YouTube Tuesday: I Know Block-Fu Edition
A pivotal scene in the Matrix, recreated in stop-motion with Legos.
Let Me Tell You About My Campaign: Might Of The Inquisition
I tend to avoid talking about my campaign, as I’m not much into writing about my campaign. (In fact, I find that doing post-game recaps to be something of a chore, and yet can’t hand it off since I want to make sure important information gets recorded.) Obviously, I learn a lot about running D&D by actually doing it which turns into articles about what I’ve learned, what annoys me, and what advice I can give. In general, though, writing about my specific campaign tends to fall close enough to “let me tell you about my character” that I tend to let it go. (Not that there’s anything wrong with that.)
However, inspired by a few recent Twitter conversations, I realize that there’s some value for me talking about my campaign, especially given my current setup. I won’t go adventure by adventure. I will, however, hit some of the important points of running the game in the hopes that it will help some of you run your own games. [Read the rest of this article]
Chatty's Ptolus 4e Demo: A Tail of Two Shities, Part 1
(This series title was chosen by the players, you have been warned)
As announced here, I organized a D&D 4e demo for 4 members of the Mindnight’s Lair local RPG forum.
I didn’t want to do a big D&D 4e lecture upfront, and I didn’t have to, most players had either played it once before (with me, at a local con) or had read the books enough to know the basic concepts. I ended up giving little tutorial snippets here and there.
I didn’t note down the PCs names and some were so similar to my French-ear that I ended dropping their use and calling the players name instead (I’ll be using their forum alias here). So we had:
- Dwarven Fighter, played by Rover
- Dwarven Warlord, played by Midnight
- Eladrin Wizard, played by White Wolf
- Elven Avenger, played by WalkerP
Prologue to Great Adventure!
The adventure was to occur in the City of Ptolus, a sprawling multi-tiered metropolis sitting over the Mother of all Megadungeons. It is assumed that if you start adventuring in Ptolus, you’ll never leave it.
Before we started, I asked each player to provide a short biography of their PC and why they arrived in Ptolus.
Interestingly enough, the 2 dwarves chose ‘Investigate and explore Dwarvenheart” as their reason to be in Ptolus. Dwarvenhearth is an abandoned, and sealed, dwarven city under Ptolus. The Eladrin also joined that mission, saying he was looking for lost artifacts. Finally the Avenger had a very simple goal: Fight the encroaching Chaos that was corrupting the city from within and below.
So the baseline was established.
I then asked the players to explain what was the adventure they completed just prior to doing the one we were going to play. By doing that, I was throwing the ‘you all meet in a tavern’ cliché back in the players hands to come up with a reason to be together.
They really delivered, as they made up a story about helping the stevedores’ guild deal with a Goblin incursion problem under the Docks. They told me they tracked the leader, a female goblin Witch Doctor, to an abandoned tower, faced her and “resolved” the goblin problem.
Thus, I explained that they had scored enough money to pay the 65 gp Delvers Guild membership. The delvers are the sanctioned dungeon crawlers of Ptolus and have access to the best intel, equipment and can even get death insurance.
Like all Guild newbies, they learned about the “Kill the Rats for the Emperor” quest where the Ptolus Council and the Church offered a bounty of 3 gp per Ratman and Dire Rat tail.
I ended the prologue by having a middling Guild official point out to them.
“Ya know, now that yer Delvers, ya can git the best maps of Rat Warrens from our library. They need to be cleared every few weeks or so. Go talk to the old dwarf there, he’ll set ya up fine”
The Old Man and the Mouse Guard
They went to the library and met “The old dwarf”, an ancient and mostly senile librarian.
As soon as the dwarves of the party started discussing rat hunting, the old dwarf launched into a 60 min long story about rats and how his ancestors fought them and yadda yadda.
I asked each player how their PCs would react during the speech:
Dwarven Fighter and Warlord: Polite listening, as is expected of younger dwarves toward their elders.
Eladrin Wizard: Pained patience, subtly rooting around the library for anything interesting.
Elven Avenger: Leaning on a nearby column, sighing audibly.
Chatty: Fortunately, everyone knows that venerable dwarves have the ability to ignore rude elven impatience at-will.
Group: Laughter.
(I already knew the evening was going to be a success)
After being listened to without rude interruption, the old dwarf, becoming strangely lucid (because the plot needed him to be for a few minutes), could tell they were trustworthy kids so he asked them for a special favor.
He fished out a crystal amulet from under his tunic. It was glowing a sickly green. “This be an old family charm. It tells of the state of my family’s crypt. Right now this color means it was broken into and taken over by spawns o’Chaos, ratmen most likey. I’ll pay you an extra 7 gp per tail and a bonus of 100 gp if the amulet stops glowing. To do that, ya needs to kill the rat boss, all the ratlings flock to him, they scatter when the boss be killed”
Now at this point I had to rethink my adventure’s plan. The old dwarf would be giving widely imprecise info on the whereabouts of his crypt and I would have the players play some sort of Mouseguard-like skill challenge to get there.
However, I got the vibe that this group would appreciate a good old fashion kill and loot scenario and it was already near 8 PM anyway… so I changed my plans on the go and made the adventure linear.
Instead I asked for one skill check to piece together the instruction of the old Dwarf.
WalkerP stepped forward to do a Dungeoneering skill check to piece together the info and how dwarven crypts are planned and arranged. The 2 Dwarves offered to help with Diplomacy (Coax coherent info from the old dwarf) and Endurance (Remain awake during the droning speech and recall details). The Wizards player then piped up to help too. I initially said no because he was doing the “I’ll roll too” schtick that RPG players do.
Then I reconsidered and asked him how his roll would help. While he initially didn’t want to do the roll, respecting my initial call, I insisted and he explained that he would use whatever he found in the library to help.
Midnight: Phil, we’re old school. We’re not used to that new agey “Say Yes” thing. It’s okay to shut us down.
Sigh… my work will never be done.
Of course the Avenger flubbed the roll. But at this point, failure was no longer an option. I needed the adventure to move forward and fast.
Chatty: All right, I’ll give you the info you seek, but I reserve the right to do something horrible to your PC later.
Elf Avenger: Sure thing.
Ominous foreboding music.
The Temple of the Exclamation Point!
I forget the details but the PCs eventually linked the dwarf’s family crypt with the temple of Teun, a Ptolus steampunk god and they made their way there. I still had a quest to give the players and I didn’t see where to fit so I pulled a cheap trick and had a dwarven deacon wait for them by the entry of the crypt behind the temple. He said his mistress, the high priestess of the temple, had an augury about this crypt and that adventurers would come by it soon.
The deacon asked players to recover any piece of ‘chaos tech’ from whatever was defiling the crypt.
Deacon: We’ll pay 50 gp for each you return
Avenger: We’ll break them before we return them, they are items of Chaos!
Wizard: Hey, if we break them we can get 50 gp per piece!
Deacon: They tend to explode when jostled too hard.
Avenger to Wizard: Okay, you break them!
They clicked on ‘accept quest’
And so our adventurers entered the crypt.
Up Next: When the poop hits the fans.
Ptolus 4e Demo Game: Testimonials
Last night’s D&D 4e ptolus game was an absolute blast. Everything worked right and everyone seemed to have lots of fun.
I’ll get to the game reports over the next few days but here are a few testimonials I lifted from Twitter and the Midnight Lair’s forum, both before and after the game.
Walkerp (Before): Getting psyched for my 2nd ever session of 4e tonight, with the inestimable @ChattyDM. I’m a gourmet 4e player, I only play with the best!
WalkerP (After): Great game. Loved the ogre pushing the ball.
Rover: Thanks for running the game tonight. I had a great time. I think the D&D thing may catch on.
Midnight: I just want to thank you for being such a convivial host, and excellent DM. Your playtest has allayed many of my fears and concerns vis a vis D&D 4th ed. Despite what all the prophets of doom have been braying from the mountain tops, 4th edition is still a role playing game exactly like its ancestors, and it carries on the feel of the previous editions very well in my not so humble opinion. It was shit loads of fun ![]()
White Wolf: Let me add my voice to those of my fellow adventurers. It was darn fun. Chatty you are a great GM, it was very nice to get a peek into the D&D 4th ed. world.
Wow! I’m touched guys, I really am! Thanks!
I think I need to put these on a wall somewhere.
Critical Bits for the week ending 2009-12-05
- Arete has officially launched! Be a Greek hero, earn divine favor and ascend to godhood! http://is.gd/56YyW (via @DMingNicholas) #
- Lightsaber Tech explained on Science Channel http://geektyrant.com/2009/11/the-science-channel-to-build-a-lightsaber/ (via @GeekTyrant) #
- Regrets: Those were the droids you were looking for. http://bit.ly/8I7927 #
- Open Game Table PDF 50% OFF – Twitter Exclusive! Use http://is.gd/548Ox to get discount! Offer Expires 11/30. (via @opengametable) #
- Today, Nov. 30, take 10% off all Malhavoc Press pdfs at DriveThruRPG and RPGNow. http://bit.ly/8SuHeR (via @MonteJCook) #
- All Open Design books 10% off at DriveThru/RPGNow today. Every single item, and every issue of KQ. http://bit.ly/8C0rp2 (via @monkeyking) #
- Give Dungeonaday.com memberships as gifts with a special promotion. http://is.gd/5896x (via @MonteJCook) More about D-A-D http://is.gd/589b5 #
- RT @ChristianLindke: ICv2 Defends Indefensible WFRP 3rd Review http://ff.im/-ceIwX #
- Familiar: a tool for running 4e D&D (Windows-only) http://sites.google.com/site/familiarrpg/ #
- Reading: "4e, Ashen Crown, Dungeon Crawls" http://is.gd/59436 Does 4e not work for dungeon crawls, only large setpiece fights? Is that bad? #
- Class Acts: Fighter is encouraging your Fighter to use a bunch of weapons (or wield a dynamic weapon) http://is.gd/594xG (Sub required) #
- Jousting Rules for 4e by @cwgabriel http://www.penny-arcade.com/4ejousting/ #
- Our best wishes to any of our friends who have been laid off from WotC, at this time of year, in this economic climate. #
- Welcome @Wizards_DnD to twitter, mentioned in the latest Ampersand article (DDI sub required) http://bit.ly/4wlbGs #
- . @fraize of @thinkgeek just talked about the #dnd 4e game he runs at the office on their live stream #
- WotC Layoffs confirmed http://bit.ly/5kUsXJ (via @Matt_James_FR) #
D&D 4e Ptolus: Chatty's Demo Game
(This is the first post I write on my new mini-laptop that you all payed for by visiting this site, I thank you all!)
Earlier this fall I attended a local gaming con called Draconis where I demoed a D&D adventure written by my friend Johenius. At the con, I met Erik, the owner of the Midnight Lair’s forum and we played a wicked cool game of Swords & Wizardry. He was supposed to play in my 4e game but didn’t make it on time.
We vaguely talked about playing a 4e game some day so he and some of the forum members could try it. You know the kind of “we should really do something at an unspecified time” kind of thing.
Then, a few weeks ago, I “moderated” a very cool 4e Q&A thread where I ended up inviting people to give the game a try because the selling points of 4e are not in the books but at the table.
Four people signed up, all 4e newbies, all genuinely interested (with some reservations of course).
I initially planned to run the Kobold Hall adventure (from the “Dungeon Master Guide”) for this one shot but several issues crept up.
- The adventure is made up of 5 combat adventures with no story to speak off
- Based on forum chatter, the players seem more motivated by storytelling and immersive settings than combat
- I didn’t want to just showcase 4e’s combat system, I wanted more.
So I stopped a few minutes and asked myself a few questions.
- What kind of game did I want to run?
- A simple 1st level game with a rich history and setting
- How much time am I willing to invest in its prep?
- Very little, my schedule is crazy full right now
- What aspects of 4e do I want to showcase?
- The strength of the simple skill system, Combat, interactive elements, and what you can do when stretching the rules
So with that I started planning the game and started playing my ‘what if’ game…
What if I set the adventure in Monte Cook’s Ptolus? (I have a huge poster map of the City on my gaming room wall)
(Ptolus was an all-in-one city that had all the elements of a lvl 1-20 D&D 3.5 campaign in one place)
What if the adventurers were new members of the Delvers guild, having paid membership with their last adventure?
What if the kobolds, rather unheard of in Ptolus, were in fact ratmen, a staple race of the city?
What if the clichéd ‘hunt for rats’ mission was subverted into something more meaningful to the players?
What if I hacked the parts of Kobold Hall I liked into a Ptolus “Kill the Tomb Raiders” adventure?
What if I added some Chaositech to the mix? (Like Steampunk, only Chaos powered)
I had my adventure:
Elevator Pitch: A group of young adventurers are hired by an old Delvers Guild Librarian to clear out his ancestral Crypt taken over by a sinister cult of Ratmen. However getting there might be problematic since the librarian’s mind isin’t what it used to be.
The adventure party will consist of:
- Dwarven Fighter
- Dwarven Warlord
- Eladrin Wizard
- Elven Avenger
I created 3 plot hooks/quest specific to these characters.
I then created an adventure-length Skill Challenge stolen, once again from Mouseguard (I may always DM like that from now on). Instead of having a map to follow and exploring a dungeon, the adventure is designed as a linear ‘narrative” (It’s a demo game, no time to go true sandbox here).
To move forward in the story (ex: find the entrance to the Dungeon, avoid getting lost in the rats tunnels) I’ll have a PC explain to me how they are going to achieve that and what skill/ability/power would be best suited to achieve it. The skill roll will be played. Success will mean that the story moves forward, failure will lead to a consequence, unexpected branch or success with a price. I may even use this rule to simulate a random encounter (i.e. use skill checks to kill a meaningless monster without breaking out the battlemap)
There will not be a ’3 strikes you’re out’ mechanic in the adventure… the goal is to have about 50% failure to spicify the adventure… that’s why I’ll be using the non-errata DCs for the skill challenge (but without the +5 DC for skill checks).
Finally, I needed some Ratmen for the adventure. Reading the stats in Ptolus (damn monster stats were long in 3e, I admire Monte for having crammed so many in that 700 page book).
I asked my Twitter brain trust what abilities non-lycantrophe ratmen with guns would have. I got a ton of response and I kept the following:
- Would use weapons made out of junk. Would deal more damage but would break easily
- Would fight more savagely when cornered
- Would use Rat Dung in weaponry
I would also base them on Kobold stats instead of building them whole cloth. So I fired up Wizards of the Coast’s Monster Maker (a D&D Insider downloadable DM tool) and I went to work.
Here’s the result:



There you have it… I’m pretty sure it will be a great game. I’m even building in a cliffhanger. I don’t think we can complete the adventure in one session and I wanna see if I can hook for non-4e players in wanting to come back and complete the adventure.
What about you? If you were to Demo 4e, what aspects would you focus on? What is, in your opinion, critical for a successful session?
Thanks for reading, I’ll keep you posted!
P.S.: I promised Wizards of the Coast that I would write a follow up article about the Open Letter I wrote 2 years ago. In it I called them on producing Crappy software and not delivering on their promise for 4e. Well suffice it to say that I’m blown away by the Character Builder, Monster Maker and D&D Compendium. So worth the subscription fees! So I officially attest that they have won my loyalty back. Yes Gametable is not ready… but I don’t actually need it for now. Great work Don, Didier, Chris, Bart and the rest of the team! Continue with your ‘let’s do it right’ philosophy!
Ptolus is Copyright © 2009 Monte J. Cook. All rights reserved.U
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Primal/Within: Showdown at the Castle of the Overmind, Part 3
Last Friday’s session was the final confrontation of the campaign. It was supposed to be an Epic battle between an Avatar of the setting’s sentient Dungeon and the PCs.
I had a game plan, but it didn’t play out as I wanted…again.
The fight ended up being hard and climactic… and more than 3 hours long but it was not how I wanted it to be…
What it was supposed to be.
As planned, the fight had 2 stages and 2 “external” elements that could help the party. It was set on a D&D Miniatures battlemap called “Queen Peregrine’s Tomb” characterized by large ‘corridors” allowing Huge miniatures to move around without restriction (the boss was played by a Frost Titan mini).
It was perfect for what I wanted to achieve.
Stage 1
A level 16 encounter for 6 PCs (who are lvl 13) made up of:
- 3 Stone Giants (Soldiers that throw rocks)
- 2 Frost Giants Scouts (Artillery that slow targets)
- 1 Stone Giant Rune Carver (Controller, the Boss)
Issue #1: One player (Fangs) didn’t show up on that session. I hesitated to remove a Stone Giant (and I should have) but I was worried the encounter would be too easy for players. I failed to realize that an extra Soldier, a mid-damage dealer with a bit of a controller role increased a fight’s length more than it’s lethality.
Issue #2: Soldiers are problematic in D&D 4e in that they are hard to hit, have high HP and, as mentioned above, don’t deal much damage. They also tend to keep PCs stuck to them. It’s not a design issue, they do exactly what they were designed for… slow down a fight and protect an asset. I can’t afford slower fights with our current game setup.
I added a few powers to the Boss, to give him an Elite feel (while still having ‘normal’ HP and defenses)
- +2 to Saves
- He could summon, at will, 4 elemental minions (skirmishers that dealt 12 HP per hit) as a minor action, provided no minions remained from the last summoning.
- He could, as a minor, deal various attacks based on Page 42, all based on manipulating the stones, walls, floor and ceiling of the room.
Issue #3: While minions are not as significant at Paragon level, the ability to summon high-damage minions nearly at will as a minor action is WAY too powerful. I should have factored the Minions in the XP budget of that encounter or removed the ability entirely.
Stage 2:
As soon as the Boss ‘died’ he was to morph into a second stage monster, an Eldritch Giant (a Skirmisher, basically a Jedi Giant)… 12 of those high damage minions were supposed to appear to support him as well as 2 lvl 14 Abyssal Ghouls… without the PCs resting between stages.
Issue #4: I write this and tell myself “Dude! What the hell were you on?” But I really wanted to got to the Eldritch Giant.
PC bonus Powers
I wanted to weave story elements to the the fight and I wanted those elements to gravitate around 2 PCs whose stories I wanted to bring to interesting conclusions. So I granted powers the following powers:
Corwin the Halfling sorcerer could not be hit by any of the Dungeon’s monster, ever. Whenever I rolled a d20 against him I would say “I rolled a natural 1″. Corwin could also push out his ‘immunity” in progressively bigger circles depending on what type of action he used. I only told Math that Corwin’s shifting birthmark showed a figure with arms outstretched surrounded by concentric circles of Power.
It took about 8-10 rolls to get the players to unanimously call me a cheater. That’s when I dropped the pretense… it made it so worth it. And makes playing with a screen totally worth it!
Usul the Invoker still had his stock of unused divine energy that he could use for various Rule 42 effects and recharging Healing surges /encounter powers to fellow PCs.
Both needed to roll a skill check (Arcana and Religion) over the Dungeons’ Will defense (I counted each PC’s implement bonus, giving each a roughly 50% chance of success). A failure would lead to Mouseguarding and/or some story exposition.
What Really happened.
It took the players roughly 3h30 to kill the first group of monsters and finally dropped the Boss’ first form when the clock struck 11h30, the absolute maximum we stretch a game night. Let’s divide this to better discuss it.
What worked…
The player powers worked beyond expectations. Each passive or active use of the powers could, when it felt right, start a little RPing vignette where the PC would have a mind discussion with either the Dungeon (Corwin) or a god (Usul). In fact when the PC failed a roll, I would often open a vignette and try to negotiate something out of the PC in exchange if success (i.e Mouseguarding it).
That’s how I progressively revealed the complete incomprehension of the Dungeon toward the PCs (and all life on the planet by extension). He explained how he considered the whole world to be his prison and all life to be the God’s cruel joke towards their creation.
In the very last scene where it died, the Dungeon revealed to Corwin that he had a sliver of its power in him and that it would eventually make him into an elemental Chaos Power, insuring that the Primordial would survive in some form.
That’s why Corwin committed suicide… to my shock and delight.
Usul started using his power very late, when things became grim. He aced his Religion check, nuked the Boss for 20 some points of damage. I described how his God opened the channel and made Usul his Avatar.
Kord: Go forth, build an army of these master-less monsters and destroy this elemental abomination!
Usul: F**K yeah!
What didn’t work..
Issue #5: Having 3 soldiers protect a Boss creature represented by huge Frost Titan completely defeated my plan to see the boss killed early and transmute into stage 2. My players were convinced the thing was an elite so they focused on all the other monsters 1st.
Issue #6: The “Summon at-will minions” power succeeded in jamming the Barbarian and the Invoker in the corner, severely lowering the party’s damage output. Each time a barbarian strikes a minion, that’s 25-50 HP of damage wasted. Although the Barbarian might have been better served by ignoring the minions… he didn’t expect the summoning to be repeatable so he got caught. That wa2 2-3 turns wasted, at 30 minutes a turn… 90 minutes for the fight wasted there.
Were I to redo that fight, I would have done:
- 1 Controller Boss (w/o the summoning power)
- 1 Soldier (Bodyguard to boss and describe to players that Boss doesn’t look all that solid to attract early attacks)
- 6 Minion Skirmishers
- 1 or 2 Pure damage artillery monsters without any status effects (like Flame Snakes).
- 2nd Stage boss alone.
That would have likely lasted 2 hours instead of 3h30 and left 90 minutes for Stage 2
Oh and while we’re at it, here’s a little tip:
If your players drop a monster within 10% of its last HPs, check the time and feel free to drop them to Zero instantly… that last round of monster damage is likely not significant anymore.
Issue #7: Players were also disorganized by how the fight started (minions and wall of soldiers) and never really re-organized until the last 30 minutes. For instance, Stef completely forgot trying to Sneak with his rogue and spent several rounds doing ranged attacks without sneaking… I mentioned it because even with At-Wills, a rogue’s sneak attack is devastating.
Issue #8: At level 13, even with a relatively disciplined group like mine, playing one’s turn takes a good 3-4 minutes while the DM’s takes from 5-10 depending on conditional triggers from PCs. With 5 players and a DM, that’s 30 minutes a turn for the first few rounds and goes down a bit as options run out.
D&D 4e fights last between 6 and 13 rounds… do the math. I need to factor this in.
By the end of the evening I was very annoyed and I even threw a little tantrum I’m not to proud of (I don’t think I had one at the table in years). I hadn’t realized all the issues I described here and I was frustrated at the Game… I was convinced that 4e was deeply flawed and that I had to start thinking about playing something else.
Good thing I like to understand the why and how of such ‘life lesson’ occasions. I’m happy friends like Yan, Dave and Graham helped me understand it all. I’m no longer in that mood.
Unexpected feedback from a good friend
A few days after the game, Math floored me with some devastatingly accurate insight.
Math: Maybe you have been increasingly frustrated over the last few sessions because what you plan never happens as you’d like it. If you wanted that Jedi Giant, you just had to give yourself a time like ’9h30′ and make it appear, regardless of what we’re doing.
Phil (brain exploding): …
(That guy can read me good)
Issue#9: For the last few sessions I’ve built scenes based on ideas I really liked (The Godzilla Chase scene, Using a Jedi Giant) but instead of making them happen, I decided to put my trust in the game engine and/or player choices to make them happen. While I’m a huge proponents of giving players what they want and letting them steer the adventure, I should use the power vested in my position as DM to make sure that the cool things I want to see happen do in fact happen. A DM is allowed his fun too!
I won’t do a lessons learned here, I’ve almost hit 1700 words, suffice to say that each ‘Issue’ I discussed here is a lesson I must ponder on. I’m a bit annoyed that after 18 months DMing 4e, there’s still issues I don’t master for this game I’m publishing articles and adventures for… I know there’s no such thing as the perfect DM, but damn if this game isin’t giving me a run for my money, brain and ego-wise.
Anyone else still has trouble gauging monster roles and numbers? I know I don’t use XP budget as is… maybe I should. We should start some online encounter design seminars, like the one I did with Jeff on the Tome Show (subtle plug eh?)
Sorry for the longish post, this was a campaign ender with lots of things I wanted to discuss.
As always your comments are appreciated, about this finale and the Primal/Within campaign in general.
If you look at many of the hobbies that we have, aside from video games, dice are a common element in a large majority of the games we play. Whether its Dungeons & Dragons, Warhammer 40k, or Settlers of Catan they all use dice and as a result many of us end up really liking our little random number generation devices.
Now that it is nearing the end of 2009, at long last I bring you my final in depth analysis of the Monster Manual 2 and the creatures contained therein. While the book has been out for half of a year now, I still have not gotten anywhere close to using even half of the monsters that are contained within.


