I’ve done a few airship skill challenges before, thanks to a motley Dwarven pirate airship. Escape from the giant dragon air skill challenge and oh crap the airship is crashing skill challenge both had been done, so for this one, I envisioned something like the space battles in Star Wars, like the trench run but in a more open space. Thus, I consulted Gamefiend, the mad genius of skill challenges, for his help in designing it. One Skype call later (and then another day of planning later) I came up with the following skill challenge.
Mailbag 6 – All By Myself, Part 3
In this installment of the exploration of solos, we have two statistics blocks based on what we’ve been talking about. First is a dragon. In or out of the dungeon, this monster has to leave an impression. Next we have a third-party-refurbished berbalang. This version jettisons all the complexity and confusion of the original. It’s relatively straightforward. Both show why customizing monsters is fun D&D 4e.
The Dungeon Master Guys, Episode 2
The second episode of The Dungeon Master Guys podcast is here! We ran into some technical difficulties which lead to the episode being hosted by Chatty DM and Dave the Game, with Newbie DM contributing a segment and being consigned to the editing dungeon. However, we all learned a lot about podcasting, and the next episode should be even better.
Mailbag 5 – All By Myself, Part 2
It ain’t easy DMing, and solo monsters heap some responsibility on your shoulders. You might think that one monster on the field is an easier management task. Sometimes you’re right. But good management starts well before and proceeds throughout an engagement.
Gears of Ruin: Sabotage! Part 2
Amazingly, the Gnome Airship was still intact when the PCs own ship set in formation near it (along the Melorian’s living airship, and the Warforged chaos-propelled aerolith). Viscount Daven Sakran was joyously awaiting for them, all smiles and virginal innocence under the malvolent look of our semi-railroaded Goliath Warden.
Review: “The Hidden Current” 4e Adventure Module
The Hidden Current is the first chapter of the Dark Veil Campaign arc for 4th Edition Dungeons and Dragons that promises to take players from level 1 to level 30 published by Blackbyrne Publishing. Though the adventure module is a bit amateur in presentation and some of its elements, it more than makes up for that with its original ideas, good writing, and an exciting series of adventures for your players to enjoy!
Gears of Ruin: Sabotage! Part 1
Brought together to oversee the security of crucial peace talks, the PCs are faced with sabotage at 20 000 feet over the jagged surface of a world torn by 8 years of global conflicts. One of the diplomat factions turns on the other while demon-summoning clockwork bombs explode on the Gnomish airship housing the peace negotiations. Our heroes have to keep the negotiators alive.
Inq. of the Week: The Frogurt is Also Cursed
Let’s talk cursed items for a minute. You remember those, right? Those items you found in random treasure piles that you think might be awesome, and before you know it, they’re changing your gender or biting your back.
D&D Trivia Archive 1
On Twitter, I give out little tidbits about D&D history as I know it or experienced it. You can get yours quickly by following me on twitter or emailing me with a question. I’ll also be archiving each month’s tweets here on Critical-Hits!
Mailbag 4 – All By Myself, Part 1
Mike Shea asked me how I’d handle solos at upper levels so that they shine against powerful characters and skilled players. Over multiple Mailbag articles, we’re going to talk about solos, as well as what they can and should do for you.
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