Initiative Checks

At the start of a battle, each combatant makes an initiative check. An initiative check is a dexterity check. Each character applies his or her dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order.

Thursday, March 29, 2012

Hunger Games and D&D


I just saw the Hunger Games (I read the book first). All I can say is: Great Movie! However all throughout I was thinking, how can I turn this into a D&D game? Any ideas people? Of course you could always use the elements you saw in the movie (fire, dogs with human faces, lots of blood) or you could come up with some of your own. Changing the setting to fantasy is easy if your game uses magic. If you have an idea for a challenge, please comment!

Thursday, March 22, 2012

Recap 2 - The Tomb of Gauhul (GAH-u-hal), Toc (almost) Dies, and a few acquired treasures...


Woo hoo! Part Two! In the series of recaps about the Tomb of Gauhal (GAH-u-hal). The characters are:

Toc, Human Fighter/Berserker (A beast of a man, of some fame about the land)
Brug, Half-Orc, Fighter (Think Darth Maul...)
Drake, Winged Vampineze, Avenger/Wizard (His charming smile fools most but make no mistake - he is deadly)

Two of our members couldn't make it this week (Alden and Damakos). This is always a hard subject, because you want a story to flow. When people show up at random it's hard to plan ahead. Anyway, Alden spent the game unconscious from his shark bite wounds and Damakos spent the game delirious with fever (from an improperly cauterized wound)
. So here it is, Part 2!

Part Two - Well, they're already dead so really they are re-dead...

Toc, having reclaimed his axe, heads down the west tunnel, leaving Alden bleeding on the floor. He enters a large rectangular room by way of an old stone bridge. Acid waterfalls tumbling down the walls have eroded the floor as to create an island of stone amidst a lake of acid. More disturbing are the giant spider webs stretching around the room. A large Tomb Spider descends from the ceiling accompanied by the moans of two humanoid shapes rising from the webs. The undead draw their long-swords and advance slowly, shambling all the way. [Toc is the really, really strong one - remember? I thought that this encounter would challenge the whole party but he cleared it single-handedly in a few short rounds.] Toc whips out his returned axe and charges in without fear. The undead fall before him and the spider a few moments later. Toc takes a second to breathe, and collect a single flask of spider poison from the dead spider's fangs, before searching the area. He finds two exits - one leads to the spider's treasure cave -the other, north, deeper into the dungeon. Toc searches the cave and finds a dwarven shield and some gold. Toc turns his quest to the north exit and leaves the room.

Meanwhile, Brug who was left behind in the entry chamber, breaks open the third door and searches the room carefully. Inside of a sarcophagus he finds a pair of shin length leather boots radiating magical energy. He spends a large amount of time trying to figure out what they do before he kicks the wall and the boot sticks. He finds he can now walk up and down the wall as easily as if he was walking on the floor. As he is exiting the room a sound from the staircase startles him. A lone man descends, eying Brug wearily.

Drake sizes up the Half-Orc before flitting off to the north corridor without so much as a how-do- you-do. Brug is about to give chase when the steel door, earlier opened and closed by Toc, is thrown open and the undead beyond come swarming out. Brug is forced to stop and fight for his life.

Toc enters a large square room. In the center of the room is a large badly concealed pit. From within comes a loud moan. Toc jumps readily into the pit. Hands reach out and strike at his armor fruitlessly. He laughs but is blown off his feet by a large force slamming into his left side. He lights a torch and throws it onto the floor. The light reveals several zombies and a large golem made of bones.

Drake first comes to a large room with sweet-smelling pools on either side of the entry way. He is drawn in by their sweetly sick smell. Two blood demons rise out of the pools, at fist surprising Drake but he rallies his senses and summons a temple of darkness around the room.

With one mighty cleave Toc clears the pit of zombies, however the bone golem proves harder. [I am quite proud that I forced Toc down to 28 hit-points. Even if I didn't kill him... yet] The two fighters, one living and one dead, trade blows for many minutes. Then Toc, in a moment befitting a motivational sports movie slow-motion shot, throws his two-handed axe. It flies haft over head slinking deep into the bone golem's chest - quenching its life fire. Toc searches the pit briefly. He uncovers a fine elven bow, covered in mud and zombie dust, and places it in his bag.

Drake, thinking quickly, summons an undead zombie hulk to help him in his battle against the blood demons. The demons are quickly defeated by the combined strength of Drake and his new ally.

Brug, still in the thick of battle, fights desperately to ward off the undead creatures destroying both of the tomb guardians and turning his attention to the mummy.

Toc clambers out of the pit wearily and stumbles to the northern exit. He finds a sign on the door in old common. All he can make out is "Warning... grubs... point". He opens the door and finds a group of undead with grubs covering their bodies. They begin to stand and shamble towards him but he closes the door and heads south. He exits the south corridor to find a rickety wooden bridge and a room covered in spikes [Literally, this room is covered in spikes. They descend from the ceiling, cover the floor, and line the walls, everywhere]. As Toc begins to venture out across the treturous bridge the two gargolyes swoop down from the spiked ceilling and latch on to Toc!

Will Toc be pulled over onto the spikes? Will Brug survive the undead foes? Will Alden ever get the medical attention he so badly needs? All this and more in Part 3!



Monday, March 19, 2012

Heading for Town


The town or city is a classic place to find adventures. It can also be the biggest time drain in a game. Town is filled with all sorts of wonderful plot hooks (think, a fishing hook for plots... there now you've got it!) but it's also filled with shops just begging to be passed through slowly examining each and every artifact carefully from the lowly Magic Wand +1 to the even lowlier Bag o' Junk (a cursed item). However this does not have to be a labor, with a little work towns and cities can be fun! I have come to enjoy them; I've even set one of my more successful adventures in a large city. The trick is finding an interesting plot hook and adapting it to the city. Roleplaying Tips.com (an excellent website) has a random city adventure generator to help with that. And remember if you're at a loss for ideas, you can't go wrong with a good old roof-top leaping Assassins Creed experience. Another interesting take on cities is magic or no magic. In a fantasy game this may seem a tad strange but imagine: what if instead of horses this town used behemoths (dinosaurs) as pack animals and warhorses? Or perhaps there is a magic fountain in the city square that spews fine wine instead of water? In any fantasy game including (but not limited to) D&D the sky's NOT the limit. You can go beyond even that. Enjoy working fun and exciting new ideas into your game!

Sunday, March 18, 2012

Improvisational Helpers

Improvisational helpers are, well... you know - for improv. This article goes hand in hand with my previous article, "Names".

Improv helpers can be defined as anything that you feel helps you roll with the punches. Most adventures will not go the way you planned and because of this it's always a good idea to keep a few of the following (if not all of the following) in reserve:

Maps - This is perhaps the hardest to master. Too many maps and you may never use them all, too few and you're back where you started. You can't guess everywhere the players might go, so how can you hope to prepare a map for everywhere in the fantasy world? You can't. However you can plan for the the usual places. On a rule I prepare: two short dungeons, a wizard's tower, two short caves, and a few city buildings. I also keep a small graph paper notebook with universal sketches. The next time you don't have an idea you can whip out a map and put your adventure back on track.

People - Let's say the party is walking through the streets of a crowded town. One of your players suggests they visit a magic shop that was not in your plans. You could say there isn't one but why ruin the fun (see "Saying Yes")? So you flip open your handy-dandy book o' people. It's quite easy to make. You simply take a name, race, age, gender, occupation, and maybe a few notes about the person and write them as an Excel document or in a notebook. This is great for anytime you need a quick NPC (Non-Player Character, anyone who isn't a player character - PC).

Taverns - There are lots of good tavern generators out there for public use. I use the tavern generator from Map Mage . They also have some other pretty cool generators and, if you pay, some good mapping tools.

I haven't really found a good D&D 4e treasure generator so if you find one post it in the comments!

Saturday, March 17, 2012

Saying Yes

Gaming is very much like improvisational acting. It is a known fact that no matter how much you as the Dungeon Master (DM) prepare, the players will find a way to ruin it. But are they really ruining it? I find that some of my best adventures are improved when the creative juices are flowing at their highest. Gaming is like improv for one more reason: whenever possible say "yes" or better yet "yes and...". Words like "yes" do several things. Perhaps the players are looking for information on a man who stole something of theirs. This man is hiding in the lair of an evil wizard... the twist? No one knows where the wizard's lair is! Then surprise, surprise - one of the players suggest that they check out a local wizards' college. Chances are the evil wizard was once part of the college and those in residence may know where to find his current lair. Now we come to the problem: you didn't plan on any wizards' college coming into play so you don't have maps, non-player characters (npcs), or even a name for this college! You have three choices: You could say "no", but now the players are discouraged and frustrated not to mention you've just lost a great chance to add something to your game. You could say "yes", but now you have to come up with something on the fly. This may work great for you - perhaps you love improv like I do. And third you could say "yes and...". Instead of the wizards' college being a large and impressive structure in the middle of town as the players expect, say that wizards are feared and persecuted, so the wizards college is an underground organization or a hovel on the outskirts of town or in the slums lorded over by a fat, greedy tyrant. "Yes and..." is a powerful phrase. It brings the power back to the DM and gives the players a pat on the back for a great idea. Sometimes an idea isn't so great so don't be afraid to say no but, like a good improv actor, try to say "yes and..."!

My next posting will be more about improv-helpers. Come back soon!

Wednesday, March 14, 2012

Drizzt Do'Urden


For those of you who don't know who Drizzt Do'Urden is... you're in the wrong place. Drizzt is a Drow (dark elf) from those wonderful, wonderful books written by R.A. Salvatore (even my computer recognized R.A. Salvatore's name in spell check)! If you haven't read any of them before I strongly suggest picking one up (the first book is called Homeland.)

Question of the Day: Who is your favorite character from the series?

Saturday, March 3, 2012

Top Ten Reasons to Play D&D

10. Sometimes being an Elf with a magic sword who can bash things that make you mad is soothing.

9. It's a great way to find other geeky friends.

8. All that reading has to make you smart... right?

7. If you plan to set a game in an ancient Rome-like city you'll want to read up on ancient Rome first! So you learn while you play! It's like those brownies with vegetables inside of them, except D&D doesn't taste strange.

6. Imagination is something a lot of us lose after childhood and it's something a true D&D geek never leaves behind. Actually, I don't think anyone should give up imagination in any part of their lives. What do we become once our lives are just the day to day? No more invention, games, or (in my opinion) fun.

5. What is a better way to learn group unity than by helping your comrades delve into deep dungeons and carry loot from forgotten ages back from the depths? Answer: Nothing. Well unless you're my group, or you're doing a trust fall (dang those things are scary).

4. D&D isn't all combat - some of it can be like a good ol' puzzle-solving game with traps and tricks along the way.

3. Math can be pretty awesome... when you use it in D&D. That's right - there is math in D&D. Just because it's not called "D&D: Adventures in Math" doesn't mean you're home free. It involves lots of geometry, probability and statistics, and number crunching, which may include simple math all the way to algebra. The beauty of it is you don't even know you're doing math (most of the time)! There's also storytelling (language arts), reading and history (see number 7).

2. "Escapism" is a fun term. There's even a country song about it. A lot of people find escape in everyday things: watching a movie, playing a video game, or even just walking about your back yard with a stick shouting strange mangled Latin and pretending you're a boy wizard with a scar on your forehead (who will not be named). Escapism means to escape from your life, if only for a brief time. It's therapeutic.

1.It's fun! (Do I need to expand on this one?)