Wednesday, September 19, 2018

D&D Dragon Heist: Random Miniatures Suck

Trigger warning: Rant incoming.

I’ll never learn. Every once in a while I swear off random miniatures “for good”...

Then, a few sets go by which I avoid, or only buy a few singles, until one comes along where I’m all like “Hey, I could get a Griffin...  a War Elephant... a Beholder!”

Bzzzt! Dumb ass.

This is not entirely my fault. WizKids has this F’d up distribution where it’s actually likely that you may not get a Rare. Many boxes come with two Uncommons instead.

Not only that, but the Dragon Heist miniature Uncommons have some serious crap. In the few boxes I opened, not only did I not get a Rare miniature, I got the crappiest Uncommons in the list -- the Animated Door and the Vargouille.

Who f-ing idea was it to put both a Common and Uncommon Vargouille in the set? Who even uses that stupid-ass monster? I’ve been playing the game for 40 years and not once have I used or encountered a Vargouille. Not only that, but it’s a craptacular sculpt… and Animated Door? Really? How about something useful?

Animated Door - Vargouille
Seriously gang... Whose stupid ideas were these?

I get that sometimes you have to mix the popular, larger, and more expensive sculpts with ones that are cheaper to manufacture in order to keep costs down. But some of the minis is recent sets are just plain useless.

So here I am with an Animated Door and a Vargouille. I literally would prefer any other miniature from this set over these two pieces of Uncommon garbage. Heck, I can’t even find a damn non-random, unpainted Beholder... but that's another topic altogether.

I will never f-ing learn.

WizKids, you can do better.

Monday, September 17, 2018

Hommlet - Best of D&D 4e

The Village of Hommlet 4th Edition cover
While the new cover art was pretty cool, it
did a poor job of illustrating the module itself.
Best of 4th Edition, Part 4 - The Village of Hommlet

Wait, what?!? I thought this was about the Best of 4th Edition... 

It is!  You see, during the D&D Encounters days, Wizards of the Coast gave out a limited edition, revised version of the Village of Hommlet to D&D Encounters DM’s. They later reprinted these revisions in Dungeon #212.

In this revision of Hommlet, they altered some of the encounters a bit to tie the moat house bandit activity directly to Lareth the Beautiful’s overall plan. The changes to the encounters give the adventure a bit more internal consistency.

However, Wizards had to fit the moat house on a single poster encounter map, so the scale of the fortress was altered (to the chagrin of some). The revision also includes a bit more detail on the major NPCs and the “delve” page format of the 4th edition version makes it easier to run.

Wednesday, September 12, 2018

Dungeon - Best of D&D 4e

Dungeon #221 cover
Dungeon #221, December 2013
The Best of D&D 4th Edition, Part 3

Be sure to also check out Part 1 and Part 2.

As noted in my prior article on The Chaos Scar, product support for 4th Edition flourished under the Dragon and Dungeon PDF publications as a part of D&D Insider subscription. But what became one of the gems of the 4th Edition digital tools, had a bit of a rocky start.

In 2007, Wizards of the Coast announced Dungeons & Dragons 4th Edition, which also marked the end of the print publication of Dragon and Dungeon Magazines. With the last issue (Dungeon #150) scheduled for release in August 2007, many fans of the magazines, myself included, were saddened and outspoken on Wizards.com forums about the demise of the print support.

Monday, September 10, 2018

The Chaos Scar - Best of D&D 4e

Keep on the Borderlands

The Best of D&D 4th Edition, Part 2


Wait! Be sure to also read Part 1 of Best of D&D 4th Edition.

The 3rd Season of D&D Encounters (which later became Adventurer’s League) introduced the Chaos Scar in Keep on the Borderlands: A Season of Serpents. This Encounters season was a thematic hommage to the original B2 - Keep on the Borderlands module from 1980. It was not written as a conversion of the original module, as the Caves of Chaos were replaced by the Chaos Scar, a much larger ravine created hundreds of years prior by the crashing of a chaos-infused meteor from the Far Realms into the lands.

The Season of Serpents module was divided into 5 chapters, with 4 distinct 2-hour scenarios per chapter. The plot outlines a power struggle between Zehir and Tiamat cultists which involves machinations to control the Keep itself. Due to the D&D Encounters format (and the limitations thereof), the adventure is a fairly linear checklist of pre-defined combats to be run at game stores in order to introduce new players to the game. But, it is a fun adventure and the Chaos Scar setting itself was also supported through articles in the Dungeon Magazine PDFs, which immensely strengthens the overall utility of this module. The right DM can cobble the D&D Encounters module along with all of the supporting materials into a nice low-level sandbox campaign.

Thursday, September 6, 2018

Reavers of Harkenwold - Best of D&D 4e

Reavers of HarkenwoldThe Best of D&D 4th Edition, Part 1


If you skipped D&D 4th Edition for whatever reason, you missed out on some amazing adventure content. Wizards of the Coast was testing out a different adventure designs with a publishing layout format requiring individual encounters within an adventure to fit on two pages only (mini-map included).

This format had its pros and cons, but despite its eventual abandonment, the format appears to have wrestled the creative juices out of the designers at the time (or perhaps in spite of it). The longs and short of it is that some of the adventures written for D&D 4th Edition are some of the best I’ve ever run over the course of many editions (for whatever reasons).

In this multi-part article, I will detail some of the best adventure content to come out of the core product and Dungeon Magazine teams that can be adapted to your D&D 5th edition (or any edition, really) game.

Wednesday, August 22, 2018

Low Cost D&D Terrain

Some simple 3D elements can make your table pop!
People who enjoy watching live-play D&D streams will notice some of the amazing terrain and dungeon set-ups that are often featured on these shows. There are products like Dwarven Forge and Miniature Building Authority that would make anyone oooh and aaah over the amazing creations that DMs can bring to the table… and there's a temptation to think we need to be as visually impressive in order to run a quality game.

But those props come at a relatively steep cost that make most game masters pause.

Do you really need those kinds of fancy props? Absolutely not… but sometimes you still want to put something out on the table that makes your players go “Wow… Cool!” You don’t have to spend hundreds of dollars to do it. Here are some cheap and easy options to spiff up your game.

Tuesday, August 14, 2018

GM 101: The D&D Quest Log

Campaigns have lots of moving parts. There are likely dozens of NPCs, a couple main quest hooks, and several side quest hooks. There are also clues, rumors, random bits of lore, and locations of significance that your players will stumble upon over the course of months. It's hard enough to remember what happened in the game 2 sessions ago, much less 3 or 4 months ago.

Quest Log note card
Notes in a quest log can be short and sweet.
How do they keep track of all of that?

The Quest Log


One of the biggest player challenges (and probably one of the simplest to solve) revolves around player note-taking. Ideally, there's at least one player at the table who is keeping a set of notes written and organized for easy reference... And yet, remembering (or finding) the information the PC's need, even when there are extensive notes, is often still a chore. 

One of my players keeps extraordinarily detailed notes. So detailed that the Google document is now dozens and dozens of pages long. I think he may be planning a novelization... But even with such extensive notes, something as simple as finding all the recent NPC hooks is a daunting task.

To simplify the burden, the GM should keep some simple colored index cards on hand during the sessions. Each time the PCs get an clue, plot, or quest hook, simple jot a couple quick notes down an hand it to the player. It's as easy a 4 lines.

Short hook description, NPC name, NPC location, notes... Perhaps a date stamp for organization. If you use a variety of colors, you can even use the card's color as part of the organization. Yellow for NPC quests, pink for plot clues, blue for interesting locations (with no specific quest attached)... Or anything along those lines. 

EDIT: For those that use a wiki and/or notebook, this method would not necessarily replace those notes, but enhance them with a stack of quest cards right at the table during play for easy reference.

Again, keep it short and simple. The idea is not for you to write all their notes for them, but to give them an easily organized visual reference for specific hooks to which they can add more notes. It should take no more than a minute or two to jot the quest or plot hook down, and your players will have a quick reference for all sorts of happenings in your game world.



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