Archive for the ‘4e D&D’ Category

Kickstarter: Random Dungeon Generator as a Dungeon Map

Wednesday, March 7th, 2012

I’m making a giant poster that will encapsulate the original Dungeon Master’s Guide dungeon-creation rules on a playable dungeon map. I’ll be funding it as a kickstarter.

GO HERE AND PLEDGE!

The above is just a little piece of the poster, which is currently ten square feet of half-inked, insanely detailed dungeon map, filled with hundreds of corridors, rooms, traps, monsters, stairs, treasures, and other dungeon features, as detailed by the DMG’s Appendix A.

Here’s how you can use it: This project is an experiment in information presentation. It’s based on a couple of facts: a) the information in the DMG’s random dungeon charts can be rendered as a flow chart; b) any flow chart can be rendered as a dungeon; c) therefore, the procedure to make dungeons can itself be drawn as a dungeon. There are a couple of ways to use the poster.

a) You could use the poster to generate traditional dungeons: As a DM or as a solo player, you could trace your way through the dungeon, rolling dice at decision points and mapping on graph paper as you go, just as you would using Appendix A from the DMG. You’ll end up with a unique dungeon map.

b) You could skip the mapping and wander through random dungeons: There’s no need to map: if you follow the arrows through the dungeon, you’ll be presented with a succession of passages, doors, and wandering monsters. You can use minis or counters to track your place in the dungeon and your current dungeon level. You’ll meet different challenges every time you play.

c) You could ignore the dungeon-generation rules and use it as a literal dungeon: go through this door and find some stairs; go through this passage and find some treasure. If you do it this way, it will be the same dungeon every time.

d) You could hang it on the wall: OK, I drew it, so I’m not impartial, but I think this poster is pretty nice looking. It’s got a central portrait of the recurring page-border adventuring party from the 1e DMG, and along the edges there are lots of details to stare at.

Sounds good, right? You should

GO HERE AND PLEDGE!

Edition: The poster is pretty edition neutral. It can be used as is for D&D, 1e, and 2e as it is. For 3e, for specific tricks/traps you need to convert the occasional “save vs. magic” to “Will save” or whatever. For 4e, you’ll use “will defense” and probably double all trap damage. I play in OD&D and 4e games, and I plan to use it for both campaigns.

Here’s what it looks like: The poster is not fully inked and cleaned up yet, but I can show you a couple of pieces. Here’s a section called “Stairs”, and here’s the DMG chart upon which it’s based.

Here’s what the kickstarter is setting out to do: First, I’m raising money to print the poster. Second, I also want to reprint my OD&D Wandering Monsters poster, which is now sold out.

I’d like to get the posters delivered to pledgers by April 17, when Wizards reprints their first edition core books. My Dungeon Map generator gives you some dungeoncrawling fun to indulge in while you wait for Wizards to reprint some adventures.

If we raise extra money, I have a bunch of bonus goals in mind.

If we raise $1000 more than my goal, everyone who pledged at least $23 gets a free poster, either this poster or the OD&D wandering monster poster, their choice.

If we raise more than that, I have some other donation plans: I’d like to be able to donate 50 or 100 posters for the Gygax Memorial Fund to sell at Gen Con. I think the posters might be able to raise a couple thousand dollars.

I’m pretty sure I must have sold you by now so

GO HERE AND PLEDGE!

Fixing the elemental planes

Monday, March 5th, 2012
This entry is part 3 of 4 in the series planes

Featureless expanses of earth, air, fire, and water are just not that interesting, even liberally sprinkled with elementals. That’s a core problem with most of the D&D planes of existence – they’re more like allegories than locations. Unless you’re playing Pilgrim’s Progress: The RPG, allegories probably don’t feature heavily in your weekly game.

In my opinion, the best planes are the ones you can wander into unawares: the faerie kingdom, the land of the dead, dreamland: and the inhabitants will seem strange and frightening, and the rules will not be the rules you know, but they will be close enough that you won’t have to wear a space suit.

With that in mind, here’s my attempt to fix the elemental planes: earth, air, water, and fire.

Earth: The plane of earth is no fun because there’s nothing to do except get encased in solid rock. What if, instead, it’s a vast megadungeon, aware and malevolent like the dungeons of OD&D? Like all the best planes, it has its own rules: that everyone but you can see in the dark, and that doors that stick for you open easily for monsters. In fact, many dungeon crawl campaigns might as well be set in the Plane of Earth, except that the players occasionally “go to town” to rest and sell their loot. This fabled “town” might be one of the strange bubbles in the Plane of Earth, little places where people live in the illusion that there is a whole aboveground world around them.

How can you wander into the Plane of Earth accidentally? A lot of dungeons are filled with pits, and some of the pits are bottomless. Bottomless pits drop you into the Plane of Earth. You could keep falling in such a pit for minutes or days: you stop when you successfully grab at a door or ledge along the side of the pit. (Long drops are common in the Plane of Earth, and the rules of the plane are such that an otherwise deadly fall always leaves you with 1 HP). Falling for miles is easy: finding your way back up to the real world will be a Herculean task. Depending on how far you fell, you might have to adventure your way up past dozens or thousands of dungeon levels to find the portal you fell through. How’s that for claustrophobia?

Air: Just as the Plane of Earth is below us, The Plane of Air shouldn’t be an infinite, featureless expanse: it’s in the sky. I assume that we’ve all looked down at the clouds out of the window of an airplane, and imagined striding across them like giants. But even in the world of D&D, clouds aren’t usually solid.

When you travel to the Plane of Air, the natural world becomes insubstantial, and you start to gently ascend as if on an air current. Cloudstuff is the only thing that you can touch. The clouds are constantly changing, their castles and villages appearing and disappearing, and the creatures of the clouds come and go too: you might see a cloud deer emerge from the billowing ground, run from a cloud wolf, and then dissolve, and leave not a rack behind.

Furthermore, when you’re on the clouds, you can interact with the storm giants. In normal life, storm giants cannot physically attack or be attacked by the creatures of the natural world. (They can, however, throw lightning bolts at the creatures of the prime material plane.)

Fire: For this one, I’ll use an idea I mentioned before: of a campaign world where fire was sentient, and had lineage. A fire lit by another fire would share many of its characteristics, as a child does of its parent.

Fires in this world could level up: a level-one fire would be one that was just lit for the first time, and would have no special powers. A level-twenty fire might have an intelligence, wisdom, and charisma of 20, and a bunch of special powers: telepathy, the ability to burn without consuming fuel, and the ability to burn with blue cold.

Rather than an endless plain of flames and lava, the Plane of Fire would be a world that was dark in many places: with no sun or moon, it would only lit by bonfires, the great Eternal Fires that rule kingdoms, and the torches borne by mortal slaves.

Water: I’ve racked my brain and I can’t think of a way to make a Plane of Water that’s significantly cooler than a garden-variety ocean. Sure, it could be infinite, but infinity is overrated. Just making something big doesn’t necessarily make it more interesting. So do you have any ideas?

feyswords

Friday, March 2nd, 2012

Through the press he saw feyswords glittering, glimpsed auburn hair and sparks of pale viridian. Then he was pushed back, until the gate receded from view and thought.
Greg Keyes – The Briar King

As we know from this infographic, planes have levels. For instance, the feywild is approximately level 7 through 20.

Since the PCs and monsters from the feywild have an average level of 13, common feywild weapons can be given an appropriate bonus for a level 13 character or monster. Just as +1 swords are the generic magic weapon of the natural world, +2 feyswords (plus or minus one) are the standard among the feywild eladrin.

Feysword: A +2 mithral blade that glitters in the faintest light. When the eladrin armies march to battle, they do so bearing feyswords.
Advantages: 1) A feysword can be treated as a longsword or rapier, whichever is more advantageous. 2) As a free action, a feysword’s user can cause it to glow like a torch. 3) Feyswords do +5 damage to creatures with the Shadow keyword.
Drawbacks: 1) When a feysword is drawn, it confers a -2 penalty to Stealth checks involving hiding in the shadows. 2) If a feysword is exposed to the sunlight of the natural world for three consecutive days, it becomes Sunrusted.

Sunrusted Feysword: A feysword that spends much time in the natural world is likely to develop a patina of gold flecks along its silver blade: sunrust. It acts like a +1 sword, but has all of the other advantages and drawbacks of a feysword.

Lordly Feysword: Its pommel studded with jewels and its blade an interlocked pattern of mithral ivy leaves, this feysword has an enhancement bonus of +3 (or higher) and is frequently used by fey lords.
Advantages: 1) It is immune to sunrust. 2) It does +10 damage to creatures with the Shadow keyword.

Other planes can have their own common weapons: the typical weapon of the astral plane is a +3 angelsteel greatsword.

imagine if the guys in Night of the Living Dead had this

Friday, February 24th, 2012


As her brother was decanting the embers of the previous night’s fire from the birch bark container he carried and sustained them in, Ess’yr would find a flat stone. She set it at the new fire’s side and placed a few scraps of food on it. In an almost inaudible voice, she murmured a few words. After she was done, Varryn would bow his head over the food and whisper the same incantation. In the morning they left the food behind them as they made their way onwards. Orisian hesitated to ask Ess’yr what the act signified. His curiosity must have been poorly concealed, for on the third evening Ess’yr sat beside him at the fire. ‘The food is for restless dead. Those who walk… If one of the restless comes in the night, they will take the food. Leave us.’
Brian Ruckley – Godless World: Winterbirth

Sounds like a new ritual! I’d have it create a zone: unintelligent or low-intelligence undead cannot enter the zone.
Religion check:
1-9: Zone lasts one round
10-19: Zone lasts 5 minutes
20-29: Zone lasts one day
30-39: Zone lasts a year and a day
40+: Zone is permanent

In a game world where undead are common in the wild, this is the type of ritual that would be well-known among the common people, even among non-spell-casters. In the same way, in a witch-heavy world, common people might know the ritual to ward off the evil eye.

I think you should be able to cast a ritual once per day for free, but money can be spent to improve the ritual’s skill check. Thus, a reasonably skilled cleric can protect a camp overnight, or can spend gold and holy relics to permanently protect a shrine.

dimensional shackles, leveled

Wednesday, February 22nd, 2012
This entry is part 10 of 13 in the series wondrous items, leveled

Dimensional Shackles of Oppression: Once a day, the holder of the key of the Shackles of Possession may give the shackles a simple order (such as “attack anyone who enters this room” or “follow and protect me”). The shackles will force their prisoner to follow the order. While actively following orders, the subject is Dominated and is not immobilized or restrained. Whenever action is not necessary to follow the order, the subject is not Dominated and is again immobilized and restrained.

My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict.

While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

A second order in the same day will have no effect.

If the subject is bloodied or forced to do something against his nature, he gets a saving throw. If he is successful, he cannot be Dominated for the rest of the day.

Devils often use Shackles of Oppression to force their captives to defend their lairs. Many devils are protected by shackled and despairing unicorns, heroes, and even good angels.

Dimensional Shackles Forged in Life: If someone is wearing these shackles while they die, their ghost cannot leave the world until someone removes the shackles from the body. The ghost cannot stray far from its body, and, with the right ritual, may be questioned. It’s easier to resurrect someone whose spirit is trapped by the Shackles Forged in Life.

Dimensional Shackle Jewelry: The shackle looks like normal ring or necklace: its wearer is unaware of it and cannot remove it (though others can). When the captor puts it on, they can give the victim a one-sentence restriction: for instance “don’t tell anyone about the murder”, “don’t pick up any weapons”, “don’t wear that ugly hat”. The victim will follow the restriction. Victims with a Wisdom less than 13 will not be aware of the restriction: those with a high wisdom will be aware that something is modifying their behavior, but they will not know what it is.

Grading the planes: the Great Wheel

Monday, February 20th, 2012
This entry is part 1 of 4 in the series planes

My rubric for judging the D&D planes of existence is “If you wandered into it by accident, could you have a good adventure there?” Since the 5e developers say they’re planning to return to the Great Wheel cosmology, let’s see how rich each Great Wheel plane is for adventuring possibilities.

As a 3e player, I never adventured in the planes, so I’ll supplement my memory with the descriptions in the 3.5 Dungeon Master’s Guide.

Ethereal Plane: A “collection of swirling mists and colorful fogs” through which you can see the Material Plane as through a window on the girl’s locker room. It’s primarily used to skip over walls in the dungeon, until the DM rules that every dungeon is in a no-ethereal-travel zone.

The Ethereal Plane is “mostly empty of structures and impediments.” The example location is “Misty Cemetery” and is identical to any misty cemetery. Boy, I can’t figure out why the 4e designers got rid of this. Grade: D

Plane of Shadow: “Landmarks from the Material Plane are recognizable in the Plane of Shadow, but they are twisted, warped things.” Like a Tim Burton movie! There are a lot of possibilities for horror adventures: it can contain the weird and unexplained, and terrifying versions of familiar places and people. here The 4e designers call this plane the Shadowfell, but it’s otherwise identical. Grade: A

The Astral Plane: Unlike the 4e Astral Sea, which is vivid with imagery of silver seas and floating islands, the Astral Plane is “a great, endless sphere of clear silvery sky”. So, a lot like the Plane of Air. Great. Can’t have too many featureless planes.

I guess you can have fun on a featureless plane, but if you do, it’s fun you brought with you.

The DMG’s example site for the Astral Plane is called, I kid you not, “Silver Sky”. So that’s what this plane has going on.

The only thing that saves the Astral Plane from an F is its interesting history featuring the Kabbalah and Madame Blatavsky. Grade: F+

Plane of Air: “The Plane of Air is an empty plane, consisting of sky above and sky below.” I guess you go here if you want to have a lot of encounters with birds. Grade: D

Plane of Earth: “An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his life crushed into nothingness.” Lots of adventures to be had here! All of the sample encounters are with earth elementals and xorn.

You know, this and the Plane of Air are really pointing up the fact that elements on their own are boring. They’re like eating only one color of m&m, but worse, because when you eat m&m,s you are rarely entombed within their vast solidity and crushed into nothingness. Grade: F

Plane of Fire: This is the elemental plane with the best visuals. However, I can’t see how you can adventure here. Even if you have fire resistance, there’s nothing to do but kill efreet, fire elementals, and salamanders.

The sample location is the City of Brass, which has definite possibilities. The Grand Sultan of All the Efreet rules from the Charcoal Throne! “It is said that within the great palace are wonders beyond belief and treasure beyond counting. But here also is found death for any uninvited guest who seeks to wrest even a single coin or bauble from the treasure rooms of the grand sultan.” Thus warned, shall ye enter? Grade: C

Plane of Water: The Plane of Water is at least traversible, unlike Earth and Fire, but I don’t see what benefit you get out of using it instead of the ocean. The ocean is already vast and deep and unknown, and a lot closer, and most players are still not interested in exploring it.

For maximum fun, I’d have a Plane of Water adventure include a mer-people kingdom beset by a navy of killer intelligent sharks, throw in a Cthulhu or two, and visit the ruined palace of a dead sea god wherein the players might be enslaved by emerald-eyed sirens. Then I’d take that adventure and put it back in the Material Plane ocean. Grade: D+

Quasi elemental planes: These come together at the borders of the elemental planes: like the border between the planes of Water and Earth is the Quasi-Elemental Plane of Mud. Gary Gygax came up with these for an early Dragon Magazine article, and I suspect he put about as much thought into it as I usually put into blog posts. No one has ever adventured in any of them. Grade: F

Negative Energy Plane: You die if you spend too long on the Negative Plane. There are no random encounters because it is “virtually devoid of life”. It seems to exist merely to provide an energy source for negative-energy spells. Grade: F

Positive Energy Plane: This plane “is akin to the Elemental Plane of Air with its wide-open nature.” Ooh, another featureless plane! But this one is different because you die if you spend time there. Like the Negative Energy Plane, it is “virtually devoid of creatures” and only exists to power spells.

The example location is the “Burst Cluster”, where there are occasional explosions. I guess that conveys a sense of place, as in “a place I want to leave.” Grade: F

The Outer Planes: From the Heroic Domains of Ysgard to the Windswept Depths of Pandemonium, the Outer Planes are the realms of the gods and demons, the homes of each alignment. There are 17 of them and they are too boring to tackle individually.

The good-aligned outer planes are generally pastoral and contain nice happy people who have no possible use for adventurers. Grade: D

The neutral-aligned planes are generally boring. The best of them is Limbo, which is mostly a featureless plane but has some areas that are irregular mixes of earth, water, fire, and air. In other words, the best part of Limbo is a lot like the 4e Elemental Chaos, which is among my least favorite 4e planes. My favorite thing about Limbo, though, is that it is an area of “wild magic” where you must make a saving throw or roll on a table for a random hilarious effect. If you must adventure here, this will spice it up. Grade: C

The evil-aligned planes are chock full of demons and devils. You have to have room for this in your cosmology, but the most interesting thing about them, to me, is that they inspired the epic picture “A Paladin In Hell”. Clearly, this paladin just went to hell so that he could kill an endless stream of devils until he was overwhelmed. That’s pretty badass, but that’s the only sort of adventure the evil planes suggest to me: a suicide mission, the object of which is to pile up demon corpses. That and trying to snipe Asmodeus for the XP. Grade: C

Sigil: The ultimate urban adventure location, Sigil connects to all the other planes, but why would you want to go to any of them? They’re all worse than Sigil. Sigil has interesting politics, people to fight, and badass goth NPCs like the Lady of Pain. With its distinct neighborhoods, its commerce, and its superiority to all other travel destinations, it’s a lot like a New Yorker’s idea of New York. Grade: A

Overall Grade of the Great Wheel Planes: D-

Obviously I don’t understand the fun that can be had with the Great Wheel. Someone tell me anecdotes about the great times they had doing planar adventures – besides Sigil, which I agree is awesome.

grading the planes: 4e cosmology

Monday, February 13th, 2012
This entry is part 2 of 4 in the series planes

Planes of existence are just as good as the adventure opportunities they offer. I’ve always found planar travel pretty boring, but some of the new 4e planes have something to offer. Since the 5e devs are talking about returning to the Great Wheel cosmology, this would be a good time to take a look at the Feywild, Shadowfell, Elemental Chaos, Astral Sea, and Outer Realms.

Feywild: When you travel in the world of faerie, you should meet truly odd NPCs and encounter fairy-tale magical thinking where everything comes in threes. And you can use this awesome world map! The only problem is that it seems like it requires a superhuman DM to maintain the level of wonder that the Feywild promises. Grade: B+

shadowfell: If you have an idea for a spooky horror one-shot, might as well put it in a realm in the Shadowfell. That way the PCs can’t just leave if they get too spooked, and you can introduce implausible elements like the Land of Eternal Night and the Country of Graveyards that just don’t fit on your world map. I think the Shadowfell’s main city of Gloomwrought is insufficiently spooky, but that can be ignored. Grade: A

Elemental Chaos: 4e mixed all the planes together, so in the Elemental Chaos you might adventure on a burning iceberg or climb a lightning volcano. It’s 4x as exciting as the elemental planes of older editions, and it’s STILL too boring to use. It inspires in me ideas for interesting tactical encounters but no adventure hooks to go with them. The bottom of the plane is crawling with demons, so I guess that’s something. Grade: C

Astral Sea: The realms of the gods are islands floating on a silver sea. In theory, this is a really exciting setting. In fact, I doubt my ability to convey the wonder and awe of the lands of the gods. The gods and their realms are things you should be able to glimpse, and carry that sacred memory to your grave, but in 4e you can move to Hestavar, the Bright City, and become a greengrocer. If describing the realms of the gods sounds too ambitious for you, you can always have nautical adventures fighting Githyanki pirates on the astral seas. This would be better if I didn’t find Githyanki so boring. Grade: C

Outer Realms: People don’t go to the outer realms: they’re from there. They’re fun as a source of weird otherness and horrific threats. They’re a bit of an exception to my rule: even though there aren’t a lot of obvious great adventuring possibilities on the plane itself, it’s still nice to have it around: the threats from the plane can spark adventures. That’s kind of a cop out, so I’ll give the Outer Realms a B-.

Overall Grade of 4e Planes: B

Bonus rating: The natural world. It boasts a huge variety of settings, from tundra to desert to urban pubcrawl to dungeon; there are lots of NPCs; and you can throw in silver seas and lightning volcanoes if you want. Grade: A+.

And that’s always been my problem with the planes of existence. A world of magic is such a compelling fantasy that it never seems attractive to visit another, less varied world of magic.

Next time: I’ll grade the planes of the Great Wheel cosmology of earlier editions!

intelligent residuum

Friday, February 10th, 2012

The other planets under Sol’s domination had been visited, or at least probed, and to some extent were being colonized and exploited–but on the whole they had proved disappointing. No life to speak of. No intelligent residuum.
-Emil Petaja: The Nets of Space (1969)

To take this phrase out of context, here’s an idea for 4e: INTELLIGENT RESIDUUM. When you melt down an intelligent weapon, you get this stuff. If it’s used to make a new magic item, that item gets the former weapon’s personality.

In powder form, the residuum still possesses intelligence. It can travel on its own, like a vampire in vapor form, and try to possess people for short periods (either to communicate telepathically or to dominate the possessed creature: it’s a Will attack to possess a creature, and a save ends the possession.) The vapor is immune to melee and ranged attacks, but bursts and blasts automatically kill it.

The residuum can, over time, exert enough force to pop the cork on an ordinary residuum vial, but any stronger form of containment will trap it.

What does intelligent residuum want? Well, it depends greatly on personality, but probably to be used in the creation of a powerful item.

fools rush in (and lose a leg to a bear trap)

Monday, February 6th, 2012

For me, dungeon traps are an unsolved problem in 4e. I’d like something between a full-fledged 4e skill-challenge trap and the old-school spanking for not tapping every flagstone with a ten-foot pole. I’ve made attempts to solve the problem, but I haven’t been happy with any of them. (My favorite so far is the Mazes and Monsters rule: the Maze Controller cannot spring a trap unless he has announced that it “could be a trap”.)

The above panels from “Red Nails” in the 1970’s Savage Sword of Conan comic gave me an idea. Conan would TOTALLY have spotted that bear trap if he hadn’t been raging – and running.

How about this rule: Under normal circumstances, all PCs spot all adjacent traps – no Perception check required.

PCs only fail to notice traps when they’re running or charging (and maybe also a handful of other distracting conditions: dazed, stunned, or blinded).

With this rule, traps are most dangerous in combat, and in very specific circumstances like chases: in other words, they add danger to already dangerous scenes, instead of slowing down routine situations. It’s the DM’s job, as the roleplayer of the ancient dungeon architect and the kobold snaremaster, to put traps in places where PCs will be tempted to rush heedlessly.

rolling for hit points in 4e

Wednesday, February 1st, 2012

As you can tell, one of the things I miss in 4e is rolling your attributes. However, I have never missed rolling for hit points.

Rolling your attributes helps throw some randomness into your character concept, and randomness is usually an aid to creativity.

Rolling for hit points doesn’t spark creativity. It has the potential to sabotage a character you like, and it’s such an important roll that, for me at least, it encourages cheating as little else in D&D does. It just doesn’t seem fair that my cool paladin leveled up and rolled 1 hit point.

Here’s a suggestion for those who would like to roll HP in 4e:

1) Start with your normal 4e HP – or a little less.

2) Roll a HP die at the beginning of every level. This is a special pool of bonus Wound Points. If you have any Wound Points left from last level, they’re gone – they don’t stack.

Wound Points can be used instead of HP at any time: typically on an attack where you would go below 0 HP. (But you always have a choice to save your Wound Points, if you don’t mind falling unconscious.)

Wound points cannot be healed in any way. You only get them when you level.

This rule lets you “roll hit points” every level. It also solves a common 4e objection that an extended rest cures all injuries. There are some wounds that only time can cure.

You can also use it to model semi-permanent injuries. If you are ever at 0 Wound Points, you can be considered to have some nagging injury. I’d play this entirely as a flavor thing, but other DMs could hang some random penalty on it if they wanted.