Critical Bits for the week ending 2009-02-28
- For when you need to play that mix-tape and invade Hoth at the same time
- Little Big Planet and Rock Band coming to the PSP… somehow.
- RIP Phillip Jose Farmer. Thoughts to his family and friends.
- Are Space Marines recession-proof?
- Worldwide D&D Game Day Blog Carnival
- Stein of the Lich King
- Little Mac returns on May 18th to fight King Hippo and other classic characters
- Can it be true? A sequel to FF IV (2 here in the US) be coming to the Wii?
- WotC Update: March editorial calendar is up and it reveals the existence of Martial Power 2
Chatty's Preview: Master Dungeons H2, Curse of the Kingspire
Please note that this post reveals some spoilers about the adventure presented here.
A few days ago I was contacted by my good friend Ed who wanted to start another round of blog and podcasts posts about a common subject. This time around, the subject was to be Goodman Games’ Master Dungeon series of D&D 4e adventure.
The Master Dungeons series is about bringing adventures that are extremely challenging for players. It is aimed at DMs and players who’ve been around the block a few times and are ready to take on a little more.
I had really liked the first one, Dragora’s Dungeon, having played it as the first part of my 4e campaign. So I was eager to see what the next installment was to be.
Curse of the Kingspire is not a sequel to Dragora’s Dungeon. It’s a stand alone 64 pages adventure for 5 PCs between level 4 and 6.
Being in the Master Dungeons series, this adventure is not for the beginning DM or for introducing players to the 4th edition of the game. Partly because the encounters in this adventure are very hard for level 4 PCs but also because the way they can be sprung on careless players can spell rapid doom to even the best built party.
Curse of the Kingspire is unlike many of the adventures I’ve read, across several editions of the D&D game. It manages to mix both site-based and event-based encounters in relatively restrained adventure area: a hamlet, a swamp and a ruined castle standing in the middle of the swamp. It does that by making good use of the groundhog day trope.
The adventure’s core plot revolves around a cultist ritual gone wrong that snags the PC into an ancient curse that sends them back in time. There the PCs must forge alliances and battle constant threats while dealing with nothing less than a recurring time loop where everything resets after a set amount of time.
I must raise my hat to Harley for tackling something so definitely out of the established adventure format. In fact, it’s so much out of the beaten track that I’m not sure I could DM it properly! At least not with my current group. I’m not all that comfortable with dealing with time loops where we have to replay the same scenes over and over again.
However, if you like dealing with insane cultist NPCs, a spectral battlefield with hundred of ghost soldiers, a court of Evil Feys, a powerful yet cursed artifact and several ‘think or be severely wounded’ tricks and traps, this adventure is for you.
The adventure does have a few weaknesses, mainly that the final solution to break the curse is a bit anticlimactic. If played right, chances are the players will spend a long time wheeling and dealing with the factions of the Eladrin Court stuck in the Time-loop in order to decide what is the best way to escape the curse. However, whatever the faction they side with, breaking the curse is done in just one way and PCs do not get to see ‘different endings’ based on their choices. As soon as the trigger is ‘brought to light’ the adventure ends abruptly in a way reminiscent of Sarah Connors’ day dream in Terminator 2.
Then again, since the adventure is aimed at DMs with plenty of experience, the adventure is wide open for hacking and can be adjusted to fit the needs of pretty much any gaming group, ending included.
I’d probably do it in a very satisfying way where the Magnificent Bastard NPC featured in the adventure dies horribly just has he touches what he seeks… leaving the PCs with a pile of bones, a useful but scary McGuffin turned piece of Phat lootz and a feeling that they aren’t in Neverland anymore.
Hmmm, maybe I will play it after all…
So all in all a good adventure for DMs seeking to break out of the 4e model featured in Wizards of the Coast products and ready to put in some elbow grease to fit their natural styles.
Want to learn more about Master Dungeons? Read on…
- Atomic Array: Episode 017: Master Dungeons
- Game Cryer: Curse of the Kingspire Review
- Gnome Stew: Mastering Goodman’s Dungeons
- Campaign Mastery: The Plot Thickens – Hooking Players Into Adventure
Drop by Goodman Games to pick up your copy today!
10 Monsters I Use in Every D&D Campaign (And 5 I Don't)
I actually had come up with this post BEFORE everyone else on the RPG Bloggers Network started doing their own lists… honest! So here’s my list not necessarily of my favorite monsters in D&D, but of those that I always try to work into every campaign I run. Then, a list of 5 monsters we joke about including, but it never seems to happen except under rare circumstances.
10 MONSTERS I USE IN EVERY D&D CAMPAIGN…
1. Umber Hulk
Giant bugs with some ill-defined confusion attack. Do they have those swirly hypnotist eyes? Do they just rhythmically chant “Ummmmbbbbbeeerrr Huuullllkkkk” until you go crazy? Who knows… I just know these giant burrowing critters are an expected part of every one of my D&D games. [Read the rest of this article]
Everyone Remembers Their First [DM]
Although it’s not a secret, it’s not oftentimes explicit: many of the primary writers and commentators on Critical Hits have known each other for quite a long time. In fact, most of us can trace back our D&D gaming lineage to a single Dungeon Master. That’s not to say we hadn’t played before or more often with others, but our friend Abe made an indelible mark on all of our gaming consciousnesses. This article examines our early gaming experiences with Abe and considers how they affected my current notions on role-playing and D&D. [Read the rest of this article]
My turn now: Chatty's top 10 D&D monsters
It started with Noism and then James did it too and it soon became a meme.
Since I purposely ignored anything about A&D 2e’s 20th anniversary, I thought I’d jump on the next echo chamber bandwagon passing through. So here’s my personal top 10 D&D monster (from all editions) in no particular order.
You’ll see I’m a sucker for the iconics.
1) Trolls
I love these guys. They hit hard, they regenerate and they can rip a character to pieces. They’re ugly and come in a ton of flavours (I like Ice and Crystal trolls best). I’m looking forward to trying them in D&D 4e.
2) Kobolds
A fellow blogger surmised that I had a fetish for these dog-faced/mini-dragonmen creeps. He’s right, I do Love them! I have served them every possible flavour in all editions of the game that I have played. I love the concept of downtrodden yet crafty humanoids that have mastered the art of trap making. The American Gladiator-inspired encounter of Kobold Hall in the 4e DMG is exactly what i love about them!
3) The Rust Monster
Before I changed my mind about the whole “it’s cool to destroy PC gear”, I would love to drop a rust monster on PCs for the sheer joy of seeing players scramble out of their way of that bane of everything metal. One of my favorite evil DM stories revolves around a troll guardian having a rust monster living at the bottom of a covered pit. You should have seen the face of my friend when his full-plated Dwarven Defender fell in the pit (because said friend always, always charged into monsters first).
4) Kenku
I mean, ninja/samurai birds? Where do I sign? I remembered them from way back when but I got to play some in my last D&D 3.5 campaign.
5) Black Dragon
I like all chromatic dragon, but the black one remains one of my favorite. I didn’t play one all that often but I’m really inspired by the thought of DMing a swamp lair, a troupe of fanatical lizardfolk and kobolds worshiping a megalomaniac acid breathing death’s head dragon.
6) The Gelatinous Cube
Another of my often used Dirty DM Tricks, my favorite encounter featuring cubes was a combo with a harpy. PCs would be pulled toward the harpy because of its song and then a Cube would plop down from a ceiling trapdoor on the charmed PCs… what fun! (And what a bastard DM I used to be… I’ve grown soft since).
I can’t say I really like the 4e incarnation of the monster, but I used it once so I’m covered.
7) Umber Hulk
It digs, it confuses people and it looks like a bipedal dung beetle. What’s not to like? Put it on a Bulette and you’ve got an unstoppable force, or a trademark! Plus it makes great pictures.
8 Monstrous Spiders
Whatever the edition, whatever the type, I absolutely love spiders as monsters. They are quite possibly the monsters I used the most. I don’t suffer from any form of arachnophobia (I’m the house’s spider slayer) so I love to sprinkle these critters all over a dungeon. It’s big, it’s poisonous and it has webs that make PCs lives a nightmare. In 4e, spiders can be quite hard to kill (when made as brutes) and makes them even more attractive to me.
9) Gibbering Mouther
It makes no sense, it’s a mix of distilled insanity and nightmares. It’s only teeth, eyes and acidic drool. It makes people crazy by gibbering. I got to try it recently (hint hint) and I would only have liked for it to stick around a bit longer.
10) Wight
I love many of D&D’s undead, but the wight retains a special place in my heart. While it is no longer the level draining player scarer it once was, the 4e wights ‘steal your healing surges’ ability is a clever mechanic that retain some of the original monster’s flavour while still posing a threat to PCs. I had the pleasure of playing some in last year’s Drunken D&D game at Gen Con and I loved roleplaying a six-pack of wights all named after beers. True story!
In fact, I loved that creature so much that once had one playing a recurring NPC called Barry…
Rimshot!
What about your list? Feel free to link to yours if you did it on your own website.
Images: Wizards of the Coast. Gibbering Mouther poster from motivated photos.
Sunday Play Test Unreport!
Once a month (when we can find the time) we try to organize a geekout. It’s a full day event where a slightly different group from my bi-monthly D&D one gathers together to eat junk food, watch some anime and/or movies and play games.
This month, my friend and dubiously trustworthy lieutenant PM proposed to play test the D&D 4e adventure I wrote for Goodman Games. I graciously accepted.
Now the thing is I can’t write about the content of the adventure so this post may seem self defeating. However, that session brought enough insights into various subjects that seem relevant enough, regardless of the adventure, that I decided to share it with you.
First off, the group was made up of 5 players. Three of them were from my current gaming group:
Yan played a fighter (same class he plays in our main campaign) but made it into a different build. He chose a dual wielding Dwarven fighter called Cylindrix and he gave him an annoying French-German accent.
Franky, who plays an Eladrin Fey Pact warlock settled for a Eladrin Star Pact Warlock nammed Urasam (i.e. his main character’s name, reversed).
Mike decided to stick with his Dragonborn Tactical Warlord named Takeo.
The other two players were not D&D 4e veterans. PM played the character he played for some time in Yan’s game, which is a Dragonborn Inspiring Warlord. Finally, Vince who played D&D once with us before (a one session Pathfinder game), played a longbow wielding Elven Ranger.
Okay, so that was 1 fighter, 2 warlords, a warlock and a ranger. That’s not your average party and I was worried a bit. To make up for the lack of controller, Yan equipped both his fighter and PM’s warlord with lighting weapons which allowed each a daily burst effect each should minions be a problem needing to be dealt with.
Turns out the character mix worked fine enough.
I already mentioned that my adventure was a short side quest. It was supposed to interrupt whatever the PCs were doing when the events in it occur. That’s why I wanted to at least establish some sort of story frame to set the adventure in. Having no clear idea what to make of it, I decided to play some free association with my players.
Chatty: “Okay so you are currently in the free city of… Yan?”
Yan: Flustered, looking at his character sheet and going with the only piece of background he had (the whole germanic voice thing) “Hmmm, Bavaria?”
Chatty: “And your adventuring company is called…Franky?”
Franky: “Hum…. Lupus Fundis!”
The others laughed and the group decided that they were lycantrophe hunters.
Chatty:” All right, you all have silvered weapons should you need them over the adventure then. Lastly where are you headed next….Mike?”
(I usually asked the question to whomever was talking last. Also, the silver weapon thing was a bit of a red herring as there were no were creatures in the adventure).
Mike: “Strasbourg!”
In for a penny, in for a pound… A note to my German and/or French readers, please disregard the gross misuse of your geography, our game was set in a very fictional and fantastic version of western Europe.
Chatty: “Okay so you are going to go from the Bavarian free-hold, cross the Black Forest to to get to Strasboug. It’s about 2 days for walking travelers, mostly civilized and you are expecting to stop at an Imperial Hostel halfway through your journey”
The adventure started somewhere in that forest. I can’t say more…
This little trick I used up there, James Wyatt did to us at Gen Con for the Press D&D game Wizards of the coast hosted for us. It’s the same I used in my campaign’s first session and the one I use whenever I tell my son an interactive story (which I should start doing again methinks). Once the players recover from the shock of being put on the spot, it’s surprising to see what can be built with just a few questions.
Mangled European geography aside, in 4 questions we already established that the party were werewolf hunters going from a City-State to some other city in another Duchy/Kingdom/region. Plus I plunked a big forest in the middle.
Bam, instant campaign starter. Try it, it works!
The adventure’s first scene was a skill challenge. It was an average one (8 successes vs 3 failures) that simulated something the rules aren’t all that good to do: a Chase. The scene went well although players failed it. Going over it with my players after the scene, some of their insights are worth sharing here.
Franky, who’s our group greatest storyteller, finds that skill challenges, at least the ones I DMed so far, put too big a burden on the shoulders of each player. Each failure counts for 33% of the total allowable failure and he finds this a steep cost.
Mike, who rolled 2 of the 3 failures, mentioned that on paper, skill challenge require that the party strive to obtain the biggest possible bonuses for each key skill check. However in practice, when it’s your turn to roll the dice, you just want to go for it damn it all!
Yan mentioned that skill challenges were an awesome mechanic that allowed to make pretty much any situation not directly covered in the rules into a fun mini-game. However, he said that building skill challenges were a lot harder than it appears (and I agree).
From these, and my 3 sessions testing Kobold Love (Yeah, I’ll return to it soon enough), I got a few tips for future challenges.
- When it can apply to the situation, make it possible to buy back failures in a skill challenge.
- If you build a skill challenge that can move your story/scene forward:
- Have each successes move one element of your story forward
- Don’t hinge the story’s conclusion on the sole success of the challenge
- Make failures as setbacks that can be surmounted (or bought back).
- Apply generous bonuses to players who try to describe more than the mere skill he/she uses.
The last two scenes of the adventure were combat encounters. Those who have grown used to my style when designing encounters know that I love adding interactive elements (which I still call Action Zone, a term coined by Mike Mearls in Iron Heroes) to fights. I did it too in this adventure. However, I noticed that I forgot a few key lessons (which I’ll correct in the post play test manuscript)
- If your zone needs a standard action and an attack roll to work, the effect needs to have an impact that is at least, on par with any of the party’s encounter powers. Otherwise no one will use it.
- Don’t string too many success rolls to achieve an effect, this will just make the zone unattractive. If you want PCs (and monsters) to push a wall on their enemies, don’t have a Str check vs a fixed DC followed by an attacks vs the enemy’s Reflex defense. Go directly for a Str vs Ref attack and decide if the wall falls or not on a failure.
- Mixing traps, zones with waves of enemies works, but a few tiny details can spell the difference between a cakewalk and instant PC doom. That’s why there’s playtesting in published adventures.
The players managed to beat the adventure without too much sweatting. In fact they aced the final encounter and had an easier time than in the second scene. Yet, the group played without the same degree of synergy that my Friday group shows and some players had some serious streaks of bad luck. This tells me that the adventure is probably a bit on the easier side than I initially anticipated. I’ll see to it to make it more challenging.
On the whole, the players had fun and the whole thing was played and done with in about 4 hours. I think people will enjoy playing it and I look forward playing it at a Con or something.
There you have it. A game report with a big hole in the middle. I so look forward to tell people about it (and should start thinking about writing another one).
Cheers
YouTube Tuesday: Two Scimitars, No Waiting Edition
This has been making the rounds (or is that, making the Realms?) this week: a fan film based on a book starring everyone’s favorite dual-wielding Drow renegade with a figurine of wonderous power, Drizzt. By no means perfect, just like last week’s pick, it’s amazing what can be done for no budget nowadays. Originally spotted at ENWorld.
Review: "Fanboys"
It has taken a journey worthy of the Hero Cycle: the movie Fanboys, written over a decade ago before Phantom Menace came out, has struggled against setbacks and massive executive meddling, has finally been released. It was many years in development and suffered delays (I first heard about it two years ago, when it was set to be released in the summer of ’07), so the question is, has it all been worth it?
The answer, as Master Yoda would say it, is a solid “Yes, hrrrrrmmmm.” [Read the rest of this article]

Earlier today we were driving to the restaurant for a family dinner. I’m telling my 7 year old son Nico about how long it’s been since we did an interactive story.



