The Night Before Deadwinter, A Christmas-Themed Adventure #DnD #RPG #TTRPG #4e #holiday #Christmas

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A few weeks ago, I had a memory pop into my head. It was a stupid song parody my middle school friends and I used to sing around Christmastime.

‘Twas the night before Christmas, and all through the house
not a creature was stirring, except for a mouse.
The children were hung by their stockings with care,
in hopes that Count Dracula soon would be there.
Mommy was screaming, and daddy was dead,
and Junior was splattered all over the bed.

That led to another memory of a friend, John, who wrote a Christmas-themed adventure during the 4th Edition days involving (Drow) elves working for and evil Santa Claus. (Santa might have been under mind control. I don’t remember.) I also recently observed that Jacob Marley is a Kyton (a.k.a., chain devil). These three memories came together to encourage me to write my own Christmas-themed adventure replete with carnage. While I intended to use the poem, a Visit from St. Nicholas, for the narrative, the fact that there were four encounters in a Christmas Carol made that story the better source material for the adventure. The goal was to write the second encounter in 1st Edition D&D, the third in 4th Edition D&D, and the fourth in Gamma World 7e, which is based on the 4th Edition D&D game engine (I hadn’t decided which to use for the first encounter). This in turn would mirror an adventure three of my friends and I wrote called “A Brief Tour of the History of Dungeons & Dragons” in which each of us wrote two hours of adventure each in a different edition of D&D, but all part of the same story. Each encounter was designed to exemplify the general feel of those editions. That was a fun adventure to write and run.

Unfortunately, I didn’t have time to write the encounters in the different editions, so I decided to write them in 4th Edition because I have a group playing that edition, which increased the chances I’d be able to run it. Whether not anyone will have time in December to play remains to be seen, but in any event, I’m publishing it for everyone.

If you prefer another edition (or game system), you’ll have to create your own stat blocks and perhaps modify the poetry to reflect the abilities of the enemies. “The poetry,” you ask? All my box text is written in verse, and it was surprising how much the beginning of a Visit from St. Nicholas synchronized with what I was doing. It inspired me to write everything in verse. So, when a player makes a successful knowledge check to determine what their enemies can do, even that information can be delivered in verse. However, moving from one edition to another may force you to change the enemies’ abilities and thus the verse describing them. On the other hand, you could just dispense with the verse and recite what they know without all the rhyming. For all I know that verse will quickly get annoying.

Despite being written for 4th Edition, I didn’t reproduce my Dungeon Tiles maps. Wizards of the Coast owns the copyright to the images on those titles, and while their use is almost certainly fair in this context, WotC is always looking for an excuse to threaten people. So, without the software to make my own maps, I’ve created some terrible ones based on my Dungeon Tiles maps, then told you the sets you could use to recreate them.

Also of note, I acquired the Krampus stat block from Kobold Press as envisioned by the Dread Gazebo.

If you have any doubts as to the legality of what I’m publishing here, or you’re publishing elsewhere, please visit my post here linking to relevant materials.

EDIT: After running the adventure on 12/13, the PCs are being tweaked, but the adventure is getting a major overhaul. In short, this was way too easy. While that doesn’t bother me completely — the primary purpose is to impart a moral lesson — this is D&D, and D&D should be a challenge.

I hope you enjoy the adventure. I had fun writing it. You can download it by clicking here (unless you may be playing it soon with me). The adventure is suitable for 5, 11th-level characters. James generously created pregenerated characters.

  • The Adventure in PDF format
  • The Adventure as a Masterplan Project File. You’ll need to delete the extension “pdf” from the end of “The Night Before Deadwinter.masterplan.pdf,” which will leave the name of the file “The Night Before Deadwinter.masterplan” (to be updated soon with the pre-generated characters).
  • The Masterplan Library with the monster stat blocks. You’ll need to delete the extension “pdf” from the end of “The Night Before Deadwinter.library.pdf,” which will leave the name of the file “The Night Before Deadwinter.library.”
  • Pre-generated characters and tactical advice for their play.

Of the pre-generated characters, Cameron is the most complex, and Argus and Fellick and the easiest to run.

Remember, the maps suck.

Disclaimer: Dungeons & Dragons and D&D are trademarks of Wizards of the Coast, LLC, who neither contributed to, nor endorsed, the contents of this publication. (Okay, jackasses?)

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You Learn Something New Every Day, Even When It’s in Plain Sight #DnD #ADnD #RPG #TTRPG #gaming #football #NFL

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How have I, a rabid (American) football fan, never noticed that these fonts are identical until today, November 24, 2025?

Quentin EF Font

Seriously, I never noticed this until tonight while watching San Francisco beat up on the Carolina Panthers.

There’s something wrong with me.

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Organized Play Ain’t What It Used to Be #DnD #TTRPG #RPG

A little over a year ago, I wrote a post about my glory days of Dungeons & Dragons (“D&D“) living campaigns. I left D&D in 1982 due to the Satanic Panic and didn’t return until 2005. When I came back, Living Greyhawk was ongoing, and the TTRPG culture surrounding it was great. A little later, Living Forgotten Realms came along, and not only did Wizards of the Coast (“WotC“) up their game, but so did my friends and I, running weekly games at up to six Washington, DC area sites for 250+ RPG Gamers’ Syndicate members, plus weeknight stuff (i.e., D&D Encounters), and for two years, a convention. The entire experience was robust, which I think is a perfect word to describe it. Because I quickly grew tired of 5th Edition D&D, all of that fell off the radar for me.

Fast forward to this past week. A new coworker saw a d20 on my desk and asked if I play D&D. The conversation turned to those glory days, and she asked if that stuff was still going on. I told her I’d look into it. I asked around my old channels and got no reply. I went to the WotC store locator, and long story short, there were no official D&D Adventure League retailers in Northen Virginia. Huzzah Hobbies still exists, but there are no D&D games on their events schedule. Everything I came back to in 2005, and last dealt with in maybe 2019, is gone. The only infrastructure is online through social media sites in which my coworker isn’t interested (e.g., Facebook), and as I mentioned above, reaching out to Facebook groups resulted in no responses. She and her husband are in a single online game via Discord but want to sit around a table and throw dice. When I explained how living campaigns worked, she found that incredibly intriguing.

Something wonderful is missing. The community seems disjointed because more than just the game itself has been relegated to technology. TTRPGs have always been social in nature.

You’re probably prone to think this is a function of my age; however, before I was an attorney, I was a database geek. Not only do I not fear technology; I love it. After all, I’m currently creating digital character builders for various games. Applying technology to game play itself is a great thing. I don’t like playing games without digital character builders (hence, my projects). Moreover, my coworker is probably 25 years younger than I (maybe more) and has been playing D&D for less than a year. She has no nostalgic ties to the early 2000s culture. She simply knows that she wants what I used to take for granted, but it’s no longer available in Northern Virginia. Despite not personally needing this real sense of community, I find that sad. Maybe there’s a timely lesson in this that applies to more than just TTRPGs.

You don’t know what you’re missing.

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Happy 25th Anniversary, Dungeons & Dragons, 3rd Edition #RPG #TTRPG #DnD #3e #1e #ADnD

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I returned to Dungeons and Dragons in 2005 after 23 years away due to the Satanic Panic, then starting a new career, then law school. When I came back, Living Greyhawk was my way in, and before you knew it, I was running gamedays all across the DC area, and even ran a convention, synDCon, for a couple of years. I went to my first Gen Con during those times, and like most of you went to plenty of smaller cons. As much as 3rd Edition Dungeons & Dragons (“3e“) turns me off now (which is a lot), I still enjoy thumbing through the books for nostalgia, and of course I’ve played it in somewhat recent history to connect with friends that remained with it. More importantly, whatever my criticism of the crunch, the flavor was as good as any edition.

Damn right.

Nothing demonstrated the disparity between crunch and flavor better than the Truenamer from Tome of Magic.

Prepare to vanish.

Because it’s primary abilities were based on skills (cool idea in theory, Rob Schwalb), the character’s power slowly diminished for three levels before it suddenly got a boost on the fourth that overcame that diminishment. Other players would be frustrated by the truenamer’s impotence. Eventually, that boost wouldn’t be enough, and the only way to keep pace was a single, specific, magic item, the Amulet of the Silver Tongue, that the DM had no choice but to give you (unless the DM hated you). No one else could make use of it. Unfortunately, there were only two versions of that item (i.e., lesser and greater), so after 12th(?) level, the character never could keep pace with the rest of the party’s power curve. Sure, a DM could just create a “superior” version of the Amulet of the Silver Tongue, but considering two more were were necessary to keep the character relevant through 20th level, they should have been included.

But I’ll be damned if that class didn’t have the greatest built-in flavor of any class I’ve played. The class used spooky words of power known as utterances to rearrange reality to suit its needs. At the highest level, there was an utterance, Unname, that could erase a creature from existence. It did so by warping reality and removing the creature’s truename from existence. Neither resurrection nor reincarnation could bring them back. It cost a ton more than that, which was a cost far more than anyone would ever want to pay. Bringing a class like this into other editions should have been a priority. It’s just too damn cool.

Rob Schwalb is one of the best writers in the industry. He had a really cool idea, but the system was convoluted that breaking away from the standard led to disaster. In this case, the disaster was an underpowered class. But enough with this digression.

In preparation for starting a new 1st Edition (“1e“) campaign a few years ago, I replenished my RPG stash, but not just 1e. There were quite a few books I wanted to get back from my 3e days, and with a little help from my friends, I did. These included the Book of Exalted Deeds, Deities & Demigods, the Fiendish Codex: Tyrant of the Nine Hells; and Drow of the Underdark:

Everything else I wanted I already had, but that was still a lot for a game I don’t play. Why? Flavor. I loved what the Fiendish Codexes did. I loved expanding on the Drow even though it has since been done to death. And I became a Dungeons & Dragons fan because I was a mythology nut, not the other way around. Without leaning in so heavily to mythology, I’d have never been interested in it.

Whatever its strengths and weaknesses, 3e will always hold a special place in my heart.

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Uploaded to GitHub: Gamma World Character Builder #RPG #TTRPG #DnD #4e #GammaWorld

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I finally posted my Gamma World 7e Character Builder to GitHub. This is a beta version, which means I need the community feedback to address any hidden bugs. It’s also nothing more than an MS Access database, which means the user interface isn’t exactly perfect, and it won’t run on Apple products. Still, this is, at this moment, pretty damn useful. You can find it here, or you can download it directly from here.

By all means, prove me wrong, and I’ll revise it.

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Gamma World Character Builder #RPG #TTRPG #DnD #4e #GammaWorld

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I did a thing.

Over the past week or so, I created a character builder for 4th edition Gamma World. Well, really, 7th edition, but because it was based on the 4e Dungeons & Dragons system, it’s often referred to as 4th edition by non-enthusiasts like me. I’ve never played any other editions, though I owned some books at some point.

Anyway, you might be asking, “One week?” Well, yeah. I get that. My 1e Dungeons & Dragons campaign manager took years to create. The data entry was a royal pain in the ass, and the system is so loaded with exceptions to the rules (rules that themselves weren’t “clean”) that without formal requirements analysis, I made some regrettable design decisions for which I’m still paying. Moreover, there’s no way I could distribute it to the general public even though it creates wonderful character sheets. Only a software engineer could hope to make sense of it. The general public would be lost. None of this should surprise you considering I have a job.

So how the hell did I (essentially) finish the Gamma World project in one week? Well, for one, I ignored my cats.

Here’s Tezcaatlipoca giving me the evil eye.

Second, it’s not like I have anything else going on. Moving on, it’s not a campaign manager. I’ve entered no monsters (yet), and there are no tools to help run the campaign. Also, the game system is really simple. There are no choices to be made. If you’re a radioactive hawkoid, you’re assigned powers, and you don’t get much of a choice in the matter. The only choices you make are, at certain levels, which are very limited. For example, the aforementioned character has two origins, hawkoid and radioactive. Each grants a single utility power, one option per origin. If you choose the hawkoid one at level 3, then you must choose the radioactive one at level 7. This is true of critical hit effects and expert powers at different level pairs. it’s not like 4e where at X level you have several powers from which to choose. There’s only one or two options, and where there are two, choosing one forces you to choose the second later on. That’s great for software designers, especially ones 25 years removed from the industry and forced to use MS Access for the whole thing. It’s almost like automating tic-tac-toe, and even Access can facilitate that. (Access has way too many issues to use commercially, the absolute worst of which is the fact that you can’t embed commas or semicolons in text fields that will ever get loaded into a listbox. WTF?!)

Other than little tweaks here and there, the only thing I need to do is give the ability to save and load characters to and from the hard drive. You might think that’s a fairly important feature, but no, it’s not. Gamma World character creation is so easy that rebuilding the character from scratch is trivial as long as you saved your prior character sheet showing the gear you found. That’s the whole “great for software designers” thing in action. I can say I’m finished even if I’m not really finished. In fact, I don’t ever need to finish and would still be able to publish this. (I will finish, but that’s not the point.)

I don’t have to, and you can’t make me.

Prove It!

Okay, so you want proof? Here are some screenshots.

Just ignore that red text. That should have turned invisible.

What you can see is that the builder allows you to limit your sources to the Gamma World rulebook, Famine in Far-go, or both. Also, if there are any supplements I missed, or if you have homebrew content, you could create it and restrict it. For example, there’s some chatter about GW needing errata. So, if you want to change an origin to suit your needs, you can create it within your own source.

This page is pretty straightforward. I added a “roll 4d6 and drop the lowest” just for the hell of it. It’s not an option in the official rules, but it’s easy to program and just as easy for the user to ignore.

Here you can simply select the type of weapon you have as an abstract concept, or you can add a label for it giving the weapons more concrete descriptions. A lot of this is intended to be abstracted, but one of my favorite Gamma World images comes from a prior addition. A guy using a speed limit sign as a shield perfectly encapsulates the campaign setting. <Googles>

Ok, I misremembered a little bit, but I got the gist of it, and so did you.

That’s from the 3e GM’s screen. While I haven’t given you that option — as you’ll see, it would have no place on the character sheet — I thought it would be a neat idea to do so for the weapons.

Next up, you randomly roll starting gear, move it into the gear you own, then double-click on any gear or ancient junk you find during adventuring. I had to make a command decision on this one. It bugs me a bit, but it really won’t affect anyone’s lives. Sometimes you roll such that the result is, “Roll twice on this table.” So, you essentially get a bonus item. Technically, under the rules, one or both of those rolls could have the same result, however unlikely, allowing you third, fourth, or twentieth bonus item. For programming reasons, I decided not to allow this cascade. If you get to roll twice, neither of those rolls can give you the result of rolling twice. Similarly, there’s a result that says you can roll twice on the ancient junk table instead. If you do that, you can get a result for either or both rolls allowing you to roll twice, and that’s supported. However, when making your bonus rolls on ancient junk, I block the result of rolling twice. I’m sure everyone will get over it.

Here, you select your basic personality characteristics, choose your portrait, and enter in any notes. Going back to the prior screen, you can add as many items as you want, but they may not fit on the character sheet. The notes field is good for making sure you can see all your gear and junk on the character sheet. On the character sheet, the notes field will expand forever. Not sure what I mean? Here’s the character sheet for Jake.

How Can I Get a Hold of This?

I don’t know exactly when I’ll distribute the character builder, but it’s taken almost no time to put this together, so a good, working copy should hit GitHub in the near future. Every now I then, I spot an error, and its source can be programming logic or data entry error. Things look pretty clean, but since producing the character sheet, I noticed AC wasn’t taking the Int/Dex bonus into account for Jake, who was wearing light armor.

I really hope I get to make use of it. 🙂

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My Masterplan Wishlist (Nothing to See Here; Move Along) #4e #DnD #RPG #TTRPG

This post is for me, not you. It’s a convenient place to keep a list of enhancements I’d like to see to Masterplan. Consequently, I won’t be promoting this post via social media. It’s simply here so that I can add to it no matter where I am, and if Andy ever agrees to apply them to Masterplan, he can come to one place with all my thoughts organized neatly.

Magic Items

  1. In the library window, allow a user to filter the list.
  2. Adding Price as a built-in field for magic items so that it doesn’t need to be added as a section.
  3. A button allowing you to assign the default cost to a magic item based on its type (e.g., ammunition, armor, weapon). (Most magic items have the same cost at the same level. Ammunition uses it’s own formula. I’m not certain if there are any other exceptions, but in case future work creates exceptions, or an item is assigned no cost, it would be easier to be able to just hit a button to assign the cost rather than set it automatically.)
  4. Add “Consumable (Other)” and “Consumable (Elixir)” each as a type of magic item.
  5. Add “Alchemical Item (Oil),” “Alchemical Item (Poison),” and “Alchemical Item (Volatile)” as a type of magic item, while leaving “Alchemical Item” (without a subtype) for ones without a designation.
  6. Add “Critical” as a magic item section header in the drop down list box.

Artifacts

  1. When a new section is created, it can’t be removed. See, Jacinth of Inestimable Beauty, in Mordenkainen’s Magnificent Emporium. Do not delete the built-in sections (e.g., “Pleased (16-20),” “Moving On”).
  2. Add “Critical” as a magic item section header in the drop down list box.

Projects

  1. PC data should be exportable so that a PC doesn’t have to be imported multiple times to be used in multiple projects.
  2. If a PC is imported from a *.4ednd file, import its portrait along with it.

Combat

If a token represents a swarm or tiny creature, or a creature currently subject to the prone condition, or a creature at a different altitude, allow that token to occupy the same space as another token.

Monsters

Increase the list of available, stock choices for range in the Power Range drop down list to include Melee N (one creature), Ranged N (one creature), Area Burst N within Y (creatures in burst), Area Burst N within N (enemies in burst), Close Blast N (creatures in blast), and Close Blast N (enemies in blast). These could replace some of the ones already in there.

Libraries

  1. Allow an option for larger text in, for example, the Libraries window.

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TTRPG Group Checks #RPG #TTRPG #DnD #4e

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The skill checks of 4th Edition Dungeons & Dragons (“4e“) were hated by many people, in part because they felt skill challenges were mixing skills into a system best suited for combat. I think it was Chris Perkins that analogized the criticism to people saying, “Keep your peanut butter out of my chocolate!” (and vice versa). While I don’t have a problem with the notion of a skill challenge, I do things a bit differently in my games, referring to them instead as “group checks.”

The Problems with Skill Challenges

In creating a model for group checks, Luddite Vic and I first had to identify what we didn’t like about skill challenges. First, they failed to discourage boring encounter design, which means most designs were boring. Second, the process itself became rote. Let’s deal with each separately.

Boring Writing

Let’s say the party is scaling a 100′ cliff. The fighter-type isn’t going to have much difficulty, and the wizard is going to be miserable, but we’ll deal with that later. In a skill challenge, you calculate how fast a character can climb (let’s say 15′ in a round), then divide that into the height of the cliff, and require a number of check equal to the quotient plus the remainder. That is, we divide 100′ by 15′ and get 6 and 2/3, which we round up to 7. The specific structures of skill challenges would give the DM two options: either “6 successes before 3 failures” or “8 successes before 4 failures.” Select one option and then select an appropriate set of skills a player can use to accomplish it. The obvious choices of skill are Acrobatics and Athletics. A character with poor bonuses for those will have to engage in some serious bullshit to convince the DM to allow a different skill instead. Even if the DM agrees, the target number the player will have to roll (the “DC”) using a less-than-relevant skill will be higher. But okay, that works. Everyone rolls.

However, consider conceptually what’s going on. They’re scaling a vertical cliff. That’s it, and that’s boring. Why not mix it up a bit? I’ll tell you why: There’s no motivation to do so. You can write this skill challenge as I have, and it does the intended job, just in a supremely boring way.

Boring Process

So, how does this play out? An experienced player knowing that they just need to roll, let’s say, 8 successful Athletics checks before rolling 4 failures will get out his d20 and just start rolling. “Success. Success. Failure. Success. Failure. Success. Success. Failure. Success. Success. Success. Yay. What did I win?” There’s no fun to this, and this is exactly how they all played out at tables on which I either played or ran. Everyone just wanted to get it done and move on to the fight at the top of the cliff.

Enter the Group Check

Let’s fix both of these, starting in reverse order. How about instead of rolling 8 successes before 4 failures, every character rolls just once regardless of the height of the cliff? This prevents that boring repetition. While you may agree that the repetition is boring, you may ask how a single roll by each player justifies the XP or story reward associated with the success. Well, first off, if it doesn’t justify the reward, don’t award it. Just view the success as moving the story forward. If that’s all that makes sense, don’t force the issue further than it should go. It’s a game, not a physics lesson. Second, leading to the second fix, write more interesting skill encounters. Sticking with our example, have the first part of the encounter scaling a vertical cliff face as suggested above. However, once you get beyond that, you then have a less steep climb through a sandy area where identifying strong-rooted bushes (a Nature check) is more important than sheer physicality (an Athletics or Acrobatics check). After that, you’ll obviously need to sneak up on the castle without being seen, which brings us to Stealth checks as the primary skill. Now the encounters are more interesting, and more players get their chance to shine and carry everyone on their shoulders (see Assists below). However, the important point is that each phase is a single roll for each player. If the majority of players are successful, the group is successful.

In other words, divide your encounter into multiple phases (until you run out of ideas), each of which feels very different both in terms of the description of the action and the skills being used. Do so regardless of whether the result is a skill encounter with 2, 5, or 25 phases. Obviously, there are plenty of instances where only one skill roll is needed (and few where 25 are needed 🙂 ), and there’s nothing wrong with that, but rather than succumb to boring processes to justify rewards, up your writing game to include more interesting encounters. Only where that occurs should you call it a skill challenge or group check and grant a reward.

I’m sure many games handle skill checks this way, but what 4e was trying to do with skill challenges was make an entire encounter out of skill checks in a cohesive way where the checks were related. That was a noble cause. The problem is that those checks were usually identical. The group check takes that idea and mixes it up a bit so that an experience point or story award is justified when based entirely on skill checks, yet keeps it interesting.

Assists

There’s another useful addition to this process. If the mathematical framework of the system supports it, a character’s remarkable success should allow assists as part of that process. If the DC for the Athletics check is 15, and the fighter scores a 20, then the fighter should be able to give a +2 bonus to the Wizard’s roll. For each 5 above the DC, the fighter will have another +2 bonus to grant to the Wizard or anyone else. This way, the fighter’s roll matters; he’s not trying to succeed, which is trivial, but instead to accumulate assists. Moreover, the wizard’s roll matters; he’s not trying to succeed, which is impossible, but instead to lose by a small enough margin to take advantage of the fighter’s success. Obviously, the amount of the bonus depends on the system’s mathematical framework, and there are such wide margins between the skill bonuses of 4e classes that it can be challenging (pun intended) to apply this in 4e, but it can be done if based on the specific players around the table. But make no mistake about it: This will work best if the game designer incorporates it into the framework ab initio.

Failure

I want to add one other thing that’s related. When players fail, there must be consequences. Failing while climbing a cliff shouldn’t mean a character falling to its death. That’s no way for a hero to die. So what do you do? To an extent, you can have mechanical consequences such lost healing surges, but often the most appropriate consequence is story based. For example, if you fail while climbing the cliff, you still make it to the top; it just takes too long. The result is that many of the people you’re trying to save are killed even if you successfully sneak in. They were scheduled for execution, and you didn’t get there on time.

Unfortunately, many players today don’t really care about story losses. If an NPC doesn’t have money or information to offer to PCs, the players often won’t prioritize the NPC’s health over their own. That’s not heroic, but that’s the way many people play. If they aren’t emotionally invested in the story, they aren’t going to care. So, sometimes failure can’t have consequences. In those situations, you need instead to reward successes beyond the obvious. On a success, you make it to the top of the cliff because that’s the entire point of the exercise, but if the characters aren’t fighting to prevent consequences, they can instead fight for an additional reward (without necessarily realizing it). In revisiting 4e sourcebooks I didn’t give proper attention in the day, I’m discovering some really interesting ideas that serve that purpose. Scrolls of power and dungeon companions from Into the Unknown: The Dungeon Survival Handbook (page 145), fey magic gifts from Heroes of the Feywild (page 140), intelligent items from Dragon 367 (page 22), and various alternative awards from the Dark Sun Campaign Setting (page 210) don’t significantly screw up a game’s balance, but they make for legitimate mechanical rewards and provide depth to the story. (Many items have levels, but they add a bit more flavor than an typical item of the same level.) On the other hand, as long as you don’t give away the surprise, dark rewards (i.e., cursed items and sinister items) from the Book of Vile Darkness (page 72) may serve as proper mechanical consequences.

This is why I said there’s still much more I have to do with 4th Edition.

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4th Edition D&D Dungeon Delves #DnD #RPG #TTRPG #4e #1e

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I ran a dungeon delve again last night. TL;D[click through], each of these delves consist of three, 4rh Edition D&D combat encounters with not much backstory, and no role-play or skill challenges. Each delve is based on a classic 1st Edition D&D adventure, so the backstory is built in for old guys like me. Between both sessions, I learned something. These delves are fine as is for a convention competition, but I’m not running them as a convention competition. Nowadays, I’m running them just to have a good time, so I need to rewrite the encounters as if they’re for an ordinary campaign.

In addition, I decided that for my rewrites, instead of making them easy, medium, hard, and impossible (again, it’s not a competition), I’ll instead write them each at different levels, accommodating players that want to play at different levels. In no event am I going to make any of these higher than low paragon, so the nine delves will run from 2nd level to no higher than 13th level. When all is said and done, I’ll probably have only two that are in paragon tier. I don’t want them to play too slowly. The only downside is that I probably won’t have pregens available, but it seems like most people want to create their own characters anyway. Maybe I’ll create just a couple of pregens to adapt if someone jumps in at the last second, but for the most part, I’ll leave it to the players.

If you’re interested in playing them, I have a thread on the “D&D 4e” Discord server where I organize them. You can also just contact me through this blog. I use MS Teams to connect to everyone, using the screen sharing feature to provide the battle map via Masterplan. There are still some minor kinks to work out with that set up — I’m not fond of online play — but it does the job. I need to make this technical solution work to accommodate a player in my home game that’s moved from the good Washington (DC) to the bad Washington (state).

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4th Edition D&D: Still Much More to Do #DnD #RPG #TTRPG #4e #WotC

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A Little Context for This Post

I love 4th Edition Dungeons & Dragons (“4e“). If you don’t, that’s fine, but did, and I still do. During the 4e days, which I consider the best years for organized play, I was one of the primary organizers for Gamers Syndicate game days in the DC area. We organized Living Forgotten Realms games at as many as five sites a month on as many as every weekend each of those months. We also ran D&D Encounters on the weekdays. We got a little time off, but not much. As a result of my efforts, and the rather generous rewards program offered by Wizards of the Coast (“WotC“) that you’ll never see again, I received a lot of free product, so there were very few publications I don’t own. I own multiple copies for many, and some are still in the original wrapping to this day (e.g., the Dungeon Command Sting of Lolth package; several game day, D&D Encounters, and Ashes of Athas adventures). Needless to say, I’ve seen a lot of game play and, you’d think, I’d see it all. Well, nope.

A Little More Context for This Post

In September of 2023, I started hosting 4e games at my house (which I bought primarily so I could easily host games on my own terms). The other primary organizer of the game days I mentioned (Vic) and I created a game world and cosmology (largely based on his own game world), and are serving as alternating DMs for the campaign. Because of how seldom we meet, Vic is only now finishing up his first leg of the campaign, so I’m about to start my first leg at level 4. In preparation for the whole thing, I’ve been cleaning up, and adding to, the Masterplan campaign manager, which we use for running the games. (I know I just said I haven’t had my chance to DM yet, but I’ve had the chance to run my 4e delves based on classic 1st Edition adventures.) I’ve added several libraries for sourcebooks that aren’t part of the base Masterplan product because the author gave up on the project before those sourcebooks were released. At the moment, I’m adding the Dark Sun Creature Catalog library to it. By my count, there are 11 more publications I need to add to get the Masterplan files complete. That said, even when I do, I’ll still have to go back to the existing libraries to continue to clean them up. All my work is available here.

And Finally, My Point

When 5th Edition was announced, I had a conversation with a friend. We both agreed that 4e was ending too soon because there was too much we hadn’t yet done. As gamers plugged into organized play, we knew that we’d be moving on to the next system, and if we didn’t, we’d have no one with whom to play because we knew our gaming friends would be. As I mentioned, I’m currently entering creatures from the Dark Sun Creature Catalog into Masterplan. Despite having played in two 4e Dark Sun campaigns during the 4e days, I’m still running into monsters and other material that I’ve never even heard of, and it reminds me of the conversation. Note well that I never played 2nd Edition due to the Satanic Panic, so I imagine anyone that played it would at least have heard of those creatures, but a lot of this material is still new to me, and not just the Dark Sun material. There was just a ton of material that I never got to use. Some of my Shadowfell materials are among those still unopened.

If this sounds like I’m complaining, I’m really not. Despite WotC moving on from 4e relatively quickly, I still have a ton of material from which to draw. Guys like Rob Schwalb and Stephen Radney-McFarland had their dirty little hands all over that edition, so it’s no surprise that the things I’m discovering are really clever and interesting.

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