Archive for May, 2012

During our playtesting of D&D Next, we saw the v1 and v1.5 playtest documents. V1 was what was used at D&DXP and the UKT3 playtest, while version 1.5 gave us a sneak peak at their ideas for themes and feats at higher levels. Even those early versions were pretty damned good, and it’s nice to see how they revised the character pillars of race, class and theme into race (and sub race), class (with domain and rogue scheme), background and theme.

One aspect of character creation that I hope they’ve kept was an idea of equipment bundles, prepackaged items for each class to best suit their abilities, within the money budget you had. I liked the concept so much, I decided to create a few bundles of my own:

Battlerager – A bundle for a dwarven barbarian – axes, and lightweight armour to reduce the speed penalty, plus beer to celebrate/get in the mood.

Battleaxe, 2 x Handaxe, Hide Armour, Adventurers Pack, Barrel of Ale, Tankard

Tomb Raider – designed more for thieves, it focuses on equipment for getting around underground.

Shortsword, Leather Armour, Explorers Clothes, Adventurers Pack, Climbers Kit, Thieves Tools, Caltrops, Mirror, Magnifying Glass, Spade, Crowbar

Huntsman – a kit for archer fighters to give a wilderness ranger feel until we see the ranger.

Shortbow, Arrows (30), Handaxe, Hide armour, Cold Weather Clothes, Adventurers Pack, Climbers Kit, Fishing hook/net, Sewing kit, Tent, Signal whistle, Blanket

Bladedancer – a kit for flamboyant fighters.

Bastard Sword, Dagger, Studded Leather, Entertainers Clothes, Backpack, Ink+Pen (for signing autographs), Whetstone, Mirror, Soap, Sewing Kit

Sellsword – the equipment for a mercenary for hire, who roams the country, taking contracts to capture or kill.

Longsword, Dagger, Scalemail, Light Shield, Adventurers Pack, Travellers Clothes, Tent, Manacles

Pikeman – an equipment bundle for the common militia foot soldier who has who wants to keep their foes at a distance.

Halberd, Shortsword, Scalemail, Adventurers Pack, Blanket, Tent, Mug

City Guard – an equipment bundle for militia that have served within the trusted guard of a minor noble.

Longsword, Heavy Mace, Dagger, Scalemail, Courtiers Clothes, Torches (10), Tinderbox, Whetstone, Cloak, Tabard

On Tweetups & D&D Next

Posted: May 24, 2012 in D&D Next

I’ve been sat on this blog post since Sunday 5th Feb due the the NDA and blogging embargo that WotC asked playtesters to respect…

So, this weekend saw the 3rd UK D&D Tweetup, an event I organise via the social networking tool, which gives the various UK tweeters of the D&D community to meetup in real life, play the game and socialise.

The first event, in October 2010, was incredibly impromptu, and gave me a chance to play with Essentials characters, changing my opinion on them. The second tweetup, in March 2011, was planned further in advance, and we were able to contact various RPG companies around the world to gather an incredible amount of items for goodie bags and raffle prizes. In addition to this, WotC went out of their way to support us, with an incredible foreword about gaming with friends from Mike Mearls, a preview of rare magic items, and the Kalarel’s Revenge adventure (which I always say is the best 4e adventure ever).

This year, we had less support from companies, though a surprising amount given the financial climate. I’m always stunned at the support we do get. There were plenty of new faces at this years event, and our raffle raised a nice chunk of money.

The stand out thing for me though, was the chance to run the playtest adventure, Caves of Chaos, from D&D Next. Due to the timing of D&D XP and printer issues, I got about 1 nights prep done, reading the rules, the adventure and creating a story hook.

Yes, story hook… As with the original B2 (which was well before my time), the playtest adventure is a sandbox, with a totally DM driven story of why they were there. With such little time with the rules and adventure, and probably 5 years since i’d last done mini less, map less roleplaying with a new system, I went for something simple: a harvest festival, a wrestling match with the militia champion, being hired into the militia, and being sent into the caves to clear them out. (note: story hooks were added to the adventure in the revised 1.5 playtest version)

My framework was so simple that I didn’t bother to write it down, and decided to totally wing it on the day. I hand picked an excellent group from those present on the day, people I knew personally, people i’d gamed with before, people i’d heard in actual play podcasts, and younger and older members of the community. I was determined that the feedback I would give WotC would be the best…

It turns out that the people I picked gelled instantly, and the combination of classes, races and character themes gave them all the hooks needed to craft and bring a character to life. Rich Green (@richgreen01) took the german sounding name of his character to heart and made the character shine, Steph (@stephoodle) took out the rogue and used the amazing new skill system to her advantage, putting roleplaying into her pickpocketing. Her husband, Michael Fox of Little Metal Dog Show fame, brought a downright filthy perverted edge to the table… but it worked, it gave a fun quirk to the game and the other players roleplayed off it. His flamboyant actions in one combat… an act of selfless sacrifice, was stunning to behold.

So what of the new system? Well, I’d planned my story hook so that they could try out the new skill system, and the tweaked combat system before embarking into the caves. Turns out, the hook became more important than adventuring into the caves, and the players turned the festival into a major aspect of the playtest, with the character themes coming out in the roleplaying. We had demands of access to superiors, we had blacksmithing, we had pickpocketing, we had detecting magic, we had spells, we had fights, we had healing… And we probably rolled 10 dice during 2 hours of roleplay… When they say the ability score and DC system has changed, I can confirm it is for the better.

When they finally got into combat, it was swift and brutal… Monsters die quickly, allowing everybody to put their own cinematic flair to the combat. The rogue dealt so much damage to a goblin that she choose to neatly fillet the flesh from his bones. In other places, we had maces crushing skills, clubs made from tree branches slamming people into the air and magic missiles blasting through eye balls.

When we’d fnished the playtest, running out of time rather than clearing them out, we went to the pub to socialise. Even amongst those who hadn’t played in the playtest, there was an excited buzz, the smiling faces and attitude of my players rubbing off on the rest.

I’d tweeted previously that as long as D&D Next could create a fun atmosphere at the UK Tweetups I’d buy it, and given the fact that even an early playtest has that effect on the UK community, I can’t wait to see the final version.

So, at the moment based on the playtest, D&D Next is getting a big thumbs up from me! Well done Mr Meals, Mr Bilsland and Mr Cook!

The D&D Playtest Is Live

Posted: May 24, 2012 in D&D Next

The title says it all really, the first public playtest of the D&D Next core rules, races and classes is live. If you previously signed up to be notified of the playtest’s release, you’ll be emailed sometime today with a link to fill in a playtesting agreement , and from there, you will be emailed a download link (not currently working) for the actual materials.

As part of the playtesting agreement, it releases those of us who took part in the previous playtest from some aspects of our NDA and lets us take about our playtesting experience.

While many in the Friends and Family playtest kept their identity a secret, the fact that Mike Mearls thanked the UK D&D Tweetup in the announcement of the playtest release kind of blew any cover I had with regards playtesting. I am very thankful that Mike went out of his way to offer the materials to the UK community, and I hope that the feedback we sent was beneficial.

I ran between 15 and 20 games of D&D Next, in a variety of environments, some were face to face, some were online, some used minis, some used theatre of the mind, some used pre-gens, some used created characters. On the whole it was a really positive experience, and well received by those I was playtesting with. While there were concerns over some rules, that I hope have been addressed in the public playtest, everyone seemed to enjoy the steps WotC had made to both embrace the past of D&D and update the game to a new and robust edition.

I’m looking forward to getting my hands on the playtest and seeing how much of our feedback was taken on board.

The Rise of the Underdark puzzle hunt has gone live on the Drow Hub, check it out here: http://www.wizards.com/dnd/drow.aspx#dnd/drow/main/6

Ages ago, Lolth’s children descended into the depths of the earth. There, the dark elves have become mighty… and now they are ready! As the drow move against Faerun, help stand against them by uncovering their war plans and anticipating their dark plots.

Each week, three clues will be provided in various places—such as on the D&D website, through the D&D Facebook page, and on the D&D Twitter channel. Enter the answers to those clues, and if correct you’ll unlock knowledge about the drow (as well as special preview content).

If you’re not able to solve the clues (or don’t catch them in time), it will still be possible for you to solve the puzzles—with some help from your friends who solved it before you!

Shout of Triumph: Announce your success in solving each week’s puzzle across Facebook/Twitter!

Second Wind: Miss out on the clues? In the week following a given puzzle, you’ll be able to ask for help in finding lost clues.

Aid Another: Need more help? Friends that have solved a given puzzle can offer additional assistance two weeks later.

Cookies: If you have cookies disabled, or if you delete cookies from your machine, you will not be able to track your progress.

You reach Shadowdale at dusk. A looming hill of pure white stone stands above the town, weeds growing out of the many cracks across its surface. Everybody knows the name of this site – Old Skull. The drow that built Shadowdale in ancient times came out from passages underneath the hill, or so the legends say.

The few buildings of Shadowdale are surrounded by sprawling farms. You make your way to the crossroads at the center of town. There you find the inn whose sign shows the round white hill. You walk onto the wooden porch at the front of the three-story building. Warm liaht and the scent of a delicious dinner come from inside, welcoming you to the Old Skull Inn.

And so began the introduction to the new seasons of Encounters, Web of the Spider Queen. During this season, you’ll meet and interact, and be supported by plenty of NPC’s, including some of legend… You’ll be tasked with infiltration and retreival, you’ll experience the dangers of the Underdark, fight one of my favourite mini (web golem!), and generally kick drow arse throughout the season, culminating in a pretty intense final battle in the Tower of Ashaba.

So how did you fair last night in the battle with the drow in the Old Skull Inn?

Mik’s group played 2 sessions of this, the photos are here: http://www.meetup.com/EMRPGG/photos/8482072/ and http://www.meetup.com/EMRPGG/photos/8482342/

The guys over at DungeonsMaster.com have once again ripped apart their package from WotC and spilt the beans on what to expect (http://dungeonsmaster.com/2012/05/its-here-lair-assault-spiderkiller/), in a very unspoilerish way. If you’re aiming on coming to the Spider Killer attmept at Mondo Comico on the 9th of June, this might be useful to read…

I made a comment in my review of Into The Unknown that I felt WotC should have released the 7 NPC’s from the book via D&DI and allowed their use in the Encounters season. Taking the suggestions of race and class from each NPC’s section, and have built level 1 characters for them. I’ve tried to build more skill based characters where possible, but these contain elements from older, non Essentials books and thus would not be valid for use in the Web of the Spider Queen Encounters season.

Meliera – Eladrin Paladin

Karl Deepwalker – Human Ranger

Mord – Half-Orc Warpriest

Thorry the Unlucky – Svirfneblin Thief 

Ella – Halfling Warlock

Khiira – Drow Bard

Korag the Clanless – Dwarf Warlord

Whats Next?

Posted: May 21, 2012 in Uncategorized

So whats next in the claendar of UK events for Rise of the Underdark?

If you’re in Leicester, Nottingham, or St Albans, you’ve got a chance to redeem the reward card from The Sun Never Rises to receive your ruby medallion of lathander and hope that it helpes you survive the Web of The Spider Queen encounters season that starts this wednesday.

And then, on the 9th of June, gamers from around the country will once again descend upon Mondo Comico to attempt to survive and beat the new Lair Assault season, Spider Killer…

Drawing on previous adventures such as Journey the River Sargauth,Undermountain: The Lost Level, and Expedition to Undermountain, our foolish brave adventurers will descend into the depths of Undermountain, the ancient playground of the mad wizard Halaster Blackcloak…

Signup for this event here: http://www.meetup.com/EMRPGG/events/63232992/

Photos from First Assault

Posted: May 20, 2012 in Pictures

This weekend saw @banjotheclown run his own Rise of the Underdark launch event, First Assault, in the Chaos City Comics store in St Albans. The intro adventure to the storyline, The Sun Never Rises was run by acclaimed DM @symatt (wearing his official Gencon DM’s Shirt), while other tables ran homebrew adventures we hope to host here in a few days.

Because @banjotheclown managed to make it to the Drowathon, we were able to give him one set of the 3d terrain to take back to use at the event, and Efka’s wife Elaine managed to snap some awesome photos: http://s152.photobucket.com/albums/s191/elxxxy/CCCMiniConvention/

Disclaimer: Wizards of the Coast asked me to review the Into the Unknown book and provided a review copy. Because I already bought my own copy, the review copy has been donated to a member of the UK community who is currently unemployed.

Into The Unknown: Dungeoneers Survival Handbook

Into The Unknown is not the first book in 4e’s history to look at Dungeon Survival. The previous one was written by Bill Slavicsek and Chris Perkins (http://www.amazon.co.uk/Dungeon-Survival-Guide-Dungeons-Dragons/dp/0786947306/ref=cm_cr_pr_product_top) in the run up to 4e’s launch, and featured no rules materials. Much of that books contents can be found within the new book, expanded and improved.

Into The Unknown contains a mixture of player material and DM’s material, with plenty of rules material backed up by oodles of well written and imaginative background material. This background material surfaces in the character themes section, presenting us with 7 personalities, one for each of the new themes presented in the book, and expanding on their backstory, history, thoughts, and experiences throughout the book. I was dubious about this when it was first announced, but it works really well, and as they suggest in the book, gives you ideas to base your own roleplaying on.

The seven new themes follow the structure of those from Neverwinter and Dragon #399 contain the bulk of the new player material.

* Bloodsworn are adventures who seek to destroy one creature or one species at the expense of all others. Their starting feature is a once per encounter re-roll when you are bloodied. Unlike most themes that give a skill bonus at level 5, bloodsworn strengthens your attacks when you second wind, and instead gives the bonuses at level 10. The background material covers Meliera, an eladrin who once tried to help oppressed drow, but after one murdered her husband, she has vowed to seek out the drow involved and wipe them out.

* Deep Delvers are experts at exploring the Underdark. Gaining bonuses to dungeoneering skills and the ability to re-roll their dungeoneering checks, it’s a great theme for more skill based campaigns rather than combat focused ones. The background for Karl Deepwalker is that him and his caravan guide company were betrayed from within, with Karl only surviving by fleeing deeper into the caverns of the underdark.

* Escaped Thrall’s are the altered, warped individuals captured by aboleths or illithids. A perfect theme for players wanting a psionic theme that isn’t Dark Sun based, you gain an extra power point, and a powerful interrupt against charm and psychic attacks. Its background is of Mord, captured as a child by aboleths, and still under their influence. It’s my favourite theme out of the seven, having probably the most flavour out of all the themes we’ve seen so far.

* The Trapsmith theme does what it says on the tin. It’s a theme thats a long time coming, but I feel its massively flawed. Unlike other themes that use your highest statistic, the Trapsmith is solely based on Intelligence, making it a great theme for mages and artificers, but not many other classes. In addition, at the themes heart it is a single encounter power with minimal damage, even the optional utility powers are weak, being dailies. Its background, of Thorry the Unlucky, a svirfneblin with a knack for dealing with traps is poor… if he is so good, how come he’s managed to lose two fingers to traps?

* Treasure Hunter’s are viewed as selfish money grabbing fools, thrill seekers, mercenaries… Again, its features are better suited to a skill based game. It’s got some of the best optional utility powers in the book and of the themes that have been released. It’s also got a brilliant background for Ella, showing exactly how a warlock pact can be used to form a character.

* I suspect Underdark Envoy will be a popular theme in the upcoming Encounters season, as it gives a reason for surface dwellers to deal with the Underdark and vice versa. Its also got a great Combat Advantage granting starting power. Khiira’s background is not quite what I was expecting, but works well, with her betraying her drow roots to form a relationship with a duergar, and now lives on the run.

* The Underdark Outcast covers a wide range of characters, exiled beings, people lost in the underdark who have survived on their own etc. It’s starting power reflects this, giving characters who move away from the rest of the group a bonus, while its later features cement the characters ability to survive. Korag the Clanless is another good background, a dwarf who disgraced his clan, and was shaved, branded and exiled. He’s got plenty of roleplaying potential.

Next up in player material are the races. Much like Heroes of Shadow, we get some rehashed races and some new ones. The goblin and kobold races have been updated, gaining the essentials idea of a primary and option of secondary stat bonuses, while the kobolds overpowered racial ability has been replaced with a slightly more balanced version. We get a great choice of racial utilities and more importantly, and a massive improvement over the Heroes of Shadow, we get a nice selection of racial feats for these.

The one new race we get is the Svirfneblin, a race of deep gnomes. I know the name is a part of classic D&D lore, but come on, can you honestly tell me that everyone round a gaming table is going to be able to pronounce that without it sounding stupid? The svirfneblin are not inherently evil, have a strange speech pattern, and their racial powers are generally earth based. It’s not a particularly exciting race, but conversely it should suit a lot of the essentials classes allowed for the Encounters season.

The last of the players material are the dungeon themed powers, which see’s the return of psionic powers and skill powers from PHB3. While the other Heroes of books have given new powers to fairly specific classes, Into the Unknown turns it on it’s head, offering a random selection of power types to a random collection of classes at a random selection of levels.
It works however, because the powers are collected into categories with added background material to explain their grouping and uses the new layout style with additional flavour text per power. The categories are Fear of the Dark, Secrets of the Deep Guides, Shadow of the Ziggurat, Seekers of the Lost Lore, Thieves Guide of Maelbrathyr, From the Vault of the Drow and Battle Tactics of Cor Talcor. I tend to play at much lower level than most of these powers are given at, so this section is of limited use to me.

While much of the rest of the book is aimed at DM’s, its also got plenty of player related material. From sidebars about why not to use herd animals to check for traps, to advice on what rituals should be used, to looking at different dungeon types. I really like the dungeon types section, I’d never considered that a floating castle dungeon would require similar exploration tactics as an ice palace or a mine.

Dungeon Dwellers is where the player backgrounds from the themes section really begin to shape this book. Each monster is introduced with a quote from one of the seven, and then an explanation of the creatures place in the underdark’s food chain. I felt this section could have been better, a second quote and a brief passage on tactics for dealing with the creature in question would have been nice to see.

Infamous Dungeons is where the majority of the earlier Dungeon Survival Guide resurfaces, with the classic dungeons of D&D lore highlighted, and a background or feat related to characters linked to that dungeon is given. I’d have liked to see Castle Ravenloft’s mention here give the castle a definitive place in Nerath or the Shadowfell, but with D&D Next on the horizon, that was never going to happen…

Dungeoneers Tools highlights a flaw in 4e, that mundane equipment has a minimal impact on the combat side of the game. The tools here, like those in other books, give plenty of flavour and skill bonuses, but how many characters entering the Underdark will really worry about carrying a hacksaw when their 22 strength slayer can smash through anything… The Alchemical items are a nice touch, but suffer the usual problem of these items, their attack bonuses are often 3 or 4 less than your normal attacks.

Masters of the Dungeon is the last chapter, an immense 50+ page section designed for DM’s, covering lots of different aspects of creating an adventure, and it’s advice is solid, whether you’re designing one for the Underdark or a standard adventure. Its such good advice that I’d say this section is essential for any 4e DM, as it show you how you can improve your game with better adventure hooks, skill challenges, and environments suited to the monsters you’ve chosen. The sidebars give an example of how handouts can improve a dungeons backstory, and it show how to link themes into the adventure, which is something that has been lacking given themes are a relatively new addition to the game.

This chapter, also covers special rewards, and its nice to see Power Word Kill and Wish, almost legendary aspects of the game when I started in 1990, see their 4e return, and I admire the way they’ve been incorporated into the game. Dungeon Companions gives us 4 monstrous companions, including the iconic Meepo from 3rd edition. I’ll admit that I wasn’t expecting this section, and while its brief (3 pages) its pretty good.

The books ends with 2 appendices. The first, Build Your Own Dungeon, reminds me of the DM’ing advice I first saw in the D&D Rules Cyclopedia regarding drawing it out and detailing it. The second appendix gives us random tables… For some, these might seem out of place, but I love this nod to the past, and I’m hoping that the trend of including some random elements continues into D&D Next.

Whats missing…
With the Heroes of Shadow, I felt the lack of racial feats was a mistake. With Heroes of Feywild, it was the lack of lycanthrope or fey related clerical domains, with Heroes of the Elemental Chaos, i’d have liked to see the genasi reprinted with added racial options… So what’s missing in Into the Unknown?

The Drow… While mentioned lots of time, their is a distinct lack of Drow related goodness. This book would have been a perfect time to print the racial utilities that were featured in Dragon, and add in some new feats or make ones like the Xendrik Weapon Training from Eberron a core feat.

Paragon Paths… Presumably, the new powers are meant to replace these and Epic Destinies, and maybe there’s an assumption that Underdark adventures are only used in the Heroic tier?

Tactics… Monsters are mentioned but no real advice from the seven npc’s on how to deal with these threats is given.

New Monsters… As a DM, I always love new critters to throw at players, and it would have been nice to see some new Grimlock options for example.

NPC’s… Our seven NPC’s are given backgrounds and quotes, but we never actually see their abilities. I’d have tied this into D&DI, with the NPC’s available on the website for use in the Encounters season.

In summary, if you’re a 4e player, this book once again gives you plenty of new material that can be used in the current Encounters season, which is a great benefit. Outside of this season, its usage is much more home campaign focused and may take months of play before its benefits become obvious. For DM’s I’d put this book up there with Neverwinter as being an essential purchase for its advice on how to build better adventures.