawning pod demon, going past the Couatl's radiance which allows it to pass through allies and foes, healing the former and damaging the later, to the bebilith's destruction of armor (-1 culmultative AC for the encounter, on each hit), to the neldrazu's teleport-hit-teleport-with-enemy power of abduction to the djinn's ability to get AP's when critted, to the total-sum hit point system of the ghost legionnaires and finally ending with the eldritch giant's consume magic. Those and many others should provide great moments at your table as well as great inspiration for creating your own monster powers. Nothing is ever perfect (Ankheg has the wrong hit points; there is a reference to a power that doesn't exist; the use of skill checks to tackle aura effects; a few too many pages devoted to monster versions of PHB1/PHB2 races) but honestly, those are very small issues. I love 4e and I love cool monsters, but any 4e DM would be better off buying this book. Heck, the awesomeness of Demogorgon should be enough. Rating:******
Critter Cache: Daemons (Blackdirge Publishing) - Just as I thought things couldn't be better, both on the monster front and on the critter cache front (MM2 is just out and Fey folk was awesome), we get us some daemon-love. And let me say this immediately. Daemons we need. Don't get me wrong, I love my demons and devils, but it's not always enough. The daemons are perfect to create a more dynamic relationship amongst the evil immortals. After all, a ménage-à-trois is just more fun. The lore sections getting longer and longer, and we are also treated with 5-6 pages of pure unadulterated fluff, explaining the origins of the newest arrivals on the immortal scene, as well as describing where they live. The crunch is the best I have seen from Blackdirge, with very few errors and those are quite negligible.There are some truly sick monsters and powers in there as well, especially Typhon, a 34 level solo, has some powers that will make your players cry. But I could also mention the cacodaemon has a breath that transform people it kills into larva, the chirodaemon that is immune to falling damage and thus attacks by literally kamikaze-crashing into players, the ferrodaemons that get your own sword to attack you, and the minions that explode and daze in a close 5 burst when they die, etc etc. If you like monsters, go buy this now. Rating:******
Pact of the Dragon Lords (Adamant Entertainment) - Once again, a warlock pact that sounds interesting but fails bigtime to deliver. The fluff is uninspiring and the editing and layout is sloppy (what kind of keyword are "area" and ranges of "close touch" and "close blast 1", powers that last until the end of your next turn (save ends)). The crunch starts as being a bit underpowered and bland (just straight damage with weak or no riders) but as usual, they get quite overpowered as we progress through the levels. My short reviews are too short to list all the shortcomings, but here are the "highlights": Utility power gives +2 to hit and +4 damage all to hit and damage rolls until the end of the encounter - I think we have a new must-have multiclass utility to buy for all classes that have AE attacks or multiple attacks in general. A breath weapon power that is a ranged attack, an encounter utility that gives you flight as a move action and *drumroll* can be sustained throughout the encounter. A daily that gives (around) +7 AC, +2 to hit and +4 damage for the encounter (and a few other things as well), encounter attack power that deals damage, then ongoing damage (a no no for encounter powers) and (hang on tight now) 4 aftereffects, one after the other. Long story short, play a dragon sorcerer instead. Making a balanced and cool class (or part thereof) is really hard in 4e, but at this stage of the game, anything released should be better than this IMO. Rating:**
Alluria Campaign Setting Guide (Alluria Publishing) - The chronomancers messed with the time-space continuum and reality came crashing in on the world, in the form of the greymists, threatening to swallow up the world. The chronomancers managed to contain the mists, but they are still there, random portals in and out of reality. The setting is basically a framework to an idea on how to create a world that accommodates all the weird races that are accessible in 4e. There is a few decent ideas in there, although nothing stellar; less than you would probably get from a thread on ENworld. One thing that really stands out is the names of the countries and places - Necroria, Draconia, Malice, Tempest, Faehaven, Undinia, Zelorkia, Procket and Paradise are but some of the enormously imaginative names - seriously, I think even I could have figured out some better names (although I must admit that I probably couldn't, but then again, I pretty much suck at coming up with cool names). Overall, this was far from impressive. Rating:**
Pact of Ghosts (Adamant Entertainment) - The idea of the ghost pact is great, and there is a good flavor to the powers. I could see myself tempted to use this for something. The problem is the crunch. I feel like a parrot at times, but it is really the same issues over and over again. Encounter powers that last and give bonus for the whole encounter - that's basically a permanent bonus, and not really a good idea to hand out like candy. Same with sustainable encounter powers that allow repeated attacks. Stuff like that is just broken. Pact of Ghosts however does have some very cool powers as well (I think I love Your Cold Hand in Mine); it does have some interesting mechanics vis-a-vis powers that grants options when using AP's and the PP included not only looks fun, but also fairly balanced. Also the pact has some new thinking. When you trigger your pact, you phase in an out of reality. 1 attack before the start of your next turn, you get a save against. if you make the save, you are not hit. The At-will very controllery - force enemy to roll twice on his next attack, and take lowest. Not quite as powerful as Illusory Ambush in one way (only 1 attack and until the start of your next turn), but in another, a good deal more powerful (re-roll is much worse than -2). Pact of Ghosts is one of the better "Pact of ..." for a while, but it still lacks a certain standard in the crunch to really make me happy. Good potential however. Rating:***
Raiders Guild Player Guide (Axe Initiative Games) - The Raiders Guild Player Guide at first made me think two thoughts. First thought was:MMOPRG raid guild for D&D. The second thought was that this the fantasy version of Mongooses Wraith Recon. Luckily, when reading on, there is noMMORPG -vibe, and while there are definite similarities to Wraith Recon, Robin D. Laws doesn't go on and change the basic premise of the game, which is to kill monsters and take their stuff.RGPG is mostly fluff, explaining the inner workings of the guild, how to become a member, what kind of members there are, etc etc. It also sets up a furious competition with rival guild the Archivists, who due to a (purposely) misunderstood vision do everything in their power for dungeons to stay buried. It's well-written, settings-neutral and thus very easy to fit into any campaign. I love the little boxes with different inspiration for your charactervis-à-vis the guild. Sadly it ends poorly with a new race, the Skreek (bat-man) which is too weird for my tastes and has less than stellar crunch (awesome bonuses like darkvision and tremorsense 10 offset by penalties - becoming dazed when hit with thunder attacks). Just ignore the new race and you will have a great product. I for one am looking forward to the first Raiders Guild adventure. Rating:****
The Scouring of Gate Pass (EN Publishing) - The first installment of the War of the Burning Sky AP has arrived! The adventure kick-starts the saga with the heroes of the story being caught in a small mountain-pass town, which is about to be overrun by the army of the neighbouring empire. They are quickly embroiled in the resistance against the magic-user-hunting empire, when they are hired to help a local cleric leave the town. Before that is possible, they must hunt down vital information that is getting stolen back and forth amongst some of the factions involved in the coming war. All this an more happens while their town in under siege and crawling with bounty-hunters, assassins and other nefarious personages that are sympathetic to the other cause. There are plenty of non-combat skill challenges, lots of opportunities to roleplay with interesting NPC's and plenty of combats that are nicely spaced out, so that the heroes can catch a break once in a while, without straining credulity. It's just too bad that they chose to make most NPC's as classes NPC's instead of as monsters. There is just so much more freedom to make interesting powers when you make them as monsters (not to mention the saving of space - 2½ pages of various stat blocks seems a lot, even for an important NPC). Also, quite a few seem in the low end of the power scale (for example a solo with a 1d10+4 damage attack, and only a rechargeable attack to affect more than one creature), while quite a few make little sense (skirmisker that deals more basic damage than the brute, but has lower to hit). There are also a few places where the editing failed, with stat block calling the NPC's powers one thing (changed due to GSL reasons I assume?) while the text calls them their original name; slightly confusing. Overall SoGP is a really good adventure (that can easily be made great) to start a 4e campaign with, especially if you are not overly fond of dungeon-adventures. Rating:****
Eberron Player's Guide (WotC) - The EPG does it's job. It provides enough information about the world of Eberron for a player to get a general feel of the setting and enable him to make a character which aligns with the world. How useful the book will largely depend on whether you play in Eberron. Most people who play D&D most likely do not play in Eberron, and neither do nor will I. So just how useful is this book? Well, I guess it's usefulness to non-Eberron players is directly related to the artificer, the PP's and ED's, the new pantheon and the related feats, the 3 new races (2 really, since we already have warforged in eDragon). I must admit that in that regard, the book surprised me. I had only briefly looked at the artificer playtest, as the prior version never caught my interest. But I really like this new artificer. It appears to be a solid and flexible (a great mixture of weapon melee or ranged attacks, magical ranged attacks and summons) class, with lots of potential for roleplaying quirks (lunatic gnome tinkerer anyone?). The Pantheon is really awesome, and it's different from the core and FR pantheons, making it even more interesting. I am not quite sold on the Kalashtar (although it does have some interesting mechanics) and the Warforged (I doubt I ever will though), but the changeling is definitely becoming a permanent fixture in my campaign. Last but not least, the PP's are very flavorful and interesting (God I love the chameleon - was that you Ari?), especially those tied to Eberron. But it should be fairly easy to file of the serial numbers and use them in your own campaign. Overall, and even though I really like the swordmage and FR, I think that I will get more mileage out of the EPG than I have gotten out of the FRPG and it is thus a book that I am not afraid to recommend to any DM, whether he plays Eberron or not. Rating:*****
Kingdom of the Ghouls (WotC) - With the last instalment (E1 -Death's Reach) one of my complaints was that it didn't feel epic enough. Either the guys at WotC thought the same, or they read my little reviews (okay, I need to learn to keep that ego in check). Either way, they have totally redeemed themselves with KotG. Sure, at it's heart, it's still just another classic "Sorry, your princess is in another castle"-adventure, much like Thunderspire Labyrinth, but Kingdom of Ghouls is however in a different league than TL. Deal with an ex-exarch of Vecna, check; strike a deal with "Death", check; travel through an undead the size of a mountain, check; battle on the edge of the infinite vortex that is the Abyss (yep, if you fall, you FALL!), check; and last but not least, face of the exarch of Orcus and his pet Balor on top of a sea of ghouls, CHECK! Except for a non-rail-roady story, KotG has it all. Some very cool new monsters with nasty abilities. What looks to be very cool skill challenges (negociating with Vocar, travelling through the White Kingdom, travelling through the undead mountain and negociating the heart of a player with an ancient ghoul), awesome combats -The hydra on the lake of necrotic acid, the ghoul minions re-enacting Hamlet with a demilich(!), the surprise in Sigil where everyone on the market square turns out to be angels sent by Vecna and of course the final spout with Doredain, which as mentioned takes place on a sea of living (okay okay, undead) ghouls. Had the adventure been more sandboxy and had a few more of roleplaying opportunities, it would have been near perfection. But it's still darn good. Rating:*****
Codex Venenorum (One Bad Egg) - To use poison or not to use poison, that is the question. The latest product from OBE breaks down the poison creation process into easily followed steps, giving us a system to create an endless stream of poisons to use on our players (or our DM's monsters for that matter). The system is smooth, and absolutely open for abuse, but they admit as much. It's still a really good system, you just need to "check" and "evaluate" the poison as a whole before you use it. Along with the rules for poisons, we of course also get a long list of nasty new poisons (more than 80, from Arsenic to Blue Deception, new mechanics to end (save ends, short rest ends, extended rest ends - it's even better than it sounds - very cool mechanics there) the effects, new conditions (exhausted and muted), a long list of special qualities to make greater variations in our poisons and a lot of fluffy advice and knowledge about how to describe the very diverse poisons, the different poison families, how to harvest poison from poisonous creatures and the rules for it, exposure, decay and antidotes. We also get tables for creating cool names and determining things like process and components and much more so that they sound and feel like real fantasy poisons. Seriously, it's poison galore, and if you like to use poisons and are tired of just ongoing 5 or 10 damage and never get to "tick" more than once, this PDF is simply a must have. But Mr. Hicks, please add a list of the poisons indexed by level in the PDF, for an easy overview! Rating:******
Monstercology - Orcs (Goodman Games) - The newest from Goodman Games takes us behind the scenes of one of our oldest and most common enemy. We get a new (?) take on the origin of orcs (they are the result of a failed attempt by the elves to kill all dark elves with a ritual). We learn about how orcs are, their coming of age rituals (the common orcsuperstitions are fun) and how they treat their old and young. The interaction amongst tribes and the different positions in a tribe (I like how they use the 4e orc names to do this, makes it easy to incorporate in your campaign) are also covered, as well as a few example tribes. We are also given a quick overview of how orcs interact with most other humanoid races and we get a look at the orc subspecies andhalfspecies (feral orcs, cave orcs, greater orcs and lesser orcs, including a few different half-breeds). There is some crunch as well, with new weapons, new armors and of course new feats andPP's. The feats look a bit boring but mostly balanced. Some of the PP's are pretty nasty. Bloodrage Alcolyte becomes the new de -facto must have PP for all rangers or tempest fighters. + 6 damage per attack against bloodied targets and +2 AC with light armor - yes thank you very much. The UnholyAmbusher is just nasty as well, since (from what I can see) you can get +7 to hit any creature you have CA against. Couple that with frost cheese, and you have a character that will ever never miss. There is a lot more in this 91-page PDF, including orcish religion and advice on how to implement orcs in your campaign and of course a lot of orcstatblocks . I was very much looking forward to this release, and while I can't put my finger on why, I must admit that the writing a several of the chapters didn't do it for me. Also it seemed a little light on new thinking. Overall, a bit disappointing. Rating:***
Attention: Jack99's Ultrashort Reviews has moved to http://4eultrashortreviews.blogspot.com/ - All reviews are now indexed by company and rating.
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Posted 28th January 2009 at 03:40 AM bypawsplay Updated 28th January 2009 at 07:06 PM bypawsplay
From a design standpoint, one is likely to be immediately struck by the different way D&D handles offense and defense. Offense is a d20 check to overcome a target number. Certain defenses (armor, Dex, and so forth) affect your defensive score, but it's notable from an out-of-game viewpoint that skill affects your ability to hit but not to defend. Except for a handful of abilities, your defense raises slowly except for equipment and magic-related increases. Even the monk sees only a +5 dodge bonus over 20 levels, while gaining +15 to hit.
Hit points are an excellent mechanic for a simple reason; they give heroic characters and formidable monsters staying power. Rather than dodge-dodge-dead, combat allows for some level of attrition. Combat attrition is fun; we love it in computer games, we love it in climactic action hero battles, we love it in unrealistic sword fights. And we love it in RPGs. At the same time, we also love genuine danger, which is probably the main impetus for the popularity of the critical hit in its various forms in various games, from GURPS to Warhammer Fantasy to D&D 3e.
True20 removes hit points and ties offense and defense to a single combat bonus, removing the traditional D&D coupling. While experienced characters can gain some durability, the emphasis is on not being hit. Attrition takes a different form, through wound levels and the use of conviction points and special abilities.
This has important implications for the designer of a D&D variant (or a new edition). If you maintain an even ratio of attack and defense, combats will get longer and become more predictable as hit points increase unless damage increases proportionally. This is the dreaded "grind." If you look at Star Wars Saga, you see large hit point totals, multiple heal mechanics, a defense bonus that raises faster than the attack bonus, and hit points increase at a much faster pace than damage. As a result, it takes Destiny points to explain the confrontation with Darth Sidious in Revenge of the Sith; it simply not possible for even the Dark Lord to offhandedly kill several lesser Jedi Knights in a round or two. Whether intentionally or not, SW Saga leads to very grindy combats if you depend on hit point attrition.
In D&D, certain effects stand outside the hit point track. For instance, being stunned puts you out of action and can lead to lots of damage, quickly. Even a well-healed character can be stunned. Similarly, in SW Saga, the condition track can take a powerful character down long before hit points in many cases. D&D 4e has moved toward more attrition effects, less "save-or-die." The result? Slow combats. Now being paralyzed or whatever is just another hit point track.
If you wanted to design a D&D variant that featured a lightly armored character, you would have to set aside the idea of a very high Armor Class. Instead, looking at the monk, you would see that small bonuses lead to hit points depleting more slowly. What a character needs in D&D to be a resilient fencer or acrobatic kung fu artist is hit points. To get the right flavor, abilities should compensate for a lack of armor. For instance, the 3.5 monk's Wis bonus to AC and +1 AC every five levels compensates somewhat for a lack of armor and shield.
4e is something of an evolution. In 3.5 it was not clear what a monk's "role" was. Not to pigeonhole the class, but simply to state some way to play a monk that would be especially effective. A monk in 3.5 does not inflict heavy damage, nor do they have the AC or hit points to go toe to toe. They lack many utility abilities. Fundamentally, they have defensive advantages, in terms of mobility, saves, and immunities.
If you think back to the fundamental asymmetry in D&D, it should be clear that the 3.5 monk is unsuited for melee combat. They have a medium BAB, too slow for fighting dragons; they have a modest AC, too low for effective tanking; they have modest hit points, too low for engaging melee characters. Their advantages are all situational. Their main defenses are versus saving throw-related effects, and their best tricks are save-based or involve inflicting a status (such as prone or disarmed). Clearly, the monk either needs improved combat capabilities, or they should have a wider variety of skills that supplement their abilities. If they blend the fighter archetype with a sort of tumbling rogue, it has to be recognized that they have neither the fighter's arms and armor nor the rogues sneak attack bonus.
The difference between a fighter and a wizard is not most importantly about one being magical and the other not. The fighter can take a lot of damage but dish out only modest amounts, while the wizard is the reverse. This defines their combat roles.
The importance of this assymetry becomes apparent when fighting a powerful opponent. A character's defenses matter far less against a blue dragon than their ability to withstand an attack, either through hit points or immunities. A fighter's skill is apparent when he is grappled and bitten and yet survives. Dragons, in D&D, are defined as enemies of a certain threshold. A lesser fighter might pierce their scales with luck, but lasting minute after minute, delivering enough telling blows to finish the beast, is reserved for a true hero.
While 3.5 is too patchy in how it addresses the nature of D&D combat, which is to overcome an opponent through attrition or attacking an Achilles' heel, 4e is too consistently stacked in favor of attrition and relatively safe combat. Even minions usually take a respectable roll to take out.
In designing a D&D variant, it is important to consider whether you prefer the attrition model, as in D&D proper, or a sort of escalating gamble, as in True20. Removing the wagering element would make something unrecognizable as D&D. For instance, in GURPS it is possible to run a game such that two swordsmen might trade blows and end the fight in seconds, or an instant. In D&D, this can occur only between very low level opponents, and then the question is not skill but initiative. In D&D, you do not simply look at the tactical situation as it stands. You are taking into account what has transpired, and deciding whether and how to proceed.
Posted 6th February 2009 at 08:00 PM byJack99 Updated 8th February 2009 at 08:55 PM byJack99
RHoD was by far the best WotC adventure to be made during the 3.x era and definitely one of the best adventures released during those years.
Now 4e is here, and even though a few of my players are somewhat familiar with the module, I am sure that I one day will run it for them.
I had been thinking about a conversion for a bit, but one of the things that I couldn't decide upon, was which level range it should be. Then Draconomicon came out, and the answer was obvious.
So, even though it will probably be years before I get to run this for 4e, I plan to convert it here. If you disagree with the choices I make, feel free to chime in. The only thing I won't budge on is the level range. The conversion will be balanced against a 5 man party that start out at level 8.
Edits:
8th Feb: added treasure and quest info.
8th Feb: changed the name of one of Zarr's powers.
MARAUDER ATTACK
Encounter level 9 (2406 xp)
Setup:
12 Hobgoblin Regulars (see below)
2 Hell Hounds (MM page 160)
Zarr (see below)
Uth-lar (see below)
Hobgoblin Regular Level 8 Minion Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect. Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Uth-lar Level 8 Soldier (Leader) Medium natural humanoid XP 350
Initiative +9 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 22
Speed 5
m Shortsword (standard; at-will) * Weapon
+12 vs. AC; 1d8+5 damage; see also lead from the front. If the Uth-lar hits with an opportunity attack, he shifts 1 square.
M Double Strike (standard; at-will) * Weapon
+12 vs. AC; 2d6+5. Uth-lar attacks with both of his shortswords at the same time.
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares. Lead from the Front
When Uth-lar’s melee attack hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the Uth-lar’s next turn. Hobgoblin Resilience (immediate reaction, when Uth-lar suffers an effect that a save can end)
Uth-lar rolls a saving throw against the effect. Phalanx Soldier
Uth-lar gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, two short swords
Zarr Level 9 Controller (Leader)
Medium natural humanoid XP 400
Initiative +4 Senses Perception +12
HP 96; Bloodied 48
AC 22; Fortitude 21, Reflex 19, Will 23
Speed 5
m Mace (standard; at-will)
+12 vs. AC; 1d8+5 damage
R Lance of Tiamat (standard; at-will) * necrotic
Range 10; +10 vs. Reflex; 1d8+5 necrotic damage and target is slowed and grants combat advantage until the end of Zarr’s next turn.
C Fear the Doomfist (standard; recharge 5, 6) psychic, fear
Close blast 3; +10 vs. Fortitude; 3d8+5 psychic damage
C Bless the troops (minor; recharge 5, 6)
Close burst 3; all hobgoblin allies within the burst can shift 1 and make a basic attack as a free action Hobgoblin Resilience (immediate reaction, when Zarr suffers an effect that a save can end)
Zarr rolls a saving throw against the effect. Phalanx Soldier
Zarr gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Goblin, Common
Skills Arcana +10, Religion +10
Str 16 (+7) Dex 10 (+4) Wis 16 (+7)
Con 16 (+7) Int 12 (+5) Cha 15 (+6)
Equipment chainmail, black-headed mace
Treasure: Each regular hobgoblin has 3gp in change, whereas Zarr and Uth-lar each has 10 gp
RIDING INTO TOWN
Skill challenge level 7 (300 xp)
Complexity 1 (requires 4 successes before 3 failures)
Primary skills: Diplomacy (DC 16), Bluff (DC 18), Intimidate (DC 24)
Other skills: Insight (DC 16) and Streetwise (DC 17)
Victory: They impress Sergeant Hersk and you can gain access to several pieces of information (see page 20)
Defeat: Hersk lets the players pass, but offers no additional info. He is one cranky guard
THE TOWN SPEAKER
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16)
Victory: The players are offered 3000 gold pieces and 2 healing potions each (total worth 3500 gp) for solving the hobgoblin problem for the town.
Defeat: They are only offered 2000 gold pieces
Major Quest: Figure out what is behind the hobgoblin attacks on Drellin's Ferry (1750 xp)
Treasure: 2000 gp or 3000 gp and 10 healing potions.
GETTING LOST (if they cut across the Witchwood)
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary skills: Endurance (DC 13), perception (DC 14), Nature (DC 16), History (DC 20)
Victory: You arrive unharmed at Jorr’s cabin
Defeat: Each player loses 1 healing surge and they run into a level 8 encounter
JORR'S CABIN
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary skills: Bluff (DC 19), diplomacy (DC 15), intimidate (DC 21), history (DC 17), insight (DC 14)
Victory: Get Jorr to be their guide
Defeat: Jorr refuses to help the players
BLACKWATER CAUSEWAY
Encounter level 9 (2000 xp)
Setup:
Hydra (see below)
Hydra Level 9 Solo Brute Large natural beast (reptile) XP 2000
Initiative +7 Senses Perception +11; all-around vision
HP 470; Bloodied 235 (see also Regenerative Heads)
AC 22; Fortitude 23, Reflex 21, Will 20
Saving Throws +5
Speed 5, swim 10
Action Points 2
m Bite (standard; at-will)
Reach 2; +11 vs. AC; 1d8 + 5 damage.
M Hydra Fury (standard; at-will)
The Hydra makes a number of attacks equal to its heads. Many-Headed
Each time the Hydra becomes dazed or stunned, it loses one attack on its next turn instead. Multiple such effects stack. Regenerative Heads
Every time the Hydra loses hit points equal to a surge (117 hit points) it loses a head and grows two new heads. Threatening Reach
The fen hydra can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned Languages —
Skills Stealth +14
Str 20 (+11) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 2 (+2) Cha 8 (+5)
Treasure: A level 12 item, laying in the wreckage of the wagon.
Notes: The hydra encounter can easily become a bit boring. In order to spice it up, I suggest that the hydra, instead of simply wading up to the bridge and attacking people, dive beneath it and comes crash up through the bridge, propelling anyone standing on it in the air and into the water (+9 vs. Fortitude, 4d10+5 damage).
GARDENER’S SHACK + SPIKELITTERED NEST
Encounter level 6 (1350 xp)
Setup:
Shack (see below)
Manticore (see below)
Shack Level 8 hazard (Warder)
Trap: (See page 26)
Perception: Perception DC 27: Notice cracks in the floor and walls, Dungeoneering DC 20: Realize that this shack is about to crash upon itself
Initiative: +7
Trigger: As soon as someone enters the shack (special)
Special: The shack doesn’t attack immediately. Instead it rolls initiative, and on it’s turn, roll a d6, as for a rechargeable power. On a 6, the shack is “charged” and collapses.
Attack: +12 reflex
Targets: Everyone inside the shack and in a close burst 1 radius
Hit: Collapse (standard, needs to be charged) 3d8+5 damage and target is knocked prone and restrained (save ends both)
Miss: (if inside the shack) half damage, and knocked prone. (If outside in the burst) No damage and target shifts outside the burst.
Countermeasures
- Not entering the shack
- Dungeoneering DC 22 or Thievery DC 23 to stabilize the shack temporarily
WORG STABLES + SPIKELITTERED NEST + BARRACKS
Encounter level 10 (2852 xp)
Setup:
2 Goblin-worgs (see below)
2 Goblin Worgriders (see below)
4 Hobgoblin Regulars (see below)
1 Manticore (see below)
Goblin-Worg Level 8 Brute Large natural magical beast XP 350
Initiative +6 Senses Perception +9; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a –1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.
HP 110; Bloodied 55
AC 19; Fortitude 19, Reflex 17, Will 17
Speed 8
m Bite (standard; at-will)
+11 vs. AC; 2d6 + 4 damage, and ongoing 5 damage (save ends).
Alignment Chaotic evil Languages Abyssal
Skills Stealth +11
Str 21 (+9) Dex 17 (+7) Wis 10 (+4)
Con 20 (+9) Int 7 (+2) Cha 16 (+7)
Goblin Worg-rider Level 9 Skirmisher Small natural humanoid XP 400
Initiative +9 Senses Perception +12
HP 92; Bloodied 46
AC 23; Fortitude 22, Reflex 21, Will 21
m Scimitar (standard; at-will)
+14 vs. AC; 1d8 + 5 damage (crit 1d8+13)
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 5 damage.
R Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack. Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 2d6 damage on its ranged attacks until the start of its next turn. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+6) Dex 17 (+7) Wis 12 (+5)
Con 13 (+4) Int 8 (+3) Cha 8 (+3)
Equipment: leather armor, spear, 5 javelins in sheaf.
BARRACKS + WYRMLORD KOTH’S QUARTERS
Encounter level 8 (1800 xp)
Setup:
Karlikan (see below)
Koth (see below)
Karkilan Level 8 Elite Soldier Medium natural humanoid XP 800
Initiative +6 Senses Perception +12
HP 180; Bloodied 90; see also ferocity
AC 26; Fortitude 27, Reflex 21, Will 21
Speed 5
m Battleaxe (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 6 damage, and the target is marked until the end of Karkilan’s next turn.
M Double Attack (standard; at-will) * Weapon
Karkilan makes two basic attacks
M Goring Charge (standard; at-will)
The minotaur warrior makes a charge attack: +15 vs. AC; 2d10 + 6 damage, and the target is knocked prone.
C Minotaur Rage (standard; recharge 6) * Weapon
Close burst 1; +14 vs. AC; 3d8+5 damage. Karkilan attacks everyone adjacent to him. Ferocity (when reduced to 0 hit points)
Karkilan makes a melee basic attack.
Alignment Any Languages Common
Skills Dungeoneering +12, Intimidate +11, Nature +9
Str 23 (+10) Dex 10 (+4) Wis 14 (+6)
Con 18 (+8) Int 9 (+3) Cha 13 (+5)
Equipment scale armor, heavy shield, battleaxe
Wyrmlord Koth Level 10 Elite Artillery Medium natural humanoid XP 1000
Initiative +8 Senses Perception +7; darkvision
HP 80; Bloodied 40
AC 26; Fortitude 23, Reflex 22, Will 25
Speed 6
m Bone Staff (standard; at-will) ✦ Necrotic, Weapon
+13 vs. AC; 1d8+2 damage plus 1d6 necrotic damage and target is immobilized.
R Twin Spiteful Glamor (standard; at-will)
Range 10; +11 vs. Reflex; 1d8+8 damage (two targets, 1d12+8 if target isn’t wounded)
C Cursebite (standard; recharge when bloodied)
Close burst 20; targets creatures cursed by Koth; 2d8+8 damage Dark Step (move; recharge 4, 5, 6)
Koth teleports 8
R Ring of Pain (standard, recharge 6) * psychic
Range 10; +11 vs. Will; 2d10+8 psychic damage and ongoing 15 psychic. First failed save: Another target within 10 squares gets ongoing 10 psychic damage.
R Death’s Caress (standard; daily) * necrotic
Burst 1 at range 10; +11 vs Reflex; 3d10+8 necrotic damage (ignores necrotic resistance)
Alignment Evil Languages Common
Skills Bluff +15, Insight +12, Intimidate +15
Str 14 (+7) Dex 16 (+8) Wis 15 (+7)
Con 17 (+8) Int 16 (+8) Cha 21 (+10)
Equipment staff
Treasure: 4000 gp in assorted gems and coins, as well as a level 9, 10 and 11 magical item.
In order to get the best out of this encounter for 4e, you will need to change some things. There are 2-3 separate encounters in the keep. At least, this is how I envision things going.
The players arrive near the keep. If they explore the shack, two things happen. If the shack collapses, the manticore is alerted and arrive to prey on the struggling character. Or alternatively, it could land on the shack, forcing the collapse after players have entered it, but it has not yet collapsed on its own. The manticore should try to retreat after being bloodied. In this case, it will head for its nest and lick its wounds (heal one surge). It will join the battle after a couple of rounds, as they fight the goblins, hobgoblins and worgs.
On the other hand, they might skip the shack altogether and head inside the keep. In this case, I suggest that the manticore joins the fun immediately as the players engage the goblins, hobgoblins and worgs. As per the original version, Karkilan will grab his armor and head up to warn Koth. They will both arrive 6-7 minutes later, once Koth has finished his business and Karkilan has donned his armor. This should give players the time for a quick short rest in between the fights.
OLD WARKLEGNAW
Skill challenge level 8 (1050 xp)
Complexity: 3 (requires 8 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16), nature (DC 18) (handing OG the gauntlet from Vraath Keep gives 2 automatic successes).
Victory: Calm down Old Warklegnaw (partial) and enlist him in the war (full). A partial victory is achieved after 3 successes.
Defeat: (Complete) Old Warklegnaw attacks! (partial) OG invites them to share his dire boar diner, but he refuses to aid them in the war.
SKULL GORGE BRIDGE
Encounter level 11 (3404 xp)
Ozzyrandion (see below)
2 Hell hounds (MM page 160)
Hobgoblin sergeant (see below)
8 Hobgoblin regulars (see above)
Ozzyrandion, Young Green Dragon Level 8 Solo Skirmisher Large natural magical beast (dragon) XP 1,750
Initiative +10 Senses Perception +12; darkvision
HP 356; Bloodied 178; see also bloodied breath
AC 24; Fortitude 20, Reflex 22, Will 20
Resist 15 poison
Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15; see also flyby attack
Action Points 2
m Bite (standard; at-will) * Poison
Reach 2; +13 vs. AC; 1d8 + 7 damage, and ongoing 5 poison damage (save ends).
m Claw (standard; at-will)
Reach 2; +13 vs. AC; 1d6 + 7 damage.
M Double Attack (standard; at-will)
The dragon makes two claw attacks.
M Flyby Attack (standard; recharge 5, 6)
The dragon flies up to 10 squares and makes a bite attack at any point during the move without provoking an opportunity attack from the target.
M Tail Sweep (immediate reaction, if an adjacent enemy does not move on its turn; at-will)
+11 vs. Reflex; 1d8 + 7 damage, and the target is knocked prone.
R Luring Glare (minor 1/round; at-will) * Charm, Gaze
Ranged 10; +11 vs. Will; the target slides 2 squares.
C Breath Weapon (standard; recharge 5, 6) * Poison
Close blast 5; +11 vs. Fortitude; 1d10 + 5 poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Aftereffect: The target is slowed (save ends).
C Bloodied Breath (free, when first bloodied; encounter) * Poison
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Frightful Presence (standard; encounter) * Fear
Close burst 5; targets enemies; +11 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Common, Draconic
Skills Bluff +17, Diplomacy +12, Insight +17, Intimidate +12
Str 15 (+6) Dex 20 (+9) Wis 16 (+7)
Con 17 (+7) Int 15 (+6) Cha 17 (+7)
Hobgoblin Sergeant Level 8 Soldier (Leader) Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) ✦Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) *
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares. Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect. Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword
Treasure: 743 gp in assorted coins (or gems)
As the players return to Derrin's Ferry and tell the council what have happened, they complete their quest. Between the fight at the bridge and the xp from completing the quest, they should now be level 9
WAVE 1 AND WAVE 2
Encounter level 11 (3070 xp)
3 Goblin Riders (see below)
3 Goblin-Worgs (see above)
Hell hound (MM page 160)
Khulkor Zhul War Adept (see below)
5 hobgoblin regulars (see above)
Goblin Rider Level 9 Minion Medium natural humanoid XP 100
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 19; Fortitude 18, Reflex 20, Will 18
Speed 6
m Shortsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage (8 if the goblin has moved more than 4 squares within the same turn).
R Javelin (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 14 (+6) Dex 19 (+8) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment leather armor, shortsword, 5 javelins
Khulkor Zhul War Adept Level 10 Elite Controller Medium natural humanoid XP 1,000
Initiative +10 Senses Perception +13
HP 212; Bloodied 106
AC 24; Fortitude 23, Reflex 24, Will 25
Saving Throws +2
Speed 6
Action Points 1
m Electric touch (standard; at-will) * lightning
+15 vs. AC; 1d6 + 5 lightning damage, and the target is dazed (save ends)
r Lightning Strike (standard; at-will) * lightning
Ranged 10; +13 vs. Reflex; 1d10 + 5 lightning damage, and the Khulkor Zhul War Adept makes a secondary attack against a random enemy within 5 of the first target; +13 vs. Reflex; 1d10 + 5 lightning damage
C Thunderous Blast (standard; recharge 5, 6) * thunder, lightning
Close blast 5; +13 vs. Fortitude; 3d8+5 thunder damage and target is pushed 1 and knocked prone
R Lightning from the sky (standard; daily) * lightning
Ranged 10; +13 vs. Reflex; 4d8+5 lightning damage and target is knocked prone
Alignment Evil Languages Common, Goblin
Skills Bluff +16, Diplomacy +16, Intimidate +16, Stealth +15
Str 16 (+8) Dex 21 (+10) Wis 17 (+8)
Con 18 (+9) Int 12 (+6) Cha 22 (+11)
Equipment hooded cloak, staff
The fact that the monsters arrive in two waves should make this a fairly easy combat, despite being a n+2 combat on paper.
I made the goblins minions this time around, mostly because it fit the xp amount better, but also because I thought it would make for an interesting moment, when the players realize that it isn’t the riders they should be worried about, but the mounts.
The original Khulkor Zhul War Adept had a lot of draconic heritage (blue) feats, which inspired me to make a lightning theme in his powers.
CHIMERA ATTACK
Encounter level 9 (2400)
3 Chimeras
In the original module, there is only one chimera. But I see no reason why this fight couldn’t work with 3 chimeras, so I would probably go with that. I included a suggestion for a solo chimera. As the chimera already has quite a few attacks, I decided to up the damage instead of piling on more attacks. I ain’t a 100% sure how that will work out, but it’s an idea.
Chimera Level 9 Elite Brute Large natural magical beast XP 800
Initiative +7 Senses Perception +10; all-around vision, darkvision
HP 246; Bloodied 123; see also bloodied breath
AC 21; Fortitude 23, Reflex 18, Will 20
Resist 10 fire
Saving Throws +2
Speed 6, fly 10 (clumsy), overland flight 15
Action Points 1
m Lion’s Bite (standard; at-will)
+12 vs. AC; 2d6 + 5 damage.
M Ram’s Charge (standard; at-will)
The chimera makes a charge attack: +13 vs. AC; 4d8+5
damage, and the target is pushed 1 square or knocked prone.
M Triple Threat (standard; at-will)
The chimera makes the following three melee attacks against different targets.
Lion’s Bite +12 vs. AC; 2d6 + 5 damage.
Dragon’s Bite +12 vs. AC; 2d8 + 5 damage.
Ram’s Gore +12 vs. AC; 1d10 + 5 damage, and the target is knocked prone.
C Dragon Breath (standard; encounter) ✦ Fire
Close blast 5; +10 vs. Reflex; 1d8 + 5 damage, and ongoing 10
fire damage (save ends).
C Bloodied Breath (free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.
Alignment Unaligned Languages Common, Draconic
Str 24 (+14) Dex 17 (+10) Wis 14 (+9)
Con 23 (+13) Int 5 (+4) Cha 17 (+10)
CHIMERA ATTACK (SOLO VERSION)
Encounter level 10 (2500)
1 Chimera
Chimera Level 10 Solo Brute Large natural magical beast XP 2500
Initiative +7 Senses Perception +10; all-around vision, darkvision
HP 532; Bloodied 266; see also bloodied breath
AC 24; Fortitude 26, Reflex 21, Will 23
Resist 10 fire
Saving Throws +2
Speed 6, fly 10 (clumsy), overland flight 15
Action Points 1
m Lion’s Bite (standard; at-will)
+12 vs. AC; 3d6 + 5 damage.
M Ram’s Charge (standard; at-will)
The chimera makes a charge attack: +13 vs. AC; 4d10+5
damage, and the target is pushed 3 square or knocked prone.
M Triple Threat (standard; at-will)
The chimera makes the following three melee attacks against different targets.
Lion’s Bite +12 vs. AC; 3d6 + 5 damage.
Dragon’s Bite +12 vs. AC; 3d8 + 5 damage.
Ram’s Gore +12 vs. AC; 2d10 + 5 damage, and the target is knocked prone.
C Dragon Breath (standard; recharge 6) * Fire
Close blast 5; +10 vs. Reflex; 2d8 + 5 damage, and ongoing 10
fire damage (save ends).
C Bloodied Breath (free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.
Alignment Unaligned Languages Common, Draconic
Str 24 (+14) Dex 17 (+10) Wis 14 (+9)
Con 23 (+13) Int 5 (+4) Cha 17 (+10)
DESPERATE COUNSEL
Skill challenge level 9 (1200 xp)
Complexity: 3 (requires 8 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16), history
Victory: The players convince the council of following their suggestion
Defeat: Indecision fills the council. Move to slaughtering the town in “Massacre at Drellin’s Ferry”
Posted 6th July 2008 at 08:33 PM byPsion (Psionic Psanctuary)
Updated 6th July 2008 at 08:38 PM byPsion
In the course of game discussion and criticism, I've seen many valid critiques batted off with a refrain to the tune of "that's a player problem, not a game problem." The problem I see with that is you need players to play, but games are many. Though there are certainly unreasonable players, they do not occur with the regularity that people who bank on the "blame the player" defense seem to think.
As promised, this blog (or this section of it) will be a collection point for bits of gaming philosophy. Here's a discussion I captured about how I came to this conclusion, captured from an ancient thread here:
(In response to a poster blaming players for a game problem):
==========================
I'm not insulted (though I must say, if it were my players you were referring to, it might have been) so much as I think it's a totally bogus cop-out when it comes to defending a game.
Let me tell you a story. The title of this story is "Why Psion Doesn't Run Hero".
Psion loves Hero. Psion thinks that Hero is a way cool game. In some ways, he thinks it out-cools D&D. Why? Because it lets him craft anything and have rigorous mechanical support for it that he much prefers to ad hoccing everything.
But back in college, Psion had a group. There were many players in this group, but one of particular interest. We'll call him Rob. Because, well, that's his name.
Psion is running a rip-roaring game of hero, but find that Rob routinely avoids running characters that use magic. I soon discover that Rob does not use magic because he doesn't grok the power system. Well, Rob's a college student, so he should understand the basic math that goes into making a Hero character right?
I thought so, but it occurs to me that whether or not he's capable, that's work to him. It occurs to me that gaming being a leisure activity, it's not my place to make him do things he doesn't like. And by running hero, I was limiting his options.
It was that moment that pushed me away from hero and back towards D&D. Yeah, it's not as flexible as Hero, or many other systems. But IME, most people grok D&D, and can play any character type they care to play if they can play at all.
Later, I got into verbal fencing with GURPS fans, who in answering my charges that IME GURPS players too easily build characters with scads of half point skills it was my "player's fault."
Such arguments firmed up my philosophy that it is not the job of the players to support the game, but vice versa. If your players don't enjoy a game, that is not a slight to the players. You can't obligate the players to fit the game, much less judge them.
I could easily slam rules light players for their lack of mathematical ability, but given my experience with Rob, I tried to avoid going that route because I consider it the "low road". It's not the player's job to fit the game. It's the game's job to support the players.
So, I'll own that if D&D accounting is not too your liking, you should probably play something with less accounting, or (at the very least) make efforts to minimize it. But by the same token, if the lack of robustness is limiting the actions your players consider, I'd say that is on the game, not on the players.
It is easier to change the game you are playing, or to change rules of a game, than it is to change people. Games are dispensable.
Posted 1st September 2008 at 10:10 PM byReynard (Reynard's Foxhole)
Updated 1st September 2008 at 10:13 PM byReynard
DMing is hard. Part science, part art, it is all work. This isn't to say, of course, that it isn't also rewarding and fun, but DMing well takes effort, experience and practice. Moreover, every new edition, every new group of players requires that the DM relearn the craft, sometimes on a superficial level but also sometimes on a fundamental one.
That said, in my 20 years of DMing, I have developed a number of rules I endeavor to follow when I run Dungeons and Dragons. Sometimes, I find that they don't all work for the players involved, and sometimes I find that they don't work with the edition being used. In these cases I either try and alter my style and preferences (not an easy thing) or play with different people or different rules.
All that said, I give you Reynard's Rules of DMing:
The DM isn't always right, but he is the one that always decides what's right.
Among the many roles the DM plays during the course of running the game, the most important is that of Final Arbiter. The DM arbitrates not only rules questions, disputes and applications, but also arbitrates the non-mechanical aspects of the game, up to and including conflicts between the players and even the players and the DM. DMs, being human, are far from infallible, and a good DM listens to his players. In the end, however, the DM must have the final authority over te solution to any dispute or question, because it falls to the DM to keep the game moving and keep everyone involved and entertained.
It's the DM's World, but it's the Players' Story.
One of the greatest responsibilities and rewards of DMing is building and running the world in which the PCs adventure. Creating people, places and things with which the player characters can interact, and then having those Nouns respond to that interaction, is both fun and challenging. As such, the DM should be free to include or exclude, limit or expand any or all of the traditional tropes of D&D in his world. That said, it is easy for the DM to fall into the too common trap of starting to care more about his creations than the players' interaction with those creations. If the world is immutable, if the NPCs are insurpassable, if the setting's secrets are inpenetrable, the DM has lost perspective on the reason those two or eight people are sitting there on the other side of the screen. Consistency, versimilitude and plausibility are all important and the hallmarks of a good DM; relegating the PCs to tourists and window shoppers is not.
Know when to hold 'em, know when to roll 'em.
Dice are important in D&D (see below) but they are not an end unto themselves. One othe most common mistakes many DMs, both novices and veterans alike, make is to rely too much on the dice. Too often, an important aspect of the game or adventure is hinged on a die roll when a random result or the possibility of a bad roll will slow down, or even outright ruin, the game. It is important to identify these situations and not require rolls where rolls will lead to incongruent or troublesome results. As an example, let's say there's a secret door in an old mansion. If the door leads to a hidden room where the previous owner stored his treasure, requiring a random roll to locate the door is perfectly acceptable. If, however, the door leads to final confrontation or other aspect that makes completing the adventure impossible, requiring a die roll is just begging to stop the adventure in its tracks and/or tempt one to "fudge the result( again, see below). Better to require that the PCs look for the secret door through simple description of action and, if they look in the right place, allow them to find it (make sure, though, to give them some clue of where to look in the first place, or the players will be forced to read your mind or search every square inch of the place).
Let the Dice Fall where they May.
As an addendum to the above rule, once you have determined that a particular situation does warrant the the use of dice, never fudge. Stick by the result of the die roll, interpret and use it as best you can and keep going. After all, you thought it through (didn't you) and said "Yes!" to a die roll. Now, it is incumbant upon the DM to roll with whatever result lands face up. This is particularly important in combat. Not only should the dice stay where they fall, they should bhe rolled out in the open so everyone knows it'sthe dice, not the DM, determining the outcome of the battle. Note that this maxim applies to die rolls by both the DM and the players, and die rolls affecting eother the PCs or the monsters/NPCs. If Villain McEvil goes down because of a lucky critical on the part of the players, that's how the cookie crumbles. Fudging the result (of which pumping up the villain secretly behind the screen is a form) is nothing short of cheating.
The Players are Your Friends; their characters aren't.
Also known as "Adventuring is Dangerous Business", this rule is a philosophical one, covering many different aspects of running a game, from creating the world to arbitrating rules to designing adventures. A D&D world is most entertaining when it is filled with dangerous Nouns, all within reach of the PCs so that the players can decide where to go, when to do it and what to do once they get there. Not every boy off the farm is destined for greatness, however, and pretending otherwise -- whether through never designing a non "level appropriate" challenge or by fudging as described above or building a world that caters to the players and their characters above all else -- does a disservice to those players and characters that survive and thrive in such a treacherous world and profession. In the end, the cream will rise to the top and your players will thank you for it, whether directly or when they are in the game store or at a convention telling anyone who will listen about the time their paladin held the door against the orc horde while his wounded companions escaped.
I have no intention on switching to 4e. I would probably sooner pick up an AD&D game. While 3e was far from perfect, it did some things really well and helped me have a real D&D experience, something I had missed after a decade or so of playing HERO, GURPS, Vampire, and everything else. Although I occasionally pick up a 4e book to look at, I am always happy to put it down again. But it would of course be implausible to say 4e does not bring anything new and exciting to the table. So for those of us running 3e games, what can 4e do for us?
Monsters are Simple
4e stat blocks tend to be very simple. Each monster has a handful of signature abilities and maybe some unique elements. Whipping up a new monster or advancing an old one does not take very much time. Many 3e GMs complain about prep time and complexity. Well, here are some practical steps to make 3e monster creation more like 4e.
Use just core material as possible, adding exotic elements only when they make sense. For instance, I would suggest avoiding metabreath feats and breath-based spells for a dragon unless that is going to be the dragon's distinctive way of behaving.
Keep the number of combat options to a minimum. Sorcerers are better NPCs than wizards, unless the role calls for a wizard, specifically. A high level warrior is better than a fighter for an unexceptional opponent. Never add caster levels to a monster without a purpose in mind.
Pick a number of skills equal to the creature's skill points and max them out. If the creature has a low Int or the concept calls for more skills, start halving skills one by one until you have enough. Don't waste a lot of time deciding where to spend one leftover rank, just stick it on a skill with a low modifier and move on. Total the results, including synergies and armor check bonus, and be done. Similarly, don't pick lots of exotic feats. In fact, start with ones that create staying power, like Iron Will, Improved Natural Armor, and Toughness.
It's fine to dial up the HD on a monster. But templates are a good way to give monsters a little boost, too. For instance, the fiendish template is an easy way to bump the CR a point or two and give a creature some basic spell resistance. Templates like Monster of Legend or Paragon can add more significant powers.
Don't be afraid to invent your own custom templates. The core books already have suggestions for adding special abilities. Do you want your glowering knight to radiate fear? Rather than building a complex fighter/blackguard character, maybe he could be a straight up fighter or even warrior with a dragon's fearsome presence power added.
Treasure values are approximate. Just throw appropriate gear and treasure together and see if it comes in to the right ballpark.
Some Monsters Just Need Killing
Not all the monsters in a set piece have to be individually formidable. If the PCs are facing a level 8 orc chieftain, it's perfectly fine to surround him with orc warriors right out of the MM. Their purpose is, essentially, to be killed. Don't overthink that. Basic 1st level characters with 3rd to 6th level sergeants are fine for set dressing. For equivalents to 4e minions, aim for EL -4 or so for the CR, and make the monsters a little offense heavy. And simple.
A monster does not have to be a challenge to justify its existence. It's enough for it to be cute, or ugly, or easily killed.
Solo Critters
Solo encounter design is simply different from regular encounters. A solo creature in 4e is supposed to be the equal to several regular creatures and itself a credible challenge to a party. To accomplish this same kind of effect, it's important to look at two things: challenge, and economy of actions.
The DMG warns you that a EL 5 or more higher than the party's level is a potential killer. That's still a possibility with a single, high CR monster, but the battle becomes more swingy. It's possible for a lower level party to lock down a single, more powerful creature with the right tactics. In fact, with adequate preparation, a CR of party level +4 or +5 is probably just about right. If the PCs venture into a dragon's lair, they should be prepared for a dragon. High CR fights can be memorable, but because of the possibility for PC death, should be employed sparingly. A single monster of CR equal to the party's level is probably not going to be a satisfying battle, even if it's a real brute. Even if the encounter is fairly routine, consider making the monster CR level +1 or +2, to get a little sweat going. This also boosts the XP reward, which can be motivating to players.
Economy of actions means taking into account that each PC gets one action, but a single opponent gets one action, total. To be a credible solo encounter, an opponent needs at least one of the following:
*Some kind of offense that affects more than one target, like a fireball or multiple attacks.
*Attacks that take away more than action, for instance, attacks that stun an opponent for more than one round.
*Hideous toughness, in the form of AC, saves, and resistances.
*Some way to reach ranged or flying opponents.
You can see all those elements in play with a dragon. Their breath weapons can reach multiple opponents, as can their multiple natural weapons. They are extraordinarily tough, and they can fly.
Imagine you want the entire party to battle a single high-level rogue. Immediately, you should recognize that rogues are usually low in the hit points and AC department, and that a sneak attack is hard to pull off against multiple targets. Their ranged options may be limited. So how can you make the rogue more credible?
First, you need a way to bring sneak attack into play, and for multiple opponents. Otherwise, you will need to find some other way to create a credible offense. Realizing that rogues have Use Magic Device, the possibility of a wand or staff springs to mind, but that stretches the archetype. It springs to mind, however, that characters who are having to make balance checks also lose their Dex bonus, so you could give the rogue some kind of oil or grease weapon, or make his hideout a maze of catwalks. A ring or wand of invisibility might also come in handy, although cover and a very high Bluff and Hide may do the trick. Second, you need defenses. Although a ring of protection and a cloak of resistance are reliable, something that provides a displacement or blink effect might be more efficient against high BAB fighters. Slippery mind looks good as a way of avoiding a fight-ending mind control spell. Placing the fight indoors limits range and flying, but it might not be a bad idea to give him a bow of distance, just in case.
Scenery
There is really nothing about 4e or 3e that makes either one more terrain oriented, but the 4e team has made a point of creating interesting battlefields. Take their lead, and introduce pits, traps, hazards, and anything else you can think of. Don't be afraid to be creative... is there an ever-changing lava flow on the side of the volcano?
The Best Magic Item is a Found Magic Item
Magic items are more fun when they are wrested from foes or scavenged from ancient hoards. With that in mind, don't be afraid to include some nice loot when the PCs are battling opponents of interest. Similarly, try to keep the local communities of reasonable size, and if the PCs are centered around a large metropolis, make sure that a wide variety of powerful items does not translate to a magical Wal-Mart. Smaller communities means the PCs will spend less time shopping and more time adventuring. Magical items are exceptional things created by exceptional crafters, and should be treated with respect.
Even items without immediate obvious utility can be fun. If the party finds a +5 thundering mace, does it become the backup weapon for the halberd-wielding fighter, or does the cleric take a renewed role in melee?
Make It Visual
4e gives each power its own little wirteup that resembles a playing card. You can do the same with index cards for class abilities, feats, and spells. Cards can also replace scribbling every time a buff is added or dispelled. Using visual and manual aids frees up the brain to think about more important things, like fun.
Don't Be Afraid to Change Stuff
Just as Dragonlance changed AD&D (a world with minotaurs instead of orcs?) and 3e opened up a whole universe of variant campaigns, such as SS Studio's Scarred Lands campaign, 4e has not been afraid to slaughter a few sacred cows. It's your campaign, and if you see a reason to do something, do it. Does having dragons color-coded make it difficult to tell a story? Remove the "always" in front of alignments, or replace all the dragons with dragon races of your own devising. Maybe your campaign has striped, crested, rock, and sea dragons. Are your gods impossibly removed from the mortal realm, or are they known to walk the Earth and perhaps even risk defeat by mortals? It's really up to you.
This article is part of a series of reviews of non-D&D game books which might nevertheless be of interest to D&D gamers.
Steve Jackson Games have always been good at publishing "genre sourcebooks" for their GURPS line - books that cover a specific role-playing genre in exhaustive detail. They have a deservedly excellent reputation for research, accuracy, and playtesting, and given that the rules information in many of their books is either light or easily convertible, many people - including those who absolutely loathe the GURPS gaming system as a whole - nevertheless buy it for the systemless information. They are that good.
And their latest edition of GURPS Space is no exception.
GURPS Space exists as a world and campaign-building tool for science fiction campaigns - to be specific, science fiction campaigns that take place among the vast reaches of space. It doesn't have any equipment lists (for that, see the equally excellent GURPS Ultra-Tech, which should satisfy the wet dreams of any gearhead, as well as the GURPS Spaceship line for spaceships) - instead, it gives the game master of science fiction campaigns a huge list of ideas, suggestions, and advice he will find useful when building his own SF universe.
But how is this book of any use for D&D campaigns, you might ask? After all, D&D is fantasy, not science fiction!
And truthfully, many of the chapters won't be useful for you unless you are playing one of those weird hybrids like Spelljammer or Dragonstar. The possible types of stardrives and their implications for settlement patterns and adventures is irrelevant for fantasy campaigns, as is the chapter on technological assumptions and how they will shape future societies. The lengthy chapters on rolling up entire star systems (or even star sectors...), while impressive, are all throughly grounded in real world astronomical knowledge. The chapters on future and alien societies as well as adventures and campaign styles are more useful - it's possible to get some inspiration for fantasy cultures from them.
However, the single best reason to buy this book is the chapter on creating and rolling up alien creatures. This will allow you to come up with entire ecosystems with a little bit of patience - and certainly with the major predators in it (i.e. the critters that will try to munch on your PCs). And there is plenty of discussion of ecosystems in this chapter, so that you will easily be able to figure out how it all ties together - a welcome relief for game masters who crave verisimilitude but feel let down by the all too brief descriptions in the 4E Monster Manual. This chapter is so completely awesome that the only way I can show just how awesome it is is by rolling up an example creature.
Let's say we want to create some sort of native creature for an "Elemental Plane of Air". We'll go through all the random tables in this chapter.
Alien Creation I: Since this is for a fantasy setting, and not a SF one, we skip the "chemical basis" for our life form and just assume that it has a water-based metabolism like terrestrial life, though we can always come up with a more exotic explanation later on. Though "Plasma Life" or "Silicon/Liquid Rock" life forms might be interesting for creatures from other elemental planes...
Alien Creation II: Since we plan to make the Plane of Air a fairly uniform expanse of air, we don't need to roll for specific habitats. If we wanted to put in some more work, we could conceivably come up with more complex habitats (for example, a vast expanse of floating plants could be the equivalent of a terrestrial woodlands and jungle environment) and use that for later tables, but right now that's too much work.
Now we have to roll up how and on what our creature feeds - and we also have to choose whether we want to create an "ordinary" animal or a sapient creature. Let's roll up something intelligent. I came up with a "Pouncing Carnivore", which implies that it preys on others through swift attacks, often through ambushes.
Alien Creation III: Now we determine its locomotion. The table lists numerous options for specific environments. "Endless Expanse of Air" is not listed, but "Gas Giant Planet" seems like a close fit. We get "buoyant flight".
Alien Creation IV: Next up is the creature's size and mass. The only appropriate modifier for the Size table seems to be a +2 for "gravity of 0.4G or less" - it seems appropriate that creatures get bigger in a plane without gravity (of course, we could ignore that modifier - this is fantasy, after all - but let's see what happens). We end up with a size of approximately 7 yards (and that's actually not all that large for this environment - creatures in low gravity can get huge) and a mass of 4 tons. In GURPS terms, it would end up with a Strength of 40.
Alien Creation V: Now we determine the general build of its body. We get a radial build with four sides, one arm per side with full manual dexterity, no tail, and a combination of an internal skeleton with a hydrostatic skeleton (i.e. parts of its body are supported by bones, while others are supported by a system similar to the limbs of an octopus or the trunk of an elephant).
Alien Creation VI: Some more details: It is covered by scales and has cold-blooded temperature regulation. Presumably, the temperature in the Plane of Air is uniformly warm, but this creature might be especially to cold-based attacks, which would likely slow it down. Furthermore, it grows continually during its life instead of molting or going through a metamorphosis.
Alien Creation VII: Now for its propagation strategy: It has two sexes, has a spawning/pollinating method of gestation, and has about 10 offspring per litter, none of which receive any care.
Alien Creation VIII: Next up are its senses: It's primary sense is hearing, complete with ultrasonic hearing and sonar (like bats), but it also has fairly decent vision complete with heat detection ability, a normal sense of touch, and an excellent sense of smell (similar to bloodhounds). It primarily communicates per sound.
Alien Creation IX: Now we tackle its intelligence and social organization. It ends up with a GURPS IQ of 7 (fairly dumb), and any members of the species which mate don't form any pair bonds. The species is solitary.
Alien Creation X: The last table is for determining the creature's overall personality traits (as typical for its species). We end up with:
- Chauvinism -3 (Undiscriminating - it doesn't really see its own species as anything special)
- Concentration -2 (Short Attention Span - it's easily distractible)
- Curiosity -2 (Incurious - it isn't very interested in new things)
- Egoism -1 (Humble - it doesn't have a strong sense of self-importance)
- Empathy +1 (Responsive - it can care about the feelings of others both within and without its species. It probably tries to make quick kills and might help out non-prey creatures on rare occasions)
Gregariousness
- Gregariousness -3 (Loner - it strongly prefers to live on its own)
- Imagination -3 (Hidebound - it's bad at coming up with new ideas or strategies)
- Suspicion -1 (it doesn't easily get afraid or startled)
- Playfulness -1 (Serious - it doesn't play around much)
All this information, derived from purely random tables, already gives a good overview of a new creature, and the more in-depth explanation in GURPS Space of what these values means make it very easy to flesh out the creature. This should be enough to give a good overview of the system, but if there is enough interest, I might expand on this creature and write up a complete Monster Manual-style entry, complete with a "fluff" description of its (I would have to finish reading the D&D 4e rules before that, of course). But in the meantime, it should be obvious what this book has to offer to anyone who wants to come up with new monsters for their own campaign settings.
Posted 27th June 2008 at 05:42 AM byMerricB (Merric's Musings)
Updated 30th October 2008 at 05:06 AM byMerricB
What I want to talk about now is what arrived on my doorstep yesterday: Castle Zagyg: the East Mark Gazetteer.
I've been interested in Gary Gygax's version of Castle Greyhawk for some time now, but I've always been stymied by one basic factor: it hadn't been released. Troll Lord Games eventually teamed up with Gary and started work on the Castle Zagyg project, but it's been very slow going. Yggsburgh, the first volume of the CZ work, was released in 2005, but further supplements have been very slow in seeing the light of day. I didn't even buy Yggsburgh, which is the town near the castle. However, it's looking quite likely that the first levels of the actual Castle will be released in just a few months (August), so my interest has been rekindled. I ordered the four CZ products that MilSims had in their catalogue, and two were delivered yesterday: the Moatgate section of the town, and the product I'm discussing in this post, The East Mark Gazetteer.
This product is presented in an attractive cardstock folio. It consists of four "small-poster" maps in colour, and two booklets, 24 and 48 pages, which are printed in black & white. The product is credited to Gary Gygax and Jeffrey P. Talanian, with art direction and cartography by Peter Bradley.
So, what is the East Mark? Well, it's the province in the World of Urth where Castle Zagyg and Yggsburgh are situated (with Dunfalcon being just a few hundred miles to the west). One of the maps shows these environs: an area of about 30 miles (EW) by 20 miles (NS) in which are a number of woods, lakes, hamlets, hills... Castle Zagyg and Yggsburgh. The map is full of names that are very Gygaxian in nature: "Wychwood Forest", "Serpent Ridge", and "Great Leech Marsh" to give a few.
I would have liked a bit more colour differentiation on this map. Everything seems to be in shades of green, even the rivers. Still, it's legible enough.
Accompanying the map is the first booklet, the Gazetteer of the East Mark, a 24-page B&W guide to the people and places that inhabit the East Mark. It is very reminiscient of the original incarnation of the World of Greyhawk Campaign Setting in its presentation. Even some of the text evokes the Gazetteer in that book. "There is little doubt that the East Mark cradles the epitome of culture, enlightenment and sophistication in the known world..." If you do possess the 1980 or 1983 World of Greyhawk books, those words should be quite familiar to you, although in a new setting.
I understand that this material has been extracted from its original presentation in the Yggsburgh book, but, as I don't yet have that tome, it's new to me. It is also, unfortunately, underwhelming. A lot of this is due simply to the fact that I am comparing it to the 1983 World of Greyhawk books. There are details on the trees found in the area, the zodiac and calendar, and a brief history of the East Mark, all similar to material in the Greyhawk gazetteer. The history, I'm afraid, suffers in comparison. Whilst Greyhawk's history had events of great note and significance in it, the history of the East Mark just looks mundane.
Yggsburgh itself is described very briefly, although there is an accompanying map (the second of the three colour maps in the product). I find this map to be very attractive, although some of the streets and districts seem surprisingly regular in construction.
The bulk of the Gazetteer is taken up with descriptions of various geographic locales in the Mark. Many of these are descriptive but quite dull, but there are several that provide adventure hooks and material that a good DM should be able to turn into something greater.
The layout of this section is not helped by an inability to use secondary headings. "Great Hillwood" is followed by "Stonewyck" and then "Great Leech Marsh", all headings with the same appearance. "Stonewyck" is actually a subheading of "Great Hillwood", but it doesn't appear as such in the text, causing confusion as you thumb through looking for references.
Sadly, one of the more interesting places isn't shown on the map, although it's briefly described in the text: the Purple Tower, home of the evil wizard Lord Uvoll. All-in-all, I find the Gazetteer workmanlike with occasional flashes of brilliance. It doesn't scream to me, "Use me! Use me!", unfortunately.
However, the Gazetteer is only the shorter of the two booklets. The longer booklet (48 pages) is the original adventure, The Mouths of Madness, which is the first part of the actual dungeons of Castle Zagyg. This is, in essence, a preview of material that will be seen in the second full release of CZ material: The Upper Works. If you've got the patience, it might be worth waiting just a few more months - I'm told August - until it's released. However, most of you probably bought the Gazetteer some time ago, and it's only now that I, a latecomer, review it.
Whilst I just described The Mouths of Madness as an original adventure, I'm not quite sure that's the case. You see, as I was reading it, I was sure that I'd seen a lot of it before. You may have as well, for Gygax had published similar material a long time ago, in what is possibly the most played D&D adventure of all times - The Keep on the Borderlands. Even the title of the adventuring area is similar - The Mouths of Madness compared to The Caves of Chaos? Yes, I think that's a match!
The first part of the adventure - about 20 pages worth - describes the wilderness surrounding Castle Zagyg, along with rumours and adventure hooks to get your group into the adventure. All the monster stats are given for the Castles and Crusades system, but any player of AD&D would be able to use them almost unmodified. One of the wilderness encounters comes straight out of European fairytales and folklore, another has definite reminders of one from The Keep on the Borderlands. There is a double-sided map accompanying this - one side shows the wilderness for the players, the other the wilderness for the DM... an inconvenient arrangement, I must say.
After this, we move into the adventure site proper: the caves surrounding the base of Castle Zagyg. This is a very strange throwback for me. Many of the cave systems are near matches of those in the Caves of Chaos. There's an ogre, an owlbear, tribes of kobolds, bugbears and orcs. There's even an battle call of "Kree-ahk!", reminiscient of the goblin call of "Bree-yark!" in KotB.
I've must say, now I've started playing 4e, the simplicity of the encounters and maps seem strange to me. There's a lot of "10' wide corridor ending in a door". I really wonder at how much combat will occur in those corridors. Where 4e goes for mobility in combat, this is an adventure with many constrictive passageways, although there are some notable areas where a good DM will have monsters attacking the hapless adventures from several directions at once. It's areas like those that will make combats here tactically interesting. The entire dungeon is shown on the fourth of the small "poster" maps.
Where Gygax and Talanian shine in this part of the adventure is in putting together a plausible set of small humanoid encampments, with rivalries between the monsters and details in the furnishings and encounters that just bring verisimilitude to the entire affair. There are many details that will make the reader smile in delight, and that a wily DM can use to entertain his or her players. The roleplaying details, in particular, rise this adventure above its antecedent, The Keep on the Borderlands, which was aimed primarily at novice DMs.
However, despite all of this detail, the adventure never really soars. Part of this is because it has been emasculated: these caves are meant to lead into the dungeons of Castle Zagyg, but such are not yet available. So, just as things get interesting you discover the way forward is blocked by a roiling fog, a cursed conjuration of Zagyg (wherever he is!) Some of the entrances, such as the Dwarf Entrance, sound very interesting indeed, but there's only a brief teaser with no real content. Wait until August (or later!)
Another part of my dissatisfaction with the adventure would be due the nature of most of the monsters: they're humanoids. And humanoids, in AD&D, weren't that interesting. They differ from each other only by a couple of hit points and in their weaponry. You need interesting tactical situations to really make them shine.
I actually think I'm being somewhat unfair with that last point. There are some interesting situations that will come up in this adventure, and I'm currently experiencing 4e for the first time, which really makes humanoids distinct from each other. Many DMs, especially those still running AD&D or C&C, will not have that problem at all. It's just how I see it at this point in time.
Probably more significant is the lack of real "tricks" and areas of wonder in the caves. There's one great, great area - the gate to Barsoom - and a few other areas out of the ordinary - I love the glowing mice - but mostly you've got humanoids and more humanoids and the mundane details of their dwellings. Well detailed, yes, but mostly mundane details. I'm not sure if I'm being too hard on it or not, for more details will become evident through actual play. Still, I've spent most of the last day reading and thinking about the adventure, and I wanted to get my thoughts down about it.
So, this is a "capsule" review, with further reflections to come if I ever actually manage to use it in play. I've been making notes for converting it to 4E (not particularly hard, I finished most in about an hour last night), and it may see use sometime soon, especially if my players are interested.
I'm glad I've bought it, although I'm not sure if everyone will find it useful.
Posted 20th March 2009 at 06:40 PM byJanx Updated 20th March 2009 at 06:46 PM byJanx(fixed typo...adjusted some text, added categories)
I've written some on this topic before, and recent posts have made me write more. Here's my view of how to prevent a railroad.
The first step, is to have players who aren't disagreeable, for the sake of being disagreeable. That's kind of like saying get players who will put up with a railroad to avoid having a railroad, but hear me out. There is a type of player, who believes the game world should have no consequences for any PC action. It's almost like everything holds still, while the PC plunders it. The moment the GM has an NPC approach the party with a request to do a mission, he fights it. The moment the GM has a consequence happen for something the PC did, he complains about it. This type of player isn't about railroading. They are the kind of player who will call anything that isn't "their way" a railroad. You can't have a simulationist or narrativist game with those type of player, because either style involves elements they will fight.
Now that you've got the problem players fixed. You owe your players a good game where you don't railroad them. The real trick to not rail-roading is to simply adapt to what the players do. The foundation for that, is realizing that from the start of the game, the GM has visualized what the adventure story will look like. It's human nature, and it's how planning works.
The reality for most GMs is, whether they write it down before the game, or make it up on the fly, once they say, "the party hears a rumor about killings on the docks" it's been planned out. They have an idea of a clue to drop for the party to find. They have an idea of who the bad guy is, even if it's only in their head. At that point, a path has been drawn from party in the bar to party confronting the bad guy. A good GM keeps adjusting that path as the party advances through the story, based on what they do, and how they want to approach the problem. In any even, the goal is to always end at the party confronting the bad guy, though the image of what that scene looks like may keep changing.
In the "Murder on the Docks" mystery, no GM in his right mind creates a murder scene with no idea of the clues left there. And if you don't know who the murderer is, you don't know what kind of clue to leave. So already, a path is figured out. The trick is, that path is not obvious to the players, so you are at risk of running a railroad when the game starts.
When running the game, the GM's job is to adjust that path, per the players actions.
As I've written before, in any given encounter, you can simplify what the players will do to about 6 choices:
-fight their way out
-trick their way out (some spell or item, or sneakiness)
-talk their way out (diplomacy, etc)
-investigate their way out (sneak, find evidence and use it)
-run away (stop trying anything else)
-wait for the other side to act first (react in kind usually)
You can usually set the scene such that some choices are more likely. Confronting the party with a group of armed orcs with weapons drawn will most likely get the fight response. Orcs with weapons sheathed, at medium distance, with one orc calling out to the party opens up the talk option. Orcs seen nearby, but not seeing the party opens up the trick option. And in all cases run away and wait are still viable.
A lot of GMs get sloppy, and don't plan on all possibilities before the game. The most common one is expecting combat from any monster encounter. And for the most part, they're right. Even if you only plan on the most obvious action for an encounter, once in game, being aware of the other types of choice helps you adapt when the players try them.
GM's make a railroading mistake when they have planned solution to the encouter (fight the orc), and the party doesn't do it, and they try desperately to make everything fail but fighting the orc.
The moment the GM hears the party wants to do something unexpected, he needs to pause and consider what's really going on.
When a player doesn't do the expected thing, it comes in 3 flavors:
1) they're trying to quit the mission
2) they're trying to solve the mission, in an unanticipated way
3) they're trying to solve the mission, but going the wrong direction, and don't know it
#1 is easy, let them start quitting, and start showing them consequences as the bad guy moves forward un-impeded. They'll either get back to the mission, or accept the consequences, which continue to roll forward while they "do something else" which you can run for them. This might be occuring because they're the obstinate player I told you to dump in the beginning. Or it might be that the player doesn't think they can win. Or it might be that the mission doesn't make sense for the PC to do, which means your hook wasn't relevant to the PC, which is directly the GM's fault.
#2 is also easy. Pause the game, adjust the "script" to react to the new change, which will probably replace a few encounters and reveal information early, and move them to a different point in the story arc, which is the whole point of finishing any encounter. It's very important to consider what the player's are trying to do and assign a fair and rational difficulty level to it. Don't make it hard, just because you didn't anticipate it. Let it be easy, if it really would be easy to do.
#3 is the trickiest. It can easily happen in a mystery game, but has been known to happen in dungeon crawls, too. The players think some minor element you brought up is important, and pursue it. In a dungeon crawl, this is the KoDT story about the party trying to dig through a dead-end, certain that it is hiding the treasure, when it was really an artifact of the random map generator. In a mystery, it can mean mistaking the red herring as truth, or even worse, following an innocuous element as a lead, which as the GM is trying to make up new material, looks inconsistent, which only confirms the player's suspicions. The sad part is, the players are trying their best, they've simply going the wrong way.
The solution to this scenario takes a lot more work.
Corrective action: establish a house rule that you will tell the party when they've gone too off track, you will tell them. Statements like "Further investigation reveals that this really is a dead end.", "Deeper investigation shows that this person may have some secrets, but they have nothing to do with the case". Etc.
Prevention: Use deception sparingly. While it's obvious that bad guys are going to lie, use misleading information sparingly to increase its effectiveness, and avoid hyper-paranoia.
The Truth should be obvious with any investigation attempt. Let's say there's 3 clues on the ground at the crime scene. If the PCs investigate the red herring first, they learn in a few scenes that it was planted there.
The Truth should lead to the Truth. When a PC investigates a red herring, it should reveal it was a red herring, and further investigation should reveal a clue to who planted it. The reason is the same as to what a clue really is, it's a accidental remnant from the criminal. You can't do a murder with out leaving a trace. For the same reason, you can't plant a red herring without leaving a trace. What you're doing with these techniques is making sure that if a PC investigates it, it leads somewhere. Don't waste their time on things that don't matter, and can lead them too far astray. This is why, red herrings also lead back to where the party needs to go. And it is realistic with crime scenes.
Secrets works best with not expecting them. Don't use the same trick over and over again. Always making the butler the murderer, the NPC who hires the party is always going to betray them, the mission is always evil disguised as good, etc. These are cliche. Cliche's work, but only when used sparingly. Plus if you over-use deceptive practices, the party will hyper-focus on every element, which causes them to go the wrong direction, instead of the obvious and expected "right" direction. If you over-use false clues, hidden elements, betrayals, the party will expect them all the time. This will actually slow down game play (searching every 5' for traps), make for unrealistic role-play (the party distrusts every NPC), and logically a party on alert SHOULD detect these things.
Remember, it's not a rail-road to have consequences for the PCs actions or inaction. "I don't want to find the kidnapped mayor" means the bad guy moves forward. The world is not static. A rail-road is where the party can't choose to be inactive, or a specific action. They're not allowed to. A choice with a bad consequence (that a rational person would never make) is not the same as a lack of choice enforced by the GM who nullifies every action but the acceptable one.
If you can master these tips, by understanding "probable" player action/reaction, and adapt to "actual" player action/reaction, you can run a believable and enjoyable adventure.
By day I am a mechanical designer, by night I am SUPER MAPPER!
Actually that's a lie. I did those maps while I was at work, which coincidentally I do during the day. I'm also not very super.
Still, it was a lot of effort and I hope those of you running Keep on the Shadowfell can get some use out of it.
I use a projector rig, so I plan to project the map onto a my white board and place the minis on it. That said, if you've got the ink and the time, you could also print these big suckers out.
Created 100% with Photoshop.
The thumbnails got to 1/4" sample images. The links go to the full scale image files:
No long-term advance planning for PC character development. No longer do players have to worry how precisely to build their characters at first level when they want to take a specific prestige class twelve levels later. Now they can take character advancement one level at a time.
Easier high-level PC creation. Creating high-level PCs - whether to replace an existing character or to start a campaign at a high level in the first place - is now simplicity in itself. You do no longer have to worry about what choices your character made at lower level - thanks to retraining, it's easy to justify the current character feats, powers, and skills. Similarly, picking magic items is easy - you start with three items with specific levels, and have some spare cash over to purchase weaker items.
Fighters are now actually interesting. In 3.5, Fighters usually did little more than doing the same attacks over and over again, and their only real tactical choices involved which enemy to hit. No longer - they now have a variety of options as large as that of the other classes.
Less-complex high-level spellcasters. Once your player characters hit double digits, deciding which spells your high-level wizards, clerics, and druids choose every day became a real chore, and it frequently held up the game while the players of these characters made up their mind. No longer - even wizards, who still can make some choices in that regard, now spend much less time on figuring out their daily spell lists.
No class is useless in a specific fight. Who doesn't know the frustration of a rogue in a fight that involved constructs or undead? Or of a monk in a fight that involved only monsters with the "wrong" type of damage resistance? Or of a wizard when all the enemies had high spell resistances? Some classes were pretty much ineffective against certain kinds of enemies, leaving their players frustrated when an adventure featured them strongly. This is now pretty much gone, and for this I am grateful.
Rituals. Separating most of the non-combat spells into rituals was a stroke of genius. Now the list of available rituals can be modified at the DM's leisure without giving a specific class too much power or taking too much power away from it. It also makes it easier for world-builders - they no longer have to take hundreds of spell effects into account when figuring out how magic may have impacted society. Conversely, since you do no longer have to be a high-level member of a specific class when you want to cast specific rituals, it's easy to justify NPCs who can cast individual rituals without making them into powerful combat spellcasters, turning them into "support roles" within the adventure without having to explain why they don't defeat the enemies of the local community instead of the PCs.
Skill challenges. Skill challenges are a blast to run. They allow the DM to say: "I think these skills would be the most appropriate in this situation, but feel free to convince me of the appropriateness of other skills at well." This allows the PCs to get really creative with their skill uses and gives them a level of narrative control that I was really surprised seeing in a D&D edition.
Minions. Minions are lots of fun for the DM. They allow me to "swarm" the player characters without overwhelming them, or without making me keep track of the hit points of large numbers of enemies. Back in 3.5, having two dozen enemies attack the PCs at once was a logistic nightmare. Now, it's no problem at all.
Easier high-level NPC creation. In D&D 3.5, I was so frustrated with how much time I spent on creating high-level NPCs - time I could have used on developing the actual plot of the adventure - that I even created a Wiki to have better access to a large number of NPCs (ironically, the wiki became a huge hit while I soon afterwards abandoned D&D 3.5 for other RPGs...). But now, creating high-level NPCs is even easier than creating high-level PCs. Thanks to the straightforward level bonus, calculating derived stats is a snap that doesn't even involve looking up a variety of tables, and giving them specific powers is a straightforward process which doesn't take up much time.
Easier monster creation/modification. Building and modifying monsters now is much easier. For my playtest adventure, I built an Aufhocker, a fey creature from German mythology that jumps on the backs of people and frightens them to near-death, and I was astonished how easy the process was. 3.5 sorely lacked such detailed guidelines.
In-depth discussion on building encounters and monster roles. The chapter on building encounters and monster roles in the DMG is one of the most impressive pieces of GMing advice I have seen in any RPG. The CRs in 3.5 were extremely vague in comparison. Lengthily explaining how different types of monsters interact with each other in a fight, and giving them according roles that they are built around irrespective of origin was a stroke of genius!