dnd
Kenku Hideout: Part 1
Kenku HideoutA few weeks ago, I ran Treed! for my players. The results of their endeavor were a number of dead enemies and a captured Kenku. They wanted to interrogate the Kenku in hopes of finding more information about the kidnapped Darkmagics and also to see if there was any loot around. As a result of their interrogations (a skill challenge), they found out that the Kenku hideout was nearby and that one of the guards liked to sleep on the job.
They waited patiently for their time to attack and, when it came, proceed to climb up to the first level of the hideout. Just as the captured Kenku said, the guard was asleep at his post. The rogue quickly took him out and the party started moving towards the nearest set of double doors. However, they were unable to approach the doors without rousing the suspicion of the remaining Kenku guards. They took the first guard out without issue, and were to the door before the rest could get in position.
The sword mage decided to open the door and he saw quite a sight. Right near the door, a number of Kenku were playing cards. In a corner to the left, two Kenkus were playing dice and to the rear, four of them were eating super. One of the Kenkus came right up to the doorway. This worried the adventurers quite a bit and they decided the best course of action was to close the door again.
In the mean time, some of the Kenku guards were now in position to attack. The wing mage guard had no issue coming out of the shadows and engaging the adventurers, while the sneaks waited until they could take advantage of the area and hide. Eventually, the inevitable happened and all were engaged in the fight.
This was a tough fight for my group, partly because currently we only have four level 6 players. I also adjusted the monster stats by subtracting 2 from each of their defenses and adding a 2 to each of their attacks. More about that can be found here. Besides the hide/stealth rules, the other thing I've found hard to keep track of during a game is light effects. I've found it really hard to keep track of light levels, light sources, types of sight, and the like. These things are particularly important when trying to use the hide/stealth rules, since the darkness can provide concealment, but I feel like trying to keep track of who can see what really slows down the game. What do you think?
Encounter Details
Players (Level 6)
- Anka - Shadar-Kai Swordmage
- Birkalis - Half-Elf Bard
- Finnan - Halfing Rogue
- Skamos - Tiefling Monk
Monsters
- 4 Kenku Sneak (Level 4 Lurker) [DDI]
- 8 Kenku Warrior (Level 7 Skirmisher Minion) Modified from [DDI]
- 4 Kenku Wing Mage (Level 5 Artillery) Modified from [DDI]
Notes
- Remember to take advantage of the Kenku sneaks ability to hide whenever it has cover from an ally. This could include moving your sneaks in such a way that gives each other advantage.
- Warriors do extra damage when they have combat advantage. Wing mages can help provide combat advantage by using Death Flock.
- Wing mages can also fly. This can help them get into combat easier, especially the ones acting as guards. It didn't happen in our game and one way to make it easier would be to decrease the space between the main hideout and the guard platforms.
Adjusting Monster Stats, Monster Synergies, and Hiding
At our last game, I decided to do something a bit different and did an across the board changing of monster stats. In this case, that meant giving the monsters a -2 to each of their defenses and a +2 to their attack rolls. The reason? The number of misses on both sides of the "screen" were just to high to be fun and seemed to drag out the game. My players now hit more, which made them happy, and were also hit a little more often, which lead to drama and tension. My husband even sent a tweet during the game when his halfling rogue went down for the count.
Once my players have made it through the entire little adventure, I'll post it here with more details. However, another point I would like to stress is the use of monster synergies. For instance, I used Kenku sneaks in this encounter, and they have the ability to become hidden if they have cover from another Kenku. This makes it very important for them to hang back in the crowd. In our case, they were behind a group of minions, which was great for them until the monk unleased an area attack that took out most of the minions.
Finally, I find the stealth and hide rules really confusing. I hope the new D&D rules compendium tries to make it much simpler. Either that, or someone should write an article that sums up all the information in one place with a section on frequently asked questions. I tried to look up most of the rules before the session but with the information spread across multiple books, I found it a bit difficult. Since the first part of the encounter involved them dealing with hidden guards, it meant a slow start to the encounter, especially since they found the rules a bit confusing as well.
A Dragon and His Minions
During a recent gaming session, I tried something a little new. I decided it was time for my players to meet one of the dragons inhabiting Newham Shire. To play the role of the dragon who was to terrorize the small town of Lolling Green during a kidnapping, I chose Razecoreth, a young green dragon warlock [DDI]. All I did was adjust his level to be more in line with the level of my players.
However, I was concerned that since the player characters would not be in a confined area and the dragon is a solo monster, those PCs with ranged attacks would just hang out too far away from the dragon for it to be an effective menace. To make things more interesting, I added some Shadar-Kai minions into the mix, based off of the Shadar-Kai Gloomblades [DDI]. To set up the scene, I explained that the inn in the center of town was on fire and that they could see figures running around in the dark causing general mayhem. I introduced the Shadar-Kai after the first round and added more each round, rolling a d4 to determine the number to add. These minions were one level lower than the PCs and could easily come up behind PCs who were hanging out far from the main scene of action.
While I thought it worked out pretty well overall, it did bring up one big issue with using the minion game mechanic. My players treat minion characters differently than they do "regular" characters and try to translate the game mechanic of 1 hp into a role-playing tactic. For example, they tried to convince the last Shadar-Kai warrior to surrender because one hit would kill him. I feel it's a long-standing problem with D&D's hit point system and I'm not sure the best way to play around it. If I hadn't gotten thrown off by the obvious meta-game comment, I think I would have explained that these guys had already been through a heck of a fight (which they had) and that's why they were such easy kills. But such story solutions don't always present themselves. How do you deal with the issue when it comes up?
Are you up for the challenge?
Going to PAX East? Looking to show off your adventure design prowess? If so, Wizards of the Coast is giving you a great opportunity to show the world just how much better than Christopher Perkins you really are. At 7 pm on the Saturday night of PAX, WoTC will be holding a DM tournament of sorts. Participating DMs are asked to create an adventure, using Underdark source material, for five 6th-level characters. The expectation is that the adventure will last for about 5 hours and encompass 3-5 combat encounters. However, DMs are encouraged to add other elements to their game to increase role play opportunities and to develop a mini story. In addition to bringing their adventure, DMs should bring everything they need to run the game, such as maps, tokens, minis, tiles, etc. Players and their characters will be provided. DMs will be rated by their players so keep that in mind when deciding whether or not to go for the TPK. People who would rather play than DM can show up 10 minutes before the scheduled time or sign up beforehand by emailing the organizer, Willi Burger at RPGAMarshal@aol.com.
I don't think I'm anywhere near the level I would need to be in order to enter this contest. I am tempted to write up an adventure anyway and pass it out to friends or submit it to NewbieDM's downloadable delves. However, I will definitely be there Saturday night, and would love to meet as many of you all as I can.
Wizards D&D Name Generator
Wizards of the Coast released their D&D Character Name Generator. So far, it seems pretty neat, allowing the user to adjust the name guidelines on a wide variety of settings and providing not only first and last names, but also nicknames. When I first got to the page, I received the following name:

You can save the names generated as well as link to names created. Following the link appears to show you the criteria used to generate the name, although the drop-down menus for first letters of the first and last name are off by one. The tool also automatically saves the last 20 names it generates for you.
The number of options is pretty nice. Beyond specifying letters for the first and last names, you can choose gender, race, class, character's background, societal class and renown. The last is mostly tied to the level tiers. I can see this being useful to DMs and players alike.
Notes from the Table: Treed! Edition
This past week I really didn't have the time to create the well-thought out, challenging encounter that my players deserved. So I looked through adventures from Dungeon magazine and found a great side trek that I could easily fit into my campaign called Treed!. Without giving spoilers, I would like to mention a few things about the adventure. First, my players really enjoyed it and they had a lot fun with it. There is enough of an element of danger with the monster choices to keep the heart rate up and, if my dice didn't decide they were too tired to bring their A game, potentially to kill a PC or two.
However, it's a bit of a tricky encounter to run. There are four different monster types to run, terrain features and a leash. It probably wouldn't be so hard to run with more time to plan and prepare, but for a weeknight game during a busy two weeks, I had some problems keeping things straight. That is more a fault of me than the adventure itself, but it bears noting. Also, if I ran it again, I would use something physical to represent the leash. It was too difficult to remember that it was there and to use it effectively.
Overall, I'm really glad I ran it and it really can be an easy mini adventure to fit into just about any campaign. Time to plan for next week.
The DM's Lament: There Just Isn't Enough Time
My new job is kicking my rear end. During my first week on the job, a huge, high priority job got added to the tech team's plate. While I'm really enjoying it, the work has me a little outside my wheelhouse. As a result, I don't have a ton of time to prep for this week's game and I found myself browsing through the RPG adventure database in search of some adventure ideas to steal. Figuring that there are a few other DM's out there in a similar position, I thought I would share some of my ideas on how to plan in a hurry.
If you have some time, don't limit yourself only to adventures in your system and setting.
Converting an adventure from one system to another can take a lot less time than developing one from scratch. With 4e's simplified encounter design, the combat portion of the game can be a lot easier to create and modify.
Feel free to steal bits and pieces instead of the entire adventure.
Maybe you really love to design your encounter groups, but hate drawing maps. Or maybe you want to populate your town with engaging NPCs but don't feel like figuring out what trades they should have or what to name them. Or maybe you came across a great encounter in an adventure but the rest of the adventure doesn't fit with your world. Regardless of the reason why using the whole adventure doesn't make sense, grab the bits that grab you and make them your own.
Build off of a Trope
We use tropes a fair bit because people know how to react to them. Emphasize a full moon, and your players are likely to look for a werewolf. They are not only useful in setting player expectations, but they can help you get through a session with a little less planning than normal since you are also likely to be comfortable with the story you're telling. You can find some tropes on TVTropes.org.
For a few weeks, at least, design your game in bits.
Dave Chalker had a great post about this on the Critical-Hits website. He was designing the second chapter of his campaign and wanted to give some overall structure to it without going into too much detail. His solution was to create 5 major quests and, for each quest, create a list of 5 things that must be done to complete the quest.
Hope these ideas help get your brain going. In the meantime, I found a side-track to use and need to add it to my combat manager.
Blogs I Love: Sly Flourish
Just by itself, the Sly Flourish blog would be considered a great resource for those 4e DMs out there. Written by Mike Shea, the posts are concise, well-written and accompanied by excellent pictures. The monster optimization series alone is a great resource. Not only does it give DMs monster combos to place into their own campaigns where appropriate, but he explains what it is about the combo that makes it awesome, effectively providing a learn-by-example tutorial on encounter design. It definitely makes you look forward to Mondays.
Recent Posts
- Three D&D Tips I Learned From Dragon Age
- Monster Optimization: Foulspawn Mangler + Foulspawn Seer
- Powerhouse Dragons
- James Bond Encounter Design
- Monster Optimization: Ghouls and Deathlock Wights
- Evernote for Dungeon Masters
- Giving 4e an Old School Feel
- Monster Optimization: Shadow Dragons
- Ten Ways to Challenge Powerful Parties
- Scaling 4th Edition for Six Players
- Magic Gems for Item Reward Flexability
If you need your fix more than once a week, fear not, Mike gives out great ideas throughout the week through Twitter. Followers of the @SlyFlourish twitter account are treated to small nuggets of DMing and story telling wisdom.
Recent Twitter D&D Tips
- Cross-train your RPG reading with King's "On Writing", Tharps "Creative Habit", and Edwards' "Drawing on the Right Side o/t Brain"
- Try out a Stephen King style and foretell coming events: "That was the last time you saw your home town before it burned."
- When using published adventures, don't be afraid to replace NPCs with those already known and loved (or hated) by your PCs.
- Give your players a lot of different quests, each with a well-designed quest card so they can keep track of them.
- Does a PC have a big moment coming? Try using a music playlist based on that PC selected by that player.
In addition to the blog and twitter account, Mike created a really nice 4e blog aggregation site, 4eBlogs.com.
Herding Cats: What to do When A Player Misses
Between season premieres, sporting events, family, and just plain life events, getting the crew together every week can be a bit like herding cats. What is a gaming group, and in particular a DM, to do?
Run an Episodic Campaign
The best defense is a good offense. If you can get your players back to home base at the end of most sessions, it becomes a lot easier to figure out a reason why a missing player's character is not around for a particular adventure. I'm running our current campaign a bit like this. While I've found it a lot easier to plan and change the story line to fit what my players want by running it this way, I definitely feel a bit like I'm writing for a sitcom. I have about 2 hours to present the conflict, have my players come up with their solution for resolving it, and then, actually resolve the conflict, all while tying the story to the parts that came before and setting up the story lines to come. A standard combat encounter takes about a hour of that time, so we generally are limited to 1 - 1.5 encounters during that time period. In addition, since my players often don't know that they can't make it until the last minute, it's hard to spotlight characters since I risk the important character not making it for the session. But these are not insurmountable problems and an episodic campaign handles them much better than campaigns with longer story arcs and lots of overland adventures.
Fill in Character Back Story
Often, character back stories and down time get glossed over in the course of regular game play. The characters might spend a few months in between major adventures but what they did during that time never gets discussed. Or players might have written pages of back story that never gets used in game. When a full group of players is available, it doesn't make as much sense to spotlight players to the degree necessary to bring this out. However, if you are down to two or three players, it makes perfect sense.
- The Keep on the Gaming Lands: The Curse of the Missing Player!
- Mike's D&D Blog: Getting the party inside your character’s head
Run the Character Anyway
It's always possible to just have another player, or the DM run the character. I'm not sure how much I would really recommend this one unless it's absolutely necessary. Many players don't feel comfortable running another person's character, in part because they are afraid of being blamed if the character dies and also because, at least in 4e, characters are so complex, it can be really hard to keep them straight. Chris Heard had the idea of "stunt doubles" or people who can't commit to being a regular party member but who can come to occasional games and run the character of a missing player or the monsters if everyone shows up.
If having a player run two PCs is asking too much and no stunt doubles are around, another option is to have the DM or a player run the character as an NPC or companion character. Again, Chris is the source of both of these ideas. The nice thing about running the character this way is that the reduced power choices makes the character a lot easier to run, but you still have all the benefits of having the character present, particularly for the story line. For instance, you might not want to go to the mage's tower without your wizard or trudge through an ancient ruin without your party's history major.
- Icosahedrophilia: What shall we do with the absent player?
- Icosahedrophilia: Large/irregular groups without large/irregular parties
These are some of the options I've heard of, do you have any suggestions?
The Motto is "Never Split the Party" for a Reason
One of my players has a great blog about his experiences and thoughts regarding D&D and recently he wrote an entry about something that happened in one of our sessions. Due to how the session evolved, he felt that his character would do something completely different from the rest of the party. Basically, they were accompanying the king and queen back to their capital city and it was clear that the king's chief advisor was not quite right. Mike's character, Skamos, as someone who is generally leery of all authority, understandably wanted to follow around the advisor, but the rest of the party (and to some degree, the story) wanted to be in another location. This left me with a hard dilemma. He could go off and do what he wanted, realistically meaning he could be out of the game for the rest of the session at least. Alternatively, I could find a way to get him to the rest of the action. Since I want everyone at my table to have fun, I did the latter. Someone wearing a cloak just like the character he was following and of the same height and build left the inn where the king and queen were staying and traveled to the tavern where the rest of the group was hanging out, having a few drinks and flirting with the locals. I felt terrible doing it, but at least everyone was together right?
Unfortunately, it turns out it was just the beginning of the story just not flowing in the way I had hoped. The character also didn't feel like sharing in the libations. Completely understandable, since well, they were adulterated with goodnight tincture, but that wasn't something the characters would have known. This meant that when they went outside to get some fresh air, his character was the only one standing while the rest of them passed out. And when the bad guys who were there to kidnap them asked him to give up his weapons, he refused to do so. Which left me with the choices of attempting to (and probably actually) killing his character, leaving him behind or having the NPCs allow him to go with them with his weapons. In the end, I chose the last option, but I just felt like a complete failure at this point. As a person playing the game, I know that none of the other players want to sit out a session. Also, I really try to not railroad my players and had their characters all decided to call it a night and never go out drinking, I would have come up with a completely different story. But I was having a really hard time figuring out what to do when only some wanted to go in a particular direction.
Days, well really a few weeks later, I know that the failure wasn't completely my fault. Sure, there are things I could have done better. Having a better understanding of the motivations of my players' characters would definitely help. Finding other ways to get the unsuspecting PC unconscious would help too. But in the end, the burden isn't the DM's alone. Just like the NPCs can't always act the way they "naturally" would, PCs need to have the same flexibility. Otherwise, it can be a bit not fun and, at that point, why keep playing? And if a player is particularly adamant about not going with the rest of the group, as much as it might hurt to do it, it might be better to let them go. I do like his idea of letting the other players play the other NPCs in the fight, although I would be concerned that they might be a little easy on him since they might need him later.
All that said, I think there are times when the party could be split. Ameron on the Dungeon's Master has a great article about how splitting the party worked really well in a game he was in. And having a Leverage-style game would be really cool now and then. However, unless it's one of those times, please do you DM a small favor and don't split the party.